GM IronDesk's Lonely Coast (Inactive)

Game Master IronDesk

A campaign based on the adventures published by Raging Swan Press taking place in their Lonely Coast mini-setting.

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human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

east since it is closer


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Ausk points in the eastern direction This way yes. The Earth Spirit speaks in this way yes?


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

"Come on then, East we go. Might as well be methodical."
Wulfric leads off to the east.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

The group follows the eastern corridor. After some time they note a large capstone filling the entranceway to a man‐high opening in the north wall, nearly identical to the one they left undisturbed in one of the southern tunnels before they were attacked by skeletons. Shortly after this point, the passage turns sharply south.

...Pause if the party chooses to inspect or move the capstone. Otherwise...

After some more travel the maze-like passage deposits the party back into the waterfall chamber, and they again find themselves standing in front of the shallow pool with angular runes carved into the rock around it.


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

Might as well inspect the capstone.

Take 20, so 25 perception.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Rather than stand around, Wulfric may as well assist for +2


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

The cap stone is just what it appears to be - a large cut and dressed stone rolled into place to block an entrance, likely to a burial site. Wilf and Wulfric could roll it of the way if they put their backs into it.


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Since Wilf and Wulfric seem disinclined to physical labor, Ausk motions the party forward towards the south. on the map its a place we haven't explored.


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

Wilf will give a shot to moving the plug since we're here anyway.

strength check: 1d20 + 5 ⇒ (15) + 5 = 20


Female First Folk Witch (Wild Hunter) 2 [HP 13/13 | AC:14 | T:12 | FF:12 | CMB: +0 | CMD:11 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2 | Perc: +0 (Darkvision)| Speed 30] [Within cavern: +1 to attack rolls/saves vs fear effects, 6 temporary HP]

Vilesse stands to one side, watching as Wilf pushes against the capstone.

Sorry, but I think I've said before that I can't commit to posting regularly on weekends and last Friday was a mess for me. Plus it wasn't like Vilesse was contributing anything to that combat, anyway.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

sorry wanted to check the map first. Can't from work or phone.

"Wait Wilf, shouldn't we check it all out first.... Oh what the hell, saves walking back."

Str check to assist: 1d20 + 4 ⇒ (18) + 4 = 22


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Wilf and Wulfric push away the stone easily enough. Beyond is a small chamber where the mouldering remains of a priest lie in a plain stone sarcophagus. Among the bones, are fragments of cloth (the obvious remains of ceremonial gear) and so on. Of particular note is a circlet of beaten gold inlaid with platinum detailing and set with a large orange gem. It radiates faint evocation magic when subjected to detect magic

Spellcraft DC 18:
Circlet of Demonic Defence: Crafted by ancient Tuath loremasters, a circlet of demonic defence protects the possessor against creatures with the demon or devil subtype. The wearer gains a +1 sacred bonus to its AC against attacks by such creatures and a +1 sacred bonus on saving throws made to resist any effect generated by them.

Finding nothing else of note in the burial chamber, the group continues to follow the maze-like passage which deposits the party back into the waterfall chamber, and they again find themselves standing in front of the shallow pool with angular runes carved into the rock around it.


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Spellcraft: 1d20 + 6 ⇒ (17) + 6 = 23

Ausk touches the Circlet reverently and chants a prayer of supplication to the Spirits of the Ancestors.

He spends at least a minute chanting and prostrating himself to appease the spirits of the Tuath Ancestors before picking up the Circlet and explaining its purpose and usage to his allies.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

"That's rather nice, i hope we don't have need of it though. Where next then guys?"


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

"It seems we're stuck with these odd pools of water. The runes must mean something important. "


Female First Folk Witch (Wild Hunter) 2 [HP 13/13 | AC:14 | T:12 | FF:12 | CMB: +0 | CMD:11 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2 | Perc: +0 (Darkvision)| Speed 30] [Within cavern: +1 to attack rolls/saves vs fear effects, 6 temporary HP]

Vilesse looks curiously at the circlet. "I hope that is not a harbinger of things to come."

The new firewall at work doesn't let me hit Roll20. Boo.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|
Vilesse wrote:
The new firewall at work doesn't let me hit Roll20. Boo.

Screenshot! Unexplored passages are marked with red letters...


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

Can we try D or is it blocked?


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Nope, not blocked


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

Might as well head that way then.


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Ausk concurs and moves in that direction.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

The party chooses not to tamper with the magical pool for a second time and heads up the paved passageway which, predictably, leads them back to the crossroads where they fought the two skeletons.

From here the group can continue west along the paved passage, or head south to where the found the other capstone ( not yet uncovered) and then west along the natural tunnel.


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

South!


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Taking some liberties to speed up exploration...

Buoyed by their discovery of the Tuathi artifact in the norther burial chamber, Wilf and wulfric attmpt to move the southern capstone...
Wulfric Str check: 1d20 + 4 ⇒ (20) + 4 = 24
Wilf Str check: 1d20 + 5 ⇒ (5) + 5 = 10

...The stone rolls away easily but inside is a mouldering ruin. At some point water from the lake penetrated this room. Everything inside is rotted and rancid, and a fine cloud of dust, mould and spores billows outward, enveloping the group...

Fort save Ausk: 1d20 + 3 ⇒ (9) + 3 = 12
Fort save Tomi: 1d20 + 5 ⇒ (2) + 5 = 7
Fort save Vilesse (trait bonus included: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Fort save Wilf: 1d20 + 5 ⇒ (1) + 5 = 6
Fort save Wulfric: 1d20 + 5 ⇒ (14) + 5 = 19

Other than some coughing, no one feels worse for wear for the experience. The group follows the passage which curves to the west again, and yet again crosses over the shallow blood coloured river, this time flowing north-south. After crossing the passage turns north and you reach another intersection. Continue north, or turn east?


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

North.


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

North


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Well i want to go east!

Just pissing about. North is good.

After checking everyone is ok Wulfric leads them on. At the intersection he checks with the others before heading north.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

The group heads north. The passage ends in a T-junction with the paved road again. You can turn left and follow the paved road north west, or turn right and follow it east, where at the edge of Vilesse's light it seems to start to widen out, and you can catch a glint of water reflected on the ground.

Roll20 map updated


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

This way friends. Ausk says, beckoning toward the paved road northwest.


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

Wilf will follow Ausk's lead.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

following the paved path deeper into the complex leads the party to a third capstone.

DC20 Str check to open:
Behind the stone is another burial chamber, similar to the first two, but the walls of this chamber are covered with carven Tuathi runes. The runes radiate a faint but indeterminate magical aura, and as near as Vilesse and Ausk can tell make up a series of incomplete spell fragments. Piecing them together and reading them in the correct order may unlock some divine power, but reading them in the wrong order may hold some risk. Know:religeon or Know:arcana-2 checks to decipher. DC hidden

Beyond the capstone the paved road continues to twist onward east. Tunnels branch off it, first north, then another south


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

strength check: 1d20 + 5 ⇒ (11) + 5 = 16
try again
strength check: 1d20 + 5 ⇒ (5) + 5 = 10
try again
strength check: 1d20 + 5 ⇒ (17) + 5 = 22


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

str to assist: 1d20 + 4 ⇒ (18) + 4 = 22


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

After some straining, the capstone rolls away (see spoiler above)


Female First Folk Witch (Wild Hunter) 2 [HP 13/13 | AC:14 | T:12 | FF:12 | CMB: +0 | CMD:11 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2 | Perc: +0 (Darkvision)| Speed 30] [Within cavern: +1 to attack rolls/saves vs fear effects, 6 temporary HP]

Vilesse peers at the runes, attempting to decipher them in the correct order.

Kn:Arcana check 1: 1d20 + 10 ⇒ (18) + 10 = 28
Kn:Arcana check 2: 1d20 + 10 ⇒ (19) + 10 = 29


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

With only a few minutes of study Vilesse is able to piece together some of the fragments into a meaningful incantation. There is a swell of power from the runes she reads and a feeling of strength and wellbeing flows through her. (Vilesse gains a +1 to attack rolls and saves vs fear affects, and 1d8 + 5 ⇒ (4) + 5 = 9 temporary hit points so long as she remains in the caverns.


Female First Folk Witch (Wild Hunter) 2 [HP 13/13 | AC:14 | T:12 | FF:12 | CMB: +0 | CMD:11 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2 | Perc: +0 (Darkvision)| Speed 30] [Within cavern: +1 to attack rolls/saves vs fear effects, 6 temporary HP]

Can she share the incantation with anyone else? Read it for/to them or show them how to invoke it?


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Alas no. Other spell casters could attempt to map their own way through the runes. Non-spellcasters are out of luck. Think of it like reading from a scroll.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

" Shall we continue North? Follow me then."


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Ah yes friend. We go North! Ausk says, Sheeha the owl perched on his shoulder.


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

"Ayup, north works. "


Female First Folk Witch (Wild Hunter) 2 [HP 13/13 | AC:14 | T:12 | FF:12 | CMB: +0 | CMD:11 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2 | Perc: +0 (Darkvision)| Speed 30] [Within cavern: +1 to attack rolls/saves vs fear effects, 6 temporary HP]

Vilesse follows the others to the north.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

The party heads north and comes to an intersection of four passages. Two of these look like switchbacks, running back the way the party has come. The fourth continues north, where uneven, roughly hewn steps lead down into a natural cavern dominated by a pool of liquid fire. Four huge, intricate carved demon heads with gaping maws and glittering black eyes sit upon roughly hewn plinths. The ceiling towers 40 ft. above your heads.

GM rolls:
1d100 ⇒ 34; 1d20 + 16 ⇒ (13) + 16 = 29; 1d4 ⇒ 3


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

"This is getting very odd. "

looks around
perception: 1d20 + 5 ⇒ (14) + 5 = 19


Consumables | HP 51 | AC 14 | Fort +8; Ref +3; Will +11 | Init: +0 | Perc: +14, Darkvision 60 ft.;SM:+5

Ausk also looks around and uses his spirit sight Detect Magic

Perception w/Scent: 1d20 + 4 ⇒ (2) + 4 = 6
Kn:Arcana: 1d20 + 1 ⇒ (17) + 1 = 18


Female First Folk Witch (Wild Hunter) 2 [HP 13/13 | AC:14 | T:12 | FF:12 | CMB: +0 | CMD:11 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2 | Perc: +0 (Darkvision)| Speed 30] [Within cavern: +1 to attack rolls/saves vs fear effects, 6 temporary HP]

Vilesse frowns at the fire and the demon statues, trying to figure out how the half-goblins could have created such things.

Any info on liquid fire or these demons would be great.
Knowledge: Arcana: 1d20 + 10 ⇒ (4) + 10 = 14
Knowledge: History: 1d20 + 10 ⇒ (11) + 10 = 21
Knowledge: Nature: 1d20 + 10 ⇒ (10) + 10 = 20
Knowledge: Planes: 1d20 + 10 ⇒ (20) + 10 = 30


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Slightly freaked out by the demon statues, Wulfric creeps towards them, Guisarme in the ready position.
perception: 1d20 + 5 ⇒ (15) + 5 = 20


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

As you descend the steps, smokeless flames suddenly fill the maws of each carven demon head and a low chuckle echoes through the chamber. Behold the Abyssal Flame, mortals. Come forth so it may roast your flesh and scorch your bones!


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

"OK, that really doesn't sound good. " but in spite of his fear he will move back up Wulfric.


Female First Folk Witch (Wild Hunter) 2 [HP 13/13 | AC:14 | T:12 | FF:12 | CMB: +0 | CMD:11 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2 | Perc: +0 (Darkvision)| Speed 30] [Within cavern: +1 to attack rolls/saves vs fear effects, 6 temporary HP]

So no Knowledge, GM?

Vilesse, still frowning, calls on her mystical training to see beyond the veil.

Knowledge: Arcana check + Detect Magic to ID auras: 1d20 + 10 ⇒ (2) + 10 = 12 ...ugh.

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