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

on statue
to hit: 1d20 + 7 ⇒ (13) + 7 = 20 damage: 2d4 + 10 ⇒ (4, 4) + 10 = 18


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

Continuing to attack the statue.
attack: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 2d4 + 6 ⇒ (1, 1) + 6 = 8


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]

"Your automatons will be gone soon, and then it will just be you up there all alone. We can stay here until you come down, little demon." She pulls out her sling again and whips a stone at the mephit.

Sling: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d4 ⇒ 2


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

Ausk moves closer to Wulfric and heals him Mother Forest, knit bones and regrow flesh!

Healing Hex: 1d8 + 2 ⇒ (5) + 2 = 7


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

Wilf and Wulfric continue to smash away at the second statue, and figure they’re about halfway to bringing it down.

Ausk moves up behind Wulfric and heals most of his burns.

Vilesse and Tomi keep up a steady barrage of sling stones at the mephit. Vilesse’s shot is wide. Tomi’s…: 1d20 + 3 ⇒ (17) + 3 = 20

Round 9

Initiative, Status, Effects

Fire Mephit - evil eye -2 saves(8/8 rnds); evil eye -2 AC(4/8 rnds)
Wulfric (23/26 HP)
Ausk (17/17)
Vilesse (13(17)/13(22))
Wilf (7/23)
Tomi (10(12)/22(24)) – 8/8 rage rounds used

Get away from there! The Mephit circles higher into the air and flies over Wulfric where he once again rains down his fiery breath.
Fire breath dmg: 1d8 ⇒ 6; Wulfric, Wilf and Ausk DC13 ref save for half

The three remaining statues continue their assault…
Statue 1: Touch attack vs Vilesse: 1d20 + 0 ⇒ (9) + 0 = 9 = miss
Statue 2: Touch attack vs Tomi: 1d20 + 0 ⇒ (11) + 0 = 11 = miss
Wilf or Wulfric: 1d2 ⇒ 2; Statue 3: Touch attack vs Wulfric: 1d20 + 0 ⇒ (14) + 0 = 14 = hit; Dmg: 1d3 ⇒ 3

Party is up!


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

continue on the statue
to hit: 1d20 + 7 ⇒ (9) + 7 = 16 damage: 2d4 + 10 ⇒ (3, 4) + 10 = 17


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

I think you meant to heal Wilf, but hey i'll take it :)

reflex: 1d20 + 1 ⇒ (6) + 1 = 7

"Wilf, get out of here, before it kills you.I have got this."

Continuing to attack the statue.

attack: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 2d4 + 6 ⇒ (3, 1) + 6 = 10


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

I've already used the Healing Hex on Wilf today.... I mean it was like 3 months ago but today in game time. Thank goodness for spreadsheets.

Reflex: 1d20 + 1 ⇒ (8) + 1 = 9

Ausk pulls forth another strip of bark and crumbles it in his hand

Mother Forest, give us aid. This one needs your blessing!

Drawing "scroll" of CLW, casting on Wilf

CLW: 1d8 + 1 ⇒ (6) + 1 = 7


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

Wilf, need a Reflex save please

Ausk, yeah, that consumables page of yours is nifty, might by yoinking that for other games


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

reflex save: 1d20 + 5 ⇒ (3) + 5 = 8 Not good

On his last legs "Yeah, better get out of here. "


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

Ah yes hexes, i forget about them.


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]

"You started this, demonling! We will finish it!"

Sling: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d4 ⇒ 2


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

Vilesse and Tomi keep up their barrage of stones at their airborne tormentor
Tomi’s sling: 1d20 + 2 ⇒ (16) + 2 = 18; Dmg: 1d3 + 2 ⇒ (2) + 2 = 4
Fly check: 1d20 + 10 ⇒ (12) + 10 = 22
...Tomi manages to strike it a glancing blow despite his mounting exhaustion

Ausk heals Wilf back from the brink of collapse, and with a final mighty swing, Wilf brings down the second plinth. Stone work shatters and burning fluids splash about. Behind where the statue was, you can see an alcove containing a now ruined windlass and other mechanisms that looked like they were responsible for controlling the flow of fuel from the burning pool to the statues.

Round 10

Initiative, Status, Effects

Fire Mephit - evil eye -2 AC(5/8 rnds)
Wulfric (22/26 HP)
Ausk (11/17)
Vilesse (13(17)/13(22))
Wilf (8/23)
Tomi (10/22) – 1/10 rnds fatigued

The mephit ignores the sling stones of Vilesse and Tomi and dives at Wilf, the one who has caused the most destruction to its home, in frustrated rage. no No NO! You’ve ruined everything!
Claw: 1d20 + 5 ⇒ (6) + 5 = 11
...But the shepherd manages to fend off the attack

The remaining two statues continue to fire indiscriminately at the occupants of the room, but the fires burning in the maws begin to gutter and dim now that their fuel supply has been cut.
Statue 1: Touch attack vs Vilesse: 1d20 + 0 ⇒ (9) + 0 = 9
Statue 2: Touch attack vs Tomi: 1d20 + 0 ⇒ (13) + 0 = 13; Dmg: 1d3 ⇒ 3
One of the bolts strikes Tomi

The mephit has moved down to attack Wilf. Party is up!


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

Ausk moves around Wilf and stabs at the Mephit with his spear Stab: 1d20 + 4 ⇒ (2) + 4 = 6 but he misses as the little creature twists around wildly!

Stay still little fire demon! Stay still 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

Striking from behind his shield, Wulfric looks like a ball of armour, only his guisarme sticking out. With this he moves so that he can lash out at the mephit.

attack: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 2d4 + 6 ⇒ (4, 2) + 6 = 12


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]

"I told you this would happen, little demon. Fortunately for you, you won't be around to see it for much longer."

Sling: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d4 ⇒ 2


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

"I'll ruin you!"
power attack (been doing it the whole time)
to hit: 1d20 + 7 ⇒ (8) + 7 = 15 damage: 2d4 + 10 ⇒ (3, 3) + 10 = 16


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

The mephit finally comes down out of the rafters where the party can reach him, but frustratingly, avoids all their efforts to kill him.

Despite his fatigue Tomi runs over to slash at the mephit...
Fatigued charging short sword: 1d20 + 5 ⇒ (11) + 5 = 16
..But like his comrades, can't catch the slippery little creature

Round 10

Initiative, Status, Effects

Fire Mephit - evil eye -2 AC(6/8 rnds)
Wulfric (22/26 HP)
Ausk (11/17)
Vilesse (13(17)/13(22))
Wilf (8/23)
Tomi (10/22) – 2/10 rnds fatigued

Mephit targets(clockwise, 1=Wilf, 2=Ausk, 3=Tomi): 1d3 ⇒ 3

Suddenly beset on all sides, but still consumed by anger byt the destruction of the Abyssal Flame, the Mephit tries to slash his way to freedom by flinging himself at Tomi...
Full attack claw 1: 1d20 + 5 ⇒ (4) + 5 = 9; =Miss
Full attack claw 2: 1d20 + 5 ⇒ (9) + 5 = 14; =HIT; Dmg: 1d3 + 1 ⇒ (3) + 1 = 4
...Scratching him deeply across the face.

The statues each spit forth one last fire bolt then gutter out with a sputtering burb as the last of their fuel is used up...
Tomi or Vilesse: 1d2 ⇒ 1; Statue 1: Touch attack vs Tomi: 1d20 + 0 ⇒ (20) + 0 = 20; Confirm crit: 1d20 + 0 ⇒ (17) + 0 = 17; Dmg: 2d3 ⇒ (2, 3) = 5
Statue 2: Touch attack vs Vilesse: 1d20 + 0 ⇒ (18) + 0 = 18; Dmg: 1d3 ⇒ 2
... Both bolts find their targets. Vilesse barely feels the signing heat through the magical vitality granted to her from the spell fragment mural. Tomi however is struck in the small of his back and collapsed to the stones.

You see! The mephit chortles. The Abyssal Flame will not be denied! He prepares to attack again with renewed fervor.


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

Ausk stabs at the Mephit again Stab: 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d8 + 3 ⇒ (7) + 3 = 10


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

attack: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 2d4 + 6 ⇒ (4, 1) + 6 = 11

Wulfric strikes again, but the mephit moves at the last moment, dodging his blow.

I am running out of ways to describe missing. In aĺl my games i am currently running an average on a d20 of about 5! Lady luck doesn't like me


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

power attack again

to hit: 1d20 + 7 ⇒ (12) + 7 = 19 damage: 2d4 + 10 ⇒ (1, 4) + 10 = 15


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

Finally, Ausk manages to spear the mephit throng the wing and fling the vile little monster to the ground, where Wilf ends it once and for all with a decisive overhand smash

Tomi stabalize: 1d20 + 2 ⇒ (10) + 2 = 12

combat over, Tomi at -2 hp, stabalized

A search of the room reveals that each of the statues had two small jaspers as eyes...
damaged?: 1d20 ⇒ 18; damaged?: 1d20 ⇒ 6; damaged?: 1d20 ⇒ 1; damaged?: 1d20 ⇒ 14;
... two of them were pulverized when the statues were destroyed, leaving the party with 6 ( value 30 gp each)

In addition to the gems, behind each statue is a small niche. Most are empty, but one contains a magical brooch.

Brooch of the Woods:
BROOCH OF THE WOODS
The centrepiece of this ornate golden brooch is a small dark gray gem shot through with red flecks. The gem is a bloodstone, reputed to protect the owner from the effects of bad weather.

Abilities: The brooch wards its wearer with the effects of an endure elements spell. Additionally, the wearer can cast entangle, longstrider and pass without trace each once per day.

From this room, the party can either go back the way they came, or forward, following the paved road north-east.

Party Status
Wulfric (22/26 HP)
Ausk (11/17)
Vilesse (13(15)/13)
Wilf (8/23)
Tomi (-2/22);


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

"After that tussle, I might think we'd be a best off restin. I'm just barely on my feet. "


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 nods. "Tomi definitely needs time to heal."

V has Cure on her spell list but doesn't typically prep it. If we want to give it 2 rounds of sleeping she can prep her Cure spells, cure people, then prep her normal spells again. Or really, since her spells aren't her main schtick, she could prep all Cure spells in her lvl 1 slots after 1 go-round of rest and then tough through any encounters with her hexes and sling until we rest again.

V would love the brooch, but I'm sure Ausk would, too. How should we decide who gets it?


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

Wait...you guys want to sleep for two entire days? That doesn't seem wise. Vilesse you can have the Brooch.

Ausk heals himself with his Healing Hex 1d8 + 2 ⇒ (7) + 2 = 9

Ausk heals Tomi with a scroll CLW: 1d8 + 1 ⇒ (3) + 1 = 4

Ausk casts Cure Light Wounds on Wilf CLW: 1d8 + 2 ⇒ (2) + 2 = 4

The spirits of this place will surely resist staying too long... let us press on Yes.


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

I certainly don't know about resting for two days, but at least resting for a night doesn't seem like a bad idea. We're pretty battered and short on heals.


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

Only Tomi...a GMPC is close to death again. Wulfric is good, as is Ausk and Vilesse. You are at 50%. Ausk still has a spell and SLA as well as some scrolls. If we let Wulfric lead we should be fine.


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]

Tomi only has 2 hp. I get that he's a GMPC now, but for the PCs he's a buddy who's been around for a while. I'm fine with Vilesse memorizing all CLWs to fix up Tomi and running with just hexes until their next rest period.


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

I know its been months of real time...but in game time we have only been in the caves? for like maybe an hour or two. Mechanically we have had only 3 encounters. I don't like a 15 minute adventuring day.


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

We just got rocked pretty hard though. I suppose if we still have something in the tank, we can go on, but that fight was pretty close.


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]

Tomi has been with the group since the first encounter in the village. We've had a fair number of fights together with him. I get what you're saying from an OOC perspective, but from an IC perspective the PCs' friend is close to death. To me, it doesn't make sense that they would just say 'hey, Tomi, you're not quite dead, let's go fight some more monsters'.


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

So the consensus is...?

Party Status
Wulfric (22/26 HP)
Ausk (17/17)
Vilesse (13(15)/13)
Wilf (12/23)
Tomi (4/22) no rage left, 2 summons used


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

"I understand what you are saying Ausk, but that may be a risk we have to take. Tomi is still very badly hurt and Wilf isn't that much better. I don't mind leading, but Wilf is our other main close up combatant. Things could go bad quickly if someone went down."


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 nods. "Tomi should rest."

Looks like we're staying here for at least one rest/healing spells cycle. V will dedicate all her level 1 spell slots to CLW.


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

The group elects to set up camp in the shrine of the Abyssal Flame - or what's left of it.

The group spends eight hours resting, catching fitful naps between watches.

Perhaps surprisingly, they are undisturbed during this time, though by the end a disturbingly large number of bats have gathered at the southern cavern mouth (leading back into the maze). Maybe they have been drawn by the smell of blood - or cooked adventurer - but at this point they seem content to roost just outside of the shrine itself.

Party Status after 8 hours
Wulfric (24/26 HP)
Ausk (17/17)
Vilesse (13(15)/13)
Wilf (14/23)
Tomi (6/22)


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

Brother Earth, heal these wounds!

Healing Hex Wilf: 1d8 + 2 ⇒ (1) + 2 = 3
Healing Hex Tomi: 1d8 + 2 ⇒ (8) + 2 = 10


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

Party Status
Wulfric (24/26 HP)
Ausk (17/17)
Vilesse (13(15)/13)
Wilf (16/23)
Tomi (16/22)


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]

Since she got all those CLWs, Vilesse will cast as many as she needs to get the party back to close to full health. I figure within 2 hp is close enough.

CLW 1, Wilf: 1d8 + 1 ⇒ (6) + 1 = 7, Wilf at full health
CLW 2, Tomi: 1d8 + 1 ⇒ (3) + 1 = 4, Tomi at 20 hp

Vilesse puts her hand on Wilf. "My healing is not as pleasant as his." She whispers a few words and suddenly it's like being dropped into a freezing lake. After a moment that seems to go on forever, the cold passes and the wounds are gone.

She moves on to Tomi next, with her unpleasant form of healing. When she is done, he looks nearly fully healed.


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

"That does feel a mite bit chilly, but the wounds close so alls good. What's with all the bats?"


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

"I don't know, but I don't like it. Maybe Ausk was right."


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

Ausk chants as he prays to the Cave Father Tell us what the spirits say Cave Father, tell us what the spirits say yes? Detect Magic

Perception w/Scent: 1d20 + 4 ⇒ (14) + 4 = 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 nods at Wulfric. "Let's get out of here."


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

Ausk's probing - both arcane and olfactory - glean nothing new from the surroundings, so after breaking camp the group chooses to press on rather than going back and risk disturbing the congregation of bats behind them. Order of march remains the same, with Wulfric leading the way, Vilesse in the middle sending her dancing lights ahead, and Tomi bringing up the rear with a torch for secondary lighting.

You ascend the short staircase to the north, where the road quickly doubles in width and then opens up altogether.

Weirdly glowing phosphorescent fungi cloak the walls of this vast chamber. Their dim light reveals a macabre sight. A lake of blood, traversed by a network of 5 ft. wide stone walkways, surrounds a steeply sided stone island. A large altar – reached via a set of steep steps – crowns its top.

GM rolls:
BoF: 1d20 + 9 ⇒ (17) + 9 = 26
MsS: 1d20 + 4 ⇒ (11) + 4 = 15
SoL: 1d20 ⇒ 2

Perception checks all around please...


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

perception: 1d20 + 5 ⇒ (11) + 5 = 16


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

perception: 1d20 + 5 ⇒ (6) + 5 = 11

" Whoa, what is this?"


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

perception W scent : 1d20 + 4 ⇒ (20) + 4 = 24 "What is what Wulfric who wears metal?"

-Posted with Wayfinder


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

" Just the size of this chamber and the altar and the blood. Gives me the creeps!"


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]

It just occurred to me that without Hound, Vilesse shouldn't have been able to recover spells. He's her spellbook, and he's waiting for us back at the entrance.

Perception: 1d20 ⇒ 8

Vilesse grimaces and shakes her head. "How many of these underground shrines are we going to find?"

Knowledge checks to try to remember any mentions, origins, uses, etc. of a chamber of blood like this.

Knowledge: Arcana: 1d20 + 10 ⇒ (7) + 10 = 17
Knowledge: History: 1d20 + 10 ⇒ (17) + 10 = 27
Knowledge: Nature: 1d20 + 10 ⇒ (8) + 10 = 18
Knowledge: Planes: 1d20 + 10 ⇒ (19) + 10 = 29


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

"How can you have a lake of blood without it all clotting up?"


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 shrugs. "How can you have a room of lava without the heat burning those who walk through it? Magic."

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