GM Haladir's Rise of the Runelords (Inactive)

Game Master Haladir

Rise of the Runelords Book 1: Burnt Offerings

Thistletop—Dungeon Level 2
Thistletop—Dungeon Level 1
Thistletop—Ground Level

Party Status
Cerin hp 31/31; 2 Hero Points
Gwyn hp 16/16; 1 Hero Point
Helena hp 31/31; 2 Hero Points
Kyrian hp 20/20; 2 Hero Points
Orik hp 44/44; 2 Hero Points

Active Party Buffs: none

Map: Sandpoint
Map: Sandpoint Hinterlands

Treasure List


951 to 1,000 of 2,840 << first < prev | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | next > last >>

Your humble narrator

Moving things along...

GM only:
Mystery roll #1: 1d20 + 6 ⇒ (10) + 6 = 16
Mystery Roll #2: 1d20 + 6 ⇒ (17) + 6 = 23
Perception (Kyrian): 1d20 + 8 ⇒ (15) + 8 = 23
Disable Device (Kyrian): 1d20 + 8 ⇒ (18) + 8 = 26

Kyrian starts with the middle door, tapping it with his tools and checking it carefully for traps. Finding none, he works at the lock and picks it easily. The lock clicks open, and he swings open the door.

Beyond is a simple cell with bare stone floors and walls. A human skeleton lies on the floor. Examining the bones, you notice a peculiarity: it apparently has three arms and three legs, the bones of which all seem far too long and narrow for its torso.

Kyrian repeats this with the other two doors, and unlocks them as well. The other two cells are more-or-less identical to the previous one, with some differences in the features of the skeleton: one has a huge and misshapen skull, and the other seems to have an extended rib cage that goes all the way down to a stunted pelvis with vestigial leg bones strewn below its strangely flat girth.

Lynnda casts detect magic again, but does not see any auras of magic.

Grand Lodge

Male Aasimar (of gnomish stock) Druid 5 , Init: +1, Perception +12 w/60 ft Darkvision, HP: 38/38, F:+6, R:+3, W:+9, AC/T/FF: 19/13/17, CMD: 15, Stormburst 7/7

"In all my travels, I have never seen anything like this place! Every door we open, it just keeps getting ever more bizarre." Cerin muses, shaking his head. He then hurries back to the previous room and over to the door to the east to listens to it.

Perception: 1d20 + 8 ⇒ (14) + 8 = 22


Level 4 Tiefling Bard | Init +1 | HP 14/21 | AC 14 | S-/D+4/C+1/I+3/W-1/C+5 | Perc +0 | Insp [] | Bardic Insp 2/3 | 3/4x1st 1/2x2nd

Can we tell if the bones are recent or ancient?


Male Human Fighter 2; Init +1, Per +1; AC 21/12/19; HP 14/22 F+5, R+1, W+2 (+3 vs Fear)

Halvor stares apprehensively at the skeletons, not wishing to know what terrible magic twisted the creatures within. Gladly leaving the grim find behind, he follows Cerin to the previous room, getting ready to proceed should he be given the all clear.


Your humble narrator
Krissina wrote:
Can we tell if the bones are recent or ancient?

The bones are obviously dry and completely clean of flesh. You could make a Survival, Heal, Knowledge (nature), or Profession (physician) check to try to determine their age.

GM only:
Mystery Roll: 1d20 + 4 ⇒ (11) + 4 = 15

Cerin does not hear anything beyond the door in the torture chamber.


Level 4 Tiefling Bard | Init +1 | HP 14/21 | AC 14 | S-/D+4/C+1/I+3/W-1/C+5 | Perc +0 | Insp [] | Bardic Insp 2/3 | 3/4x1st 1/2x2nd

Heal: 1d20 + 4 ⇒ (16) + 4 = 20


Your humble narrator

Krissina:
The bones are very, very, very old. Centuries old...or maybe even millennia.

Grand Lodge

Male Aasimar (of gnomish stock) Druid 5 , Init: +1, Perception +12 w/60 ft Darkvision, HP: 38/38, F:+6, R:+3, W:+9, AC/T/FF: 19/13/17, CMD: 15, Stormburst 7/7

While waiting for Krissina to finish her examination, Cerin copies down the runes they have seen so far to make a more detailed study of them when they get back to town. "Thassilonian is a fascinating language. I've heard that they had some very unique ideas about the study of magic, as well. I'm going to have to find some time when this is over to study it more thoroughly!" he chats to Halvor.

When they are all gathered together again, he opens the door and peeks through.


Male Human Fighter 2; Init +1, Per +1; AC 21/12/19; HP 14/22 F+5, R+1, W+2 (+3 vs Fear)

Halvor nods politely along with Cerin's chit-chat, the topic itself of no interest to him. However, the gnome made fine company and knew a lot of stuff, so the warrior continues to humor him, encouraging him in his banter.

As Cerin opens the door, Halvor holds his sword ready, and will lead in if nobody cuts in front.


Your humble narrator

The unlocked door opens easily, revealing a staircase carved out of the bedrock, descending into darkness below.


Your humble narrator

I am assuming a marching order of: Halvor, Kyrian, Cerin, Lynnda, Krissina.

You descend the stairs. They descend for 30 feet to an open doorway into a dark chamber. The domed ceiling of this strangely cold chamber rises twenty feet above the floor at it center. Eleven heavy chains hang down from the ceiling, each passing through a decaying five-foot square wooden trap door on the floor.

As Halvor steps into the chamber, something immediately attacks him from the shadows near the entrance!

GM only:
Stealth (koruvus): 1d20 + 6 ⇒ (3) + 6 = 9
Perception (Halvor): 1d20 + 1 ⇒ (1) + 1 = 2
Perception (Kyrian): 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14
Perception (Cerin): 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23
Perception (Lynnda): 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0
Perception (Krissina): 1d20 - 4 ⇒ (6) - 4 = 2
Attack (Koruvus): 1d20 + 3 ⇒ (15) + 3 = 18
damage: 1d6 + 1 ⇒ (1) + 1 = 2

Initiative:
Koruvus: 1d20 + 2 ⇒ (16) + 2 = 18
Cerin: 1d20 + 1 ⇒ (10) + 1 = 11
Halvor: 1d20 + 1 ⇒ (2) + 1 = 3
Krissina: 1d20 + 1 ⇒ (6) + 1 = 7
Kyrian: 1d20 + 2 ⇒ (8) + 2 = 10
Lynnda: 1d20 + 2 ⇒ (20) + 2 = 22

Surprise Round

The monster wins group initiative. Kyrian and Cerin heard something suspicious just before the attack, and may act in the surprise round.

Taller than a man, this hideous creature vaguely resembles an oversized goblin, except for the extra limbs: a squat foot grows out of the side of its head, a tiny arm from its right hip, and a second fully-formed arm from its left shoulder! It holds weapons in two of its three seemingly-functional arms, one of which is a nasty-looking axe! It swings the axe at Halvor, striking the unaware warrior on the shoulder! Fortunately, his armor absorbs much of the blow.

Halvor: take 2 hp damage.

Grand Lodge

Male Aasimar (of gnomish stock) Druid 5 , Init: +1, Perception +12 w/60 ft Darkvision, HP: 38/38, F:+6, R:+3, W:+9, AC/T/FF: 19/13/17, CMD: 15, Stormburst 7/7

Cerin dashes past Kyrian and Halvor, circling around the bizarre goblin keeping his scimitar pointed at it the entire time. "And just what, exactly, are you?" he asks, not really expecting a response.

Can't adjust the map right now, moving 30 ft to the square diagonally opposite Kyrian.
Knowledge: 1d20 ⇒ 3 +11 nature, +9 religion, +4 all others
Acrobatics (avoid AoO): 1d20 ⇒ 16


Level 4 Tiefling Bard | Init +1 | HP 14/21 | AC 14 | S-/D+4/C+1/I+3/W-1/C+5 | Perc +0 | Insp [] | Bardic Insp 2/3 | 3/4x1st 1/2x2nd

Barely able to see anything from her position at the back, Krissina dutifully checks behind the party for ambushers.
Delay?


Your humble narrator

Cerin: I am going to assume that you are avoiding stepping on the wooden trap door-- you can get to the position you want without doing so.

GM only:
AOO on Cerin with dagger: 1d20 + 6 ⇒ (1) + 6 = 7 ...miss

Cerin bounds past Halvor, running around both his startled friend and the weird mutant goblin. As he darts by the disgusting creature, it slashes at him with its dagger, but Cerin is far to agile for the blow to come anywhere close.

GMPC for Kyrian

GM only:
Shortsword attack: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11 ...miss
damage: 1d4 + 1 ⇒ (2) + 1 = 3 ...irrelevant

Kyrian waits a moment for Cerin to bound around behind the creature to flank it, and then strikes at it from around the corner. However, with the wall between them, he can't get a good angle of attack.

Round 1

Realizing that there are more of you up the stairs, the creature attempts to knock Cerin out of his way and retreat past him.

GM Only:
Overrun: 1d20 + 8 ⇒ (4) + 8 = 12

Halvor and Cerin: You may both take attacks of opportunity against him.

It stiff-arms the smaller man and runs past the opening to a corridor heading south. While it moves, its third arm draws a longsword that glows with an eerie blue light. It then turns to you, smiles, grunts, "Hogga hogga gib-gab!" and grabs a lever that is sticking out of the wall.

Goblin:
"Eat them, my friends!"

When the lever is thrown, you hear a distant *THUD* followed by a rhythmic CLANK-CLANK-CLANK-CLANK-CLANK. Nine of the eleven rusty chains hanging down from the ceiling start to recede into the ceiling. Three of these chains apparently aren't connected to anything, and simply rise. Six of the chains begin to raise the trap doors off the floor. You now see that the wooden trap doors are actually the tops of iron frames, like cages without bars, which the chains pull up from square holes in the floor. As they rise, you can see that the six cages each hold a humanoid form composed of decayed, desiccated flesh. They shuffle and moan hoarsely from their cages. At this point, the cages have raised up enough such that the figures' heads and shoulders are just above the level of the floor!

I have marked which cages are rising on the map.

Your turn! Halvor and Cerin get AOOs against the monster. Kyrian does not because it had cover.


Level 4 Tiefling Bard | Init +1 | HP 14/21 | AC 14 | S-/D+4/C+1/I+3/W-1/C+5 | Perc +0 | Insp [] | Bardic Insp 2/3 | 3/4x1st 1/2x2nd

Hearing all the clanking, Krissina heads into the room.

Is the goblin still holding the lever? If not she'll mage hand the lever back to it's previous position, see if it'll go back down (assuming the 5lbs of pressure is enough to move the lever). If he is, she'll ready an action to clout the creature rising from the floor when she can get a clear blow

attack: 1d20 + 2 ⇒ (1) + 2 = 3 dmg: 1d8 + 1 ⇒ (6) + 1 = 7 Meh


Male Human Fighter 2; Init +1, Per +1; AC 21/12/19; HP 14/22 F+5, R+1, W+2 (+3 vs Fear)

AOO: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d8 + 4 ⇒ (4) + 4 = 8

Halvor slashes across as the little creep moves away from the group, then tries to follow, struggling to keep up. Deftly avoiding the trap doors, he drops his longsword and shield, pulling out the excellent ranseur they found earlier. He jabs forward with it, attempting to end this goblin before any reinforcements came out.

MW Ranseur: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 2d4 + 6 ⇒ (2, 2) + 6 = 10

Current AC is 18

Grand Lodge

Male Aasimar (of gnomish stock) Druid 5 , Init: +1, Perception +12 w/60 ft Darkvision, HP: 38/38, F:+6, R:+3, W:+9, AC/T/FF: 19/13/17, CMD: 15, Stormburst 7/7

Cerin tries to slash the goblin, but it pushes him off balance as it charges past. After recovering, he races after Halvor to try to take down the mutant.

Turning to see what is going on at the sound of the chains, he grimaces. "Whoever has that potion that makes you invisible to the undead, now might be a good time for it!"

AoO: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Attack: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d4 + 1 ⇒ (2) + 1 = 3


CN Female Human Sorcerer 2
Stats:
hp 6/12 | AC 12; touch 12; flat-foot 10 | Fort +1; Reflex +2; Will +4 | Init +2 | Perception +3

Running down the stairs and taking in the room, Lynnda exclaims, "Aroden's arse! What in the Abyss is that thing?" She then casts a spell. Ghostly motes of multicolored light appear around the mutant goblin's head, floating and twinkling dreamily.

Spellcraft (DC15):
Daze

Perched on her shoulder, Shadow looks at the rising cages holding zombies, and hisses menacingly.


Your humble narrator

Krissina: The mutant goblin did take his hand off the lever, so you cast mage hand to throw the lever back.

GM only:
Kyrian ranged attack on monster: 1d20 + 5 ⇒ (14) + 5 = 19 ...hit
damage: 1d6 ⇒ 4
monster's Will save (DC 14): 1d20 - 1 ⇒ (11) - 1 = 10 ...fails

GMPC for Kyrian. He hasn't posted since Monday-- has anyone heard from him?

As the monster stiff-arms Cerin, knocking him off balance, it turns its back on Halvor, dropping its guard. Halvor reacts with a nasty slash with his sword, cutting a red gash across its back. It grunts in pain as it runs to the lever, which it throws. Cerin follows, but the monster seems to possess an unnatural agility, and sidesteps his scimitar. From where he now stands, Cerin can see that the opening in the south wall is a corridor that heads south into darkness, with one passage that leads east.

Seeing its hand off the lever, Krissina calls to the spirits to push the lever back down. But the lever seems to require more force to move than the spirits are able to muster.

Meanwhile, Halvor drops his sword and shield, and readies the mithril ranseur liberated from the marble statue earlier. The weapon proves to be razor-sharp, and he skewers the hideous mutant in the chest. It howls in pain.

Kyrian drops his shortsword and presses into the room, drawing his bow and nocking an arrow. He lets the arrow fly, and it strikes its mark, sticking out of the creature's mutant shoulder that sprouts two arms.

Lynnda casts a spell at the beast, causing motes of multicolored lights to twinkle and flit in front of its deformed face. The thing appears to be distracted by the lights, as if it wasn't under attack!

The distant rumbling of metal wheels and CLANK-CLANK-CLANK of the chains continue, and the six cages continue to rise into the air. Two of the chains snap, sending their cages crashing back into the holes in the floor. However, the four remaining cages are now about halfway out of their holes, and the zombies therein claw at the air (and any people) around them.

Round 2

Each of the cages holds one Medium humanoid zombie. The zombies are currently immobile, but now threaten 5 feet around them. I have unmarked the two cages that crashed back down, and put zombie tokens on the map. This round, PCs and zombies each have partial cover against each other. PCs also have a +2 high ground advantage vs. the zombies.

GM only:
Monster status: Koruvus: hp 14/36; dazed
zombie vs. Krissina- slam #1: 1d20 + 2 ⇒ (4) + 2 = 6 ...miss
slam #2: 1d20 + 2 ⇒ (17) + 2 = 19 ...hit
damage: 1d6 + 4 ⇒ (2) + 4 = 6

The mutant goblin stands in place and stares vacantly at Lynnda's motes of light.

The caged zombie that's rising next to Krissina strikes at her legs, slamming her hard in the shins.

Krissina: Take 6 hp damage.

Your turn!


Level 4 Tiefling Bard | Init +1 | HP 14/21 | AC 14 | S-/D+4/C+1/I+3/W-1/C+5 | Perc +0 | Insp [] | Bardic Insp 2/3 | 3/4x1st 1/2x2nd

Making a quick guess at distance, Krissina steps back and spreads the fingers of her shield-hand, flame flickers, but she can't manage to call them forth.
cast defensively: 1d20 + 7 ⇒ (4) + 7 = 11 fail


Male Human Fighter 2; Init +1, Per +1; AC 21/12/19; HP 14/22 F+5, R+1, W+2 (+3 vs Fear)

Knowing the gnome and sorceress are more quick-thinking than he is, he yells out, "Stop those cages!"

He turns his attention to making sure the mutant before him doesn't get to attack his friends again.

Ranseur: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 2d4 + 6 ⇒ (1, 3) + 6 = 10

After his attack, he steps back 5 feet, if he can, hoping to skewer the little bastard if he tries to press an attack on the warrior. If the goblin falls, Halvor turns to the nearest cage, getting ready to fight zombies, if needed.

Haven't heard anything out of him.

Grand Lodge

Male Aasimar (of gnomish stock) Druid 5 , Init: +1, Perception +12 w/60 ft Darkvision, HP: 38/38, F:+6, R:+3, W:+9, AC/T/FF: 19/13/17, CMD: 15, Stormburst 7/7

Cerin attempts to edge around the dazed goblin without touching it to pull the lever before the cages are fully raised.


Male Half Elf Investigator (Sleuth) 5 | HP: 28 | AC: 17/13/14 | Fort: +1 | Ref: +7 | Will: +5 | Init: +3 | Perception: 11 | Character Sheet

"Man, is there anything in the place that doesn't look ugly as sin?" Kyrian says as he lets loose another arrow.

Yea, you guys can blame iRacing. New build came out that had me deep into testing the other day lol. My bad.
Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d6 + 1 ⇒ (5) + 1 = 6


CN Female Human Sorcerer 2
Stats:
hp 6/12 | AC 12; touch 12; flat-foot 10 | Fort +1; Reflex +2; Will +4 | Init +2 | Perception +3

Seeing Krissina get mauled by one of the caged zombies, Lynnda casts a spell, and a ray of icy magic shoots from her outstretched hand at the thing.

Ranged touch: 1d20 + 1 ⇒ (6) + 1 = 7
cold damage: 1d3 ⇒ 3


Your humble narrator

Krissina attempts to cast a spell, but is distracted by the undead arms clutching up at her, and the spell fizzles.

Lynnda casts a spell of her own and a blue-white ray of energy shoots at one of the zombies attacking Krissina, but the sorceress misjudges the angle and the ray simply hits the wall.

Kyrian lets loose an arrow at the three- (or is it four-?) armed goblin, but the arrow harmlessly bounces off its unnaturally thick hide.

Cerin reaches around the dazed creature and pulls the lever. You hear a metallic screech and the grating sound of chains in gears stopping and reversing. The rising cages halt with a lurch, and then begin to descend back into the tomb-like pits in the floor.

As the mutant goblin stands staring at the blinking lights, Halvor skewers it in the gut, inflicting what appears to be a mortal wound. Blood gushes from its abdomen, but that seems to shake it out of its stupor, and it roars in fury.

Round 3

GM Only:
zombie slam #1 vs. Krissina: 1d20 + 4 ⇒ (12) + 4 = 16 ...hit
damage: 1d6 + 4 ⇒ (1) + 4 = 5
slam #1 vs Krissina: 1d20 + 4 ⇒ (13) + 4 = 17 ...hit
damage: 1d6 + 4 ⇒ (4) + 4 = 8
longsword attack vs. Halvor: 1d20 + 3 ⇒ (1) + 3 = 4 ...miss
handaxe attack vs. Hakvor: 1d20 + 3 ⇒ (20) + 3 = 23 ...crit threat
confirm crit?: 1d20 + 3 ⇒ (15) + 3 = 18 ...no
damage: 1d6 + 2 ⇒ (3) + 2 = 5
dagger vs. Halvor: 1d20 + 2 ⇒ (16) + 2 = 18 ...miss
Monster status: hp 4/36

The zombies' cages descend back into their burial chambers. Krissina breathes a sigh of relief and turns toward Lynnda just as a zombie punches her hard in the gut. She doubles over in pain, and its other fist smashes into the side of her head! Krissina falls hard onto the floor! [ooc]Take 13 hp damage from two solid hits. Krissina is at (-3) hp, and is unconscious and dying.

Despite the blood gushing from its torn-open belly, the mutant goblin roars in anger and moves in toward Halvor, parrying the warrior's ranseur with its glowing sword and dagger. With its third arm, it chops into Halvor's shoulder with its handaxe. While Halvor's armor absorbs most of the bow, it still really hurts! Take 5 hp damage.

The zombies are about chest-high from the floor. They are still immobile, and still threaten 5 feet around them.

Your turn!


Male Human Fighter 2; Init +1, Per +1; AC 21/12/19; HP 14/22 F+5, R+1, W+2 (+3 vs Fear)

Not wanting to leave Cerin stranded, but wanting to create distance between the mutant goblin and himself, Halvor backs off a step, gritting his teeth as he sees the redhead fall. He couldn't effectively help her while this thing was still alive, so he does his best to make it dead, thrusting forward.

Ranseur, flank: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Damage: 2d4 + 6 ⇒ (1, 2) + 6 = 9


CN Female Human Sorcerer 2
Stats:
hp 6/12 | AC 12; touch 12; flat-foot 10 | Fort +1; Reflex +2; Will +4 | Init +2 | Perception +3

"Krissina!"

Lynnda rushes over to Krissina's unconscious form and drags her away from the grasping reach of the trapped zombie.

Grand Lodge

Male Aasimar (of gnomish stock) Druid 5 , Init: +1, Perception +12 w/60 ft Darkvision, HP: 38/38, F:+6, R:+3, W:+9, AC/T/FF: 19/13/17, CMD: 15, Stormburst 7/7

Cerin looks pleased as the cages start to lower and Halvor badly wounds the mutant. He is waiting for an opening to finish off the goblin when he hears Lynnda's shout. His head snaps around and his expression turns grim at the sight of Krissina's unmoving form.

The decision is made almost without thinking as he steps back, sheathes his sword and calls on Gozreh, his birthmark glowing brightly.

Cast stabilize on Krissina


Your humble narrator

GMPC for Kyrian... I'm probably not going to get another chance to post today...

GM only:
Koruvus' Perception check: 1d20 - 1 ⇒ (1) - 1 = 0
Kyrian's shot at Koruvus: 1d20 + 5 ⇒ (14) + 5 = 19 ...hit
damage: 1d6 + 1 ⇒ (1) + 1 = 2
zombie #1 AOO vs. Cerin: 1d20 + 4 ⇒ (4) + 4 = 8 ...miss
zombie #2 AOO vs. Cerin: 1d20 + 4 ⇒ (5) + 4 = 9 ...miss
Monster status: hp 2/34

Kyrian fires another arrow at the goblin, and hits it squarely in the foot that grows out of the side of its neck. However, the monster seems so intent on attacking Halvor that it barely seems to register the wound.

Shocked at her friend being taken down by the zombies, Lynnda rushes forward and drags her out their reach. Ignoring his own safety, Cerin bounds past the mutant goblin and the steadily-descending zombies, evading their grasp. He casts a spell, and his hand glows with the sunshine of a warm spring afternoon. He touches Krissina's face, and she stops bleeding; her breathing becomes steady and rhythmic. Krissina is at (-3) hp; unconscious and stable

The goblin seems to be fully concentrating on his ranseur-armed opponent, and doesn't even make an attempt to strike at Cerin as he runs past. Using its dagger and handaxe, it parries the long weapon as Halvor attempts to stab it to death. The weapon passes harmlessly to the monster's side.

Round 4

The cages continue to descend into their pits, and now only the zombies' heads are visible; barely a foot of the cages remain above the floor. The zombies no longer threaten adjacent spaces. I am removing them from the battlefield.

The mutant goblin clutches its perforated belly and staggers forward, making a gagging, retching sound. At first you think it's the monster's death throes, but it then opens its mouth and vomits a jet of sickly green bile streaked with blood at Halvor and Kyrian! The stench of the fluid is nauseating, and both men are splattered with it. The digestive fluid burns their exposed skin.

Acid damage: 2d4 ⇒ (1, 3) = 4... Reflex save DC 13 for half damage.

Also, if you take any damage, please make a DC 13 Fortitude save or be nauseated for 1 round.

Your turn!


Male Human Fighter 2; Init +1, Per +1; AC 21/12/19; HP 14/22 F+5, R+1, W+2 (+3 vs Fear)

Reflex: 1d20 + 1 ⇒ (13) + 1 = 14

Halvor relaxes as the creature starts to gag, thinking it will fall down. He twists to the side as a line of acid comes out of its mouth, instead, hissing in pain as his left hand and arm are hit with a patch of the foul liquid.

Fort: 1d20 + 5 ⇒ (15) + 5 = 20

Glancing behind him nervously, the warrior realizes he still has a bit of space to work with as he backs up once again, thrusting forward once again.

Ranseur: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 2d4 + 6 ⇒ (2, 2) + 6 = 10

Grand Lodge

Male Aasimar (of gnomish stock) Druid 5 , Init: +1, Perception +12 w/60 ft Darkvision, HP: 38/38, F:+6, R:+3, W:+9, AC/T/FF: 19/13/17, CMD: 15, Stormburst 7/7

Seeing that Halvor has things well in hand as he continues to brutally slash the goblin, Cerin turns his attention back to restoring Krissina to health.

Cure Light Wounds: 1d8 + 3 ⇒ (5) + 3 = 8


Your humble narrator

GMPC for Kyrian...

GM only:
Reflex save (Kyrian): 1d20 + 5 ⇒ (15) + 5 = 20 ...success
Fort save (Kyrian): 1d20 ⇒ 8 ...fails

Kyrian manages to dodge most of the projectile vomit from the mutant goblin, but is quickly overcome by the smell. He drops his bow, clutches his belly, and adds his own vomit to the splatter on the floor. Halvor is also splashed by the bile, but manages to avoid getting hit directly. While certainly disgusted, Halvor resists the urge to throw up caused by the stench. Both Halvor and Kyrian take 2 hp damage. Kyrian is nauseated for 1 round.

With the zombies mostly back in their tombs, Cerin has no trouble casting a spell. Again, his hand glows with the warmth of the summer sun as he touches Krissina's wounds. A gentle breeze blows over them both that carries with it the scent of rain in a forest. She opens her eyes to see the concerned face of her friend kneeling beside her. Krissina, you are healed 8 hp. You regain consciousness and are at 5 hp.

After spewing the line of bile, the mutant goblin drops its guard momentarily to draw a deeper breath. Halvor seizes the opportunity and jabs at it with his ranseur. This time, the warrior is too fast for the creature to react, and he stabs it in the belly once again. The creature's foul-smelling bowels spill from the wound, it sinks to its knees, and slumps over. Its vestigial arm continues to twitch for several seconds before it goes still.

End of combat

Now that the fight is over, you take a few moments to examine the room. Lynnda casts detect magic and scans the room for magical auras. After recovering from being sick, Kyrian examines the wooden trap doors over the zombie pits, and discovers that they pull up easily to reveal the shambling undead creatures trapped in 10-foot-deep pits that are five feet square in area. A zombie shuffles around each of the 11 pits.

You examine the mutant goblin's corpse. It hadn't been wearing any armor, as its hide seems unnaturally tough. It only wore tattered rags, but did carry three weapons: a handaxe, an alchemical silver dagger with a pommel shaped like a skull, and a longsword that continues to glow with an eerie greenish light. All three of the weapons appear to be of human manufacture; the handaxe seems especially well-constructed and sharp.

Lynnda picks up the sword and examines its magical aura. Its hilt and crossguard are fashioned to resemble a winged eye, and it has a green gem in the pommel.

Knowledge (religion) DC 10 or Knowledge (nobility) DC 15:
The sword's crossguard and hilt are fashioned in the image of the holy symbol of the dead god Aroden, the Last Azlanti. This symbol is also still used by the great city of Absalom.

Appraise or Craft (weaponsmithing) DC 20:
The sword appears to be of Chelish manufacture, and is of a style that was popular among Chelish military elite about a hundred years ago.

There is a corridor heading south out of this room. You can also see a side passage off that corridor that heads east.


CN Female Human Sorcerer 2
Stats:
hp 6/12 | AC 12; touch 12; flat-foot 10 | Fort +1; Reflex +2; Will +4 | Init +2 | Perception +3

Looking at her friends, Lynnda comments, "Wow. We're all pretty banged up." She rifles a moment through her satchel and produces both a small pot of unguent and a packet of yellowish-white powder. "Does anyone want to use either of these?"

She offers a Varisian healing salve and a packet of troll styptic to anyone who might need it.


Level 4 Tiefling Bard | Init +1 | HP 14/21 | AC 14 | S-/D+4/C+1/I+3/W-1/C+5 | Perc +0 | Insp [] | Bardic Insp 2/3 | 3/4x1st 1/2x2nd

"Sorry, I wasn't much help there, thanks for pulling me out." Krissina looks rather embarrassed at having being pummelled into unconsciousness.
"I can manage a couple more curing spells, we should probably make sure Halvor is up and ready - he takes the brunt of the hits."


CN Female Human Sorcerer 2
Stats:
hp 6/12 | AC 12; touch 12; flat-foot 10 | Fort +1; Reflex +2; Will +4 | Init +2 | Perception +3

"I dunno, Red. You look pretty roughed up. I think you should use some of the healing balm." She offers her friend the pot of unguent that Hannah had given her earlier today.

Lynnda walks over to Halvor. "Okay, big guy. I've used this stuff before, and it really, really stings, but it will heal those wounds. Hold still." She tears open the parchment packet and pours a liberal amount of the yellowish powder into his wounds.


Your humble narrator

Lynnda sprinkles the powder into Halvor's wounds. As it touches the wetness of the wounds, the powder quickly liquefies into a thick paste, which begins to bubble. Halvor feels a sensation that at first tickles, then stings, then burns, then itches painfully while still stinging and burning.

Halvor gains Fast Healing 2 for 2d4 ⇒ (1, 2) = 3 rounds. This heals 6 hp and a like amount of nonlethal damage.

Please make a DC 15 Fortitude save or be sickened for the duration of the healing.

After less than a minute of severe pain, his wounds have significantly healed— as if they had healed naturally for a few days.

Grand Lodge

Male Aasimar (of gnomish stock) Druid 5 , Init: +1, Perception +12 w/60 ft Darkvision, HP: 38/38, F:+6, R:+3, W:+9, AC/T/FF: 19/13/17, CMD: 15, Stormburst 7/7

After inspecting the wand for a few moments, Cerin mutters something under his breath and taps Krissina lightly. As her wounds start to heal, he smiles and taps her again. "How do you feel?" he asks before moving on to Halvor and Kyrian. "This is a very well made wand!", he exclaims as it quickly takes care of everyone's injuries.

He checks Lynnda over and nods his head, satisfied. "It seems we escaped the worst of it, eh?" he teases her with a grin.

Krissina CLW: 1d8 + 1 ⇒ (6) + 1 = 7, 1d8 + 1 ⇒ (6) + 1 = 7
Halvor CLW: 1d8 + 1 ⇒ (5) + 1 = 6, 1d8 + 1 ⇒ (4) + 1 = 5
Kyrian CLW: 1d8 + 1 ⇒ (4) + 1 = 5

5 chgs used


Male Human Fighter 2; Init +1, Per +1; AC 21/12/19; HP 14/22 F+5, R+1, W+2 (+3 vs Fear)

Fort: 1d20 + 5 ⇒ (9) + 5 = 14

Halvor winces, struggling not to retch as the powder does it grisly work. gritting his teeth against the pain. After it passes, he smiles gratefully at Lynnda. "Thanks! Kind of weird, but effective!"

He sighs in contentment as Cerin uses the wand to close up the rest of his wounds, "I think I'm good to go on now, if everyone else is. I was feeling pretty rough there for a moment!"


Your humble narrator

Between Cerin's wand and Lynnda's alchemical remedy, your wounds magically heal, and you feel much refreshed.

Where to now, folks?


Male Human Fighter 2; Init +1, Per +1; AC 21/12/19; HP 14/22 F+5, R+1, W+2 (+3 vs Fear)

Once everyone gets to feeling refreshed, Halvor will lead the way down the southern corridor leading out of the room with the zombie cages when everyone is ready. With the strange things they have already encountered, he keeps on guard, wondering what new menace might pop out of the next room.

Grand Lodge

Male Aasimar (of gnomish stock) Druid 5 , Init: +1, Perception +12 w/60 ft Darkvision, HP: 38/38, F:+6, R:+3, W:+9, AC/T/FF: 19/13/17, CMD: 15, Stormburst 7/7

As Halvor walks out of the room, Cerin calls out "I think it might be a good idea to dispose of these unnatural things. There might be someone else in this place deranged enough to set them loose. I am sure your polearm can make short work of them."

He picks up the other weapons and looks at the sword."That appears to be made to honor the God Aroden, last of the Azlanti. Lynnda, what do you make of that?" he asks before touching his birthmark and uttering a short prayer to his God as his eyes start to glow.

Know (religion): auto success
Appraise: 1d20 + 2 ⇒ (16) + 2 = 18
Use Detect Magic; Spellcraft: 1d20 + 6 ⇒ (13) + 6 = 19

May I assume since the goblin was using them that the weapons are small sized? Does the sword (if it is magic) re-size itself for Lynnda?


Male Human Fighter 2; Init +1, Per +1; AC 21/12/19; HP 14/22 F+5, R+1, W+2 (+3 vs Fear)

Nodding grimly, Halvor sets to work with the ranseur, taking his time putting the undead creatures to rest as the others figure out what kind of treasures the goblin possessed. The sword with the eerie green light seemed pretty cool, but he was loathe to handle it until Lynnda or Cerin inspected it and told him it was safe.


Level 4 Tiefling Bard | Init +1 | HP 14/21 | AC 14 | S-/D+4/C+1/I+3/W-1/C+5 | Perc +0 | Insp [] | Bardic Insp 2/3 | 3/4x1st 1/2x2nd

Sorry was busier than expected yesterday

It did say that all three weapons appear to be of human manufacture, though I suppose humans are capable of making stuff for smaller folk

Krissina thanks Cerin for the healing wand and Lynnda for the salve, though after magic clears up her wounds there's no need for it.

...and waits for Cerin to draw some conclusions from his examining.


Your humble narrator

The mutant goblin had stood over six feet tall: its excessive size was part of its bizarre nature. It was size Medium, and was using weapons sized for humans.

Note about wands and other charged items you acquire: I'll trust you to keep track of remaining charges on them.

Cerin: the DC of that Appraise check should have been 15. Cerin can view that second spoiler.

Cerin casts a spell and examines the sword closely. This is a +1 longsword that sheds light as a torch. You are pretty sure that the light cannot be turned off.

Cerin, or anyone making DC 10 Knowledge (local):
Looking at the sword, you suddenly recall something Shalelu mentioned during this morning's meeting at the sheriff's office: "Koruvus was the best fighter of the Seven Tooth tribe, and he was known for his prized possession: a Chelish magic sword sized for a human... despite that it was too big for him to weild properly. The stories go that he said that he found a 'secret hideout' in a cave along the cliffs and told the tribe about it, but never told them exactly where it was. He also never returned to the tribe after he went back to loot it."

The wooden lids to the metal cages come off easily. With nowhere to go, the zombies don't stand much of a chance as Halvor chops them to bits with the ranseur. Destroying all 11 zombies takes about 10 minutes.


CN Female Human Sorcerer 2
Stats:
hp 6/12 | AC 12; touch 12; flat-foot 10 | Fort +1; Reflex +2; Will +4 | Init +2 | Perception +3

Answering Cerin's question, Lynnda replies, "Yeah, it sure does look like the old Arodenite holy symbols I've seen for sale as trinkets. Of course, Aroden died like, what, a hundred years ago? Y'know, I think I've seen that symbol on ships' flags in Magnimar Harbor too!"

Grand Lodge

Male Aasimar (of gnomish stock) Druid 5 , Init: +1, Perception +12 w/60 ft Darkvision, HP: 38/38, F:+6, R:+3, W:+9, AC/T/FF: 19/13/17, CMD: 15, Stormburst 7/7

"I think we have just found that goblin Shalelu mentioned, Korvus. Which means that this is not his natural form. Something down here has mutated him into that..." he shudders.

"Well Halvor, I think you could make best use of the magical sword. While I don't think much of modern Chelish craftsmanship, this is from the time before they became devil-worshippers, so I think it will serve you well."


Male Human Fighter 2; Init +1, Per +1; AC 21/12/19; HP 14/22 F+5, R+1, W+2 (+3 vs Fear)

Halvor accepts the blade warily, but relaxes once he gets a good grip on it. It feels lighter and more well-balanced than his well-used mundane sword, and a few test swings confirm that it is something special, indeed. He nods, a smile breaking out on his face. "How about the axe and dagger? They seem useful, as well."


Level 4 Tiefling Bard | Init +1 | HP 14/21 | AC 14 | S-/D+4/C+1/I+3/W-1/C+5 | Perc +0 | Insp [] | Bardic Insp 2/3 | 3/4x1st 1/2x2nd

"Maybe we aught to not spend too much time down here, for fear of growing an extra arm? Let's certainly not drink anything we find down here."
Considering the weapons, "I don't think I'd trust myself swinging that axe around, I might take the dagger, if no-one else wants it"

Grand Lodge

Male Aasimar (of gnomish stock) Druid 5 , Init: +1, Perception +12 w/60 ft Darkvision, HP: 38/38, F:+6, R:+3, W:+9, AC/T/FF: 19/13/17, CMD: 15, Stormburst 7/7

"Agreed! Let's get moving." Cerin hands the dagger to Krissina and the axe to either Lynnda or Kyrian, whoever will take it, and walks to the beginning of the southern corridor to peer into the darkness.


Male Human Fighter 2; Init +1, Per +1; AC 21/12/19; HP 14/22 F+5, R+1, W+2 (+3 vs Fear)

Halvor follows closely behind Cerin, keeping his sword sheathed while the gnome peers down the corridor. If he waves him forward, the warrior draws the sword, the light guiding his way as he leads the way down the hall.

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