GM Phntm888's Rise of the Runelords Campaign

Game Master Phntm888

This is a Rise of the Runelords Anniversary Edition play-by-post campaign.

Thistletop

Thistletop Dungeon

Thistletop Dungeon Level 2

Loot Sheet


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Male Tiefling Hooded Champion 2; HP 20/20; AC 20, T 13, FF 17; Fort +4, Ref +6, Will +2; Resist cold 5, electricity 5, fire 5 Init +3; Senses darkvision 60 ft.; Perception +6; Panache 1/1;

Considering our performance against a single goblin, you did fantastically against that door.


As Talia goes to work on the door, some of the neighbors spot you and wander over to greet you. One of them, Farel Szorn, says, "Good morning! What brings you guys out to the glassworks this time of day?"


Female Aasimar Cleric of Reymenda 9 | 69/69 HP | AC 15 T 11 FF 14 | Fort +9 Ref +5 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Daylight 2/2 | Holy Lance 1/1 | Rebuke Death 8/8 | Touch of Good 8/8

"Fazel, has anyone gone in today? The stacks are smoking but all of the doors are locked and we've had some suspicious information. The sheriff asked us to keep an eye on things while he was taking care of business elsewhere and we're trying to find out if something untoward is going on at the Kaijitsu glassworks," says Isabella to the neighbor.


"No, I don't think I've seen anyone go in today. Old Lonjiku sometimes shuts everything up when they're working on some big project for privacy. The smokestacks are going, which usually indicates someone's working on something. Still, the front door is usually open. You could wander up Schooner Gulch Road and ask Lonjiku about it at the Kaijitsu manor. I'd heard the Sheriff was going off somewhere. You know what he's up to?"

The crowd is getting curious about what you're doing, while no one's commented on Talia's lock picking, you're not sure how much longer until they notice it.

Give me either Bluff, Diplomacy, or Intimidate to try and disperse the crowd.


Male Gnome Wizard 3 | HP 20/20 | AC 17 T 13 FF 16 | F+2 R+2 W+3 (ALL +2 vs illusions, +2 vs fear and despair) | Perception +7 | Init +7 | CMB -2 | CMD 10

Seeing Isabella delay in responding, Rasmorn speaks up.

"He didn't share the details of his trip, but did assure us that it was nothing to worry about. He won't be gone for long."

Diplomacy: 1d20 + 5 ⇒ (2) + 5 = 7

Stumbling a little, he tries to take a slightly different tactic. "Where exactly is Schooner Gulch Road? We'll head right up and talk to him, but I'm afraid I don't recall the way, can you point it out for me?"

Bluff: 1d20 + 1 ⇒ (20) + 1 = 21


Female Aasimar Cleric of Reymenda 9 | 69/69 HP | AC 15 T 11 FF 14 | Fort +9 Ref +5 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Daylight 2/2 | Holy Lance 1/1 | Rebuke Death 8/8 | Touch of Good 8/8

Isabella adds, "We'll take care of this for the sheriff - no need to worry. You should probably get back to business for the day. You know what Sheriff Hemlock always said - 'Enough lookin', move along!'." She adds the last bit with a smile as she makes a pretty bad imitation of the sheriff's deep, Shoanti-accented voice.

Diplomacy: 1d20 + 9 ⇒ (8) + 9 = 17


Female Aasimar Cleric of Reymenda 9 | 69/69 HP | AC 15 T 11 FF 14 | Fort +9 Ref +5 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Daylight 2/2 | Holy Lance 1/1 | Rebuke Death 8/8 | Touch of Good 8/8

Inspired reroll of Diplomacy: 1d20 + 9 ⇒ (12) + 9 = 21

The Inspired trait lets me reroll and take the better result.


Female Half-elf Rogue 3. HP 22/22, AC16, Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps, +2 vs. enchantment spells and effects . Init +7, Perception + 11 (Vs Traps and surprise +12)

"I'm trying to pick this bloody lock, not perform for an audience." Talia mutters to herself, blowing a lock of hair out her eyes as the damn thing seizes up on her again. "Of course the miserable old fart lets the locks rust over!" Mutter mutter.

Not said for anyone to overhear :).


Male Tiefling Hooded Champion 2; HP 20/20; AC 20, T 13, FF 17; Fort +4, Ref +6, Will +2; Resist cold 5, electricity 5, fire 5 Init +3; Senses darkvision 60 ft.; Perception +6; Panache 1/1;

Yasu just does his best to position himself as cover for the lockpicker. He has the body mass to do so.

-Posted with Wayfinder


Female Half-Elf Bloodrager (Urban) 3 | HP 20/35 | AC 16 (T 12, F 14) | CMB +6, CMD 18 | F +5, R +3, W +4 (+6 vs Charm and Compulsion) (All +1 vs Arcane Spells) | Init +3 | Perc +8 | Speed 40 | Rage 10/10

Laufey stays out of the talking, just watching. The others seem to know how to handle this best.

It was a situation she didn't quite understand. In Karlsgard the people on the streets would themselves be armed, and it would largely be up to them to intervene in a break-in. The idea that the people here would simply give up that right, and the power they held with it, to a sheriff seemed to make little sense. After all here they were, some of them strangers, breaking into a factory. By simply telling them the sheriff is fine with it, the people were standing by and letting it happen.

Yes, best let the others negotiate this.


"Well, Schooner Gulch Road is right up that way, around the bay," Fasel says, pointing up in the direction of a bluff, upon which a few manors can be seen overlooking the town across the Sandpoint Harbor. "The Kaijitsu, Valdemar, Deverin and Scarnetti manors are all up that way. Well, I reckon that you guys being the Heroes of Sandpoint and all can handle this sort of thing for the Sheriff. Besides, Lonjiku should have at least sent somebody to tell you to be on your way if the Glassworks was truly shut up. Have a good day, all."

The crowd disperses as Talia finally gets the lock open with a click. You open the door and enter the Glassworks.

This door leads into the display room. On shelves and in cases you see various bottles, windowpanes, and glasswork art, samples of things the glassworks can make for potential customers. Behind the counter to your right are two doors, one directly behind and the other on the same wall as the door you entered.

Map will be up later today (I hope). The link will be up where the loot sheet is.


Male Gnome Wizard 3 | HP 20/20 | AC 17 T 13 FF 16 | F+2 R+2 W+3 (ALL +2 vs illusions, +2 vs fear and despair) | Perception +7 | Init +7 | CMB -2 | CMD 10

"Well, that was close. I was worried we were in trouble for a minute there. Good job on the lock Talia!" Looking around the room, Rasmorn remarks "All seems well so far. Which door should we try first?"


Female Aasimar Cleric of Reymenda 9 | 69/69 HP | AC 15 T 11 FF 14 | Fort +9 Ref +5 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Daylight 2/2 | Holy Lance 1/1 | Rebuke Death 8/8 | Touch of Good 8/8

Isabella strains to listen for any sounds of workers, fires, the foundry, and such. Is anyone even in the glassblowing factory?


Perception check, please, Isabella.


Female Half-elf Rogue 3. HP 22/22, AC16, Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps, +2 vs. enchantment spells and effects . Init +7, Perception + 11 (Vs Traps and surprise +12)

I was waiting for the map. Should I make a Perception roll as well?


If you want, go ahead. There's a bit of a delay on the map. :/


Female Half-elf Rogue 3. HP 22/22, AC16, Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps, +2 vs. enchantment spells and effects . Init +7, Perception + 11 (Vs Traps and surprise +12)

Talia looks around cautiously, trying to see or hear any danger.
Perception: 1d20 + 9 ⇒ (15) + 9 = 24


Female Aasimar Cleric of Reymenda 9 | 69/69 HP | AC 15 T 11 FF 14 | Fort +9 Ref +5 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Daylight 2/2 | Holy Lance 1/1 | Rebuke Death 8/8 | Touch of Good 8/8

Perception: 1d20 + 5 ⇒ (3) + 5 = 8


Female Half-Elf Bloodrager (Urban) 3 | HP 20/35 | AC 16 (T 12, F 14) | CMB +6, CMD 18 | F +5, R +3, W +4 (+6 vs Charm and Compulsion) (All +1 vs Arcane Spells) | Init +3 | Perc +8 | Speed 40 | Rage 10/10

Laufey follows Talia to give her some backup.

Perception: 1d20 + 7 ⇒ (7) + 7 = 14


Talia:

For a moment, you think you hear the sound of high-pitched laughter, but you can't be sure, and you don't know which door it's coming from. Or maybe it's just your imagination.


Female Half-elf Rogue 3. HP 22/22, AC16, Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps, +2 vs. enchantment spells and effects . Init +7, Perception + 11 (Vs Traps and surprise +12)

Talia motions for silence. "We may have unfriendly company." She whispers. Moving to check both doors as quietly as she can.

Stealth.: 1d20 + 5 ⇒ (5) + 5 = 10
Perception (trapfinding): 1d20 + 10 ⇒ (18) + 10 = 28
Perception (trapfinding): 1d20 + 10 ⇒ (11) + 10 = 21

Are the doors locked?


Talia:

Neither door appears to be trapped, and both are unlocked.


Female Half-elf Rogue 3. HP 22/22, AC16, Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps, +2 vs. enchantment spells and effects . Init +7, Perception + 11 (Vs Traps and surprise +12)

Signaling everyone to get ready Talia prepares to open the top door quietly, hoping to get a peek at what is on the other side.

Stealth (opening door to peek): 1d20 + 5 ⇒ (3) + 5 = 8 Ok, that happened.


Female Half-Elf Bloodrager (Urban) 3 | HP 20/35 | AC 16 (T 12, F 14) | CMB +6, CMD 18 | F +5, R +3, W +4 (+6 vs Charm and Compulsion) (All +1 vs Arcane Spells) | Init +3 | Perc +8 | Speed 40 | Rage 10/10

Laufey continues to follow close behind Talia, slowly and quietly drawing her sword.


Female Aasimar Cleric of Reymenda 9 | 69/69 HP | AC 15 T 11 FF 14 | Fort +9 Ref +5 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Daylight 2/2 | Holy Lance 1/1 | Rebuke Death 8/8 | Touch of Good 8/8

Isabella advances behind the warriors and, once everyone is inside, shuts the door that leads outside so that townspeople (hopefully) won't just wander in.


Male Tiefling Hooded Champion 2; HP 20/20; AC 20, T 13, FF 17; Fort +4, Ref +6, Will +2; Resist cold 5, electricity 5, fire 5 Init +3; Senses darkvision 60 ft.; Perception +6; Panache 1/1;

Yasu takes a deep breath to center himself and moves to catch up to the group. Seeing the tight quarters, he grumbles and puts his bow away, drawing his remarkably dinky short sword. "Wish I thought to get a good backup weapon." he complained to himself, quietly.


Male Gnome Wizard 3 | HP 20/20 | AC 17 T 13 FF 16 | F+2 R+2 W+3 (ALL +2 vs illusions, +2 vs fear and despair) | Perception +7 | Init +7 | CMB -2 | CMD 10

Rasmorn advances with the rest of the group, sticking toward the back.


As Talia looks out the door, she finds it opens up to a long hallway extending about 90 feet to the right, where it ends in a pair of double doors, and to the left it goes about 10 feet before turning a shallow corner. The hallway seems a bit wider where this door opens, and another door stands across the hall, catty corner opposite the one she looks out. Torches line the walls at regular intervals, providing light, as it appears this hallway gets no sun from the outside.


Female Half-elf Rogue 3. HP 22/22, AC16, Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps, +2 vs. enchantment spells and effects . Init +7, Perception + 11 (Vs Traps and surprise +12)

Talia closes that door and tries the other one.
Stealth (Peeking): 1d20 + 5 ⇒ (20) + 5 = 25


Talia looks through the other door, seeing a hallway that goes for about 15 feet before turning to the right. There is another door on the right-hand wall before the turn.


Female Half-elf Rogue 3. HP 22/22, AC16, Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps, +2 vs. enchantment spells and effects . Init +7, Perception + 11 (Vs Traps and surprise +12)

Are you going to adjust the map so Talia can see where it would be best to go next.


Talia Burrows wrote:
Are you going to adjust the map so Talia can see where it would be best to go next.

Yes, eventually. I can no longer modify things as promptly as I did previously, due to some networking changes. I will get it adjusted tonight.


Male Gnome Wizard 3 | HP 20/20 | AC 17 T 13 FF 16 | F+2 R+2 W+3 (ALL +2 vs illusions, +2 vs fear and despair) | Perception +7 | Init +7 | CMB -2 | CMD 10

"From the sounds of things, shorter would be better, at least at first. Less possibilities for leaving someone behind us. Should we take door number 2?"


Okay, took longer than I though it would, but I got the map modified to reflect what Talia can see through the doors. Let me know which way you would like to proceed.


Female Half-elf Rogue 3. HP 22/22, AC16, Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps, +2 vs. enchantment spells and effects . Init +7, Perception + 11 (Vs Traps and surprise +12)

Ok, I do a lot of my mapping on Google and know how fiddly it can get.

Talia moves quietly along the top corridor, listening intently for any sounds.

Stealth: 1d20 + 5 ⇒ (6) + 5 = 11
Perception: 1d20 + 9 ⇒ (11) + 9 = 20

Not the best stealth, but not loud anyway. :(


Female Half-Elf Bloodrager (Urban) 3 | HP 20/35 | AC 16 (T 12, F 14) | CMB +6, CMD 18 | F +5, R +3, W +4 (+6 vs Charm and Compulsion) (All +1 vs Arcane Spells) | Init +3 | Perc +8 | Speed 40 | Rage 10/10

Laufey gives Talia a slight lead, about 20', then follows along behind her with sword ready.

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

Stealth: 1d20 + 6 ⇒ (12) + 6 = 18


Moving towards the double doors or around the corner?


Female Aasimar Cleric of Reymenda 9 | 69/69 HP | AC 15 T 11 FF 14 | Fort +9 Ref +5 Will +12 | Initiative +1 | Perception +7 | Channel Energy 6/6 | Daylight 2/2 | Holy Lance 1/1 | Rebuke Death 8/8 | Touch of Good 8/8

Isabella hangs back as the scouts do their work.


Female Half-elf Rogue 3. HP 22/22, AC16, Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps, +2 vs. enchantment spells and effects . Init +7, Perception + 11 (Vs Traps and surprise +12)

Around the corner for now, not going to open doors until we know it's clear around us.


Vague mutters about the website going down every time the Gm tries to post in the thread.

As Talia creeps around the corner, she sees that the hallway goes for a short distance before ending at another set of double doors that appear to lead outside, as well as another hook to the hallway to the right.

Map will be updated later. Short means 20-30 feet.


Male Gnome Wizard 3 | HP 20/20 | AC 17 T 13 FF 16 | F+2 R+2 W+3 (ALL +2 vs illusions, +2 vs fear and despair) | Perception +7 | Init +7 | CMB -2 | CMD 10

Shall we make with random door opening? Or go back and choose door number #2 from the main room?


Male Tiefling Hooded Champion 2; HP 20/20; AC 20, T 13, FF 17; Fort +4, Ref +6, Will +2; Resist cold 5, electricity 5, fire 5 Init +3; Senses darkvision 60 ft.; Perception +6; Panache 1/1;

Sure. Yasu isn't on point.


Map is updated, if you want to see what you're looking at.


Female Half-elf Rogue 3. HP 22/22, AC16, Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps, +2 vs. enchantment spells and effects . Init +7, Perception + 11 (Vs Traps and surprise +12)

At the top, Talia heads around the bend and examines the double doors that lead further into the glassworks.

Perception(Trapfinding): 1d20 + 10 ⇒ (20) + 10 = 30

Disable device(If locked or trapped?): 1d20 + 6 ⇒ (4) + 6 = 10 Says it all really.

Listening at the door before opening it.
Perception: 1d20 + 9 ⇒ (18) + 9 = 27


Female Half-Elf Bloodrager (Urban) 3 | HP 20/35 | AC 16 (T 12, F 14) | CMB +6, CMD 18 | F +5, R +3, W +4 (+6 vs Charm and Compulsion) (All +1 vs Arcane Spells) | Init +3 | Perc +8 | Speed 40 | Rage 10/10

Laufey continues to follow Talia, hanging back about 20' so she has room to do her stuff.


Talia checks the door, finding no traps and the door to be unlocked. However, she also hears the sound of giggling in the room on the other side - Goblin giggling.

GM Rolls:

Talia Init: 1d20 + 7 ⇒ (12) + 7 = 19
Laufey Init: 1d20 + 3 ⇒ (5) + 3 = 8
Yasu Init: 1d20 + 3 ⇒ (1) + 3 = 4
Rasmorn Init: 1d20 + 7 ⇒ (17) + 7 = 24
Isabella Init: 1d20 + 1 ⇒ (3) + 1 = 4

Goblin Init: 1d20 + 6 ⇒ (5) + 6 = 11

Initiative Order
Rasmorn
Talia
Goblins
Laufe
Yasu
Isabella

Due to the map set up, your surprise round would actually be taken up with opening the door and moving into the room. I'll update the map tonight. You will probably have to do a little zooming in on it.


Male Gnome Wizard 3 | HP 20/20 | AC 17 T 13 FF 16 | F+2 R+2 W+3 (ALL +2 vs illusions, +2 vs fear and despair) | Perception +7 | Init +7 | CMB -2 | CMD 10

Rasmorn will move into the room and take up position behind the others.


Male Tiefling Hooded Champion 2; HP 20/20; AC 20, T 13, FF 17; Fort +4, Ref +6, Will +2; Resist cold 5, electricity 5, fire 5 Init +3; Senses darkvision 60 ft.; Perception +6; Panache 1/1;

Jeez I'm like bottom of the barrel this time!


Female Half-elf Rogue 3. HP 22/22, AC16, Fort +2, Ref +7, Will +1, +1 Reflex to avoid traps, +2 vs. enchantment spells and effects . Init +7, Perception + 11 (Vs Traps and surprise +12)

Talia will open the door for everyone else to take an action on the surprise round.


Everyone gets a move action or a standard action for the surprise round. The map has been updated.

This long room is incredibly warm due to a number of furnaces along the wall opposite the windows. This is clearly the room where Lonjiku's workers actually made the glass product. The goblins are giggling and running about the room, throwing glass at each other, walking around with tongs dripping with molten glass from the furnaces, and, in some cases a glass-encased arm, or leg. You notice one seems to be preparing to throw a head, its face contorted into a silent scream of pain. There are several other body parts in the room - though none appears to be Minkaian at first glance. The goblins are clearly surprised by your sudden entrance.

Blue squares have broken glass in them and are treated as caltrops. Everyone gets either a move action or a standard action for the surprise round. You can take your actions in any order.

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