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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Yasu's arrow flies from his bow, impaling the fleeing one through the back and dropping it to the ground. Laufey attempts to strike at the lone goblin remaining, but her foot slips in blood and she is off-balance as she swings. Isabella takes a moment and again prays to Reymenda to heal the wounds of her allies.

End Round 3. Begin Round 4

Rasmorn, breathing a sigh of relief that he got the doors locked before the remaining goblins could flank the group, fires acid into the melee with Laufey, missing quite badly. He keeps the wall up just in case - after all, the goblins hadn't been taken care of yet. Talia also fires into the melee, but her bolt goes wide due to the confusion before her.

The remaining goblin, hearing his allies words, looks at you all and gasps before hunkering down behind his shield and cautiously backing away from Laufey. Withdraw action, moving half-speed due to the broken glass at his feet.

The party is up.

Tracking:

Yasu 12/12
Isabella 9/9
Talia 9/9

Blue Goblin 3/6


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 smirks as the goblin he shot drops, pulling another arrow and firing it at the last remaining goblin with a little more confidence.

Bowshot: 1d20 + 5 ⇒ (20) + 5 = 25
Bowshot confirm attempt: 1d20 + 5 ⇒ (2) + 5 = 7
Failed. Dang. No x3 crit for me.
Damage: 2d6 + 3 ⇒ (1, 1) + 3 = 5


Yasu's arrow takes the final goblin, punching through its shield and knocking it to the ground.

Staying in combat rounds since there are three more out there. Waiting to see what you do.


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

"There are three more goblins that were in the back half of the room; they left, and a short while later the doors behind us were tried, so I assume at least one or two of them circled around, probably all three of them. Hard telling where they are now. Do we wait for them to come back into the room, or go out after them?"


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)

"Someone open the door, the rest shoot them?" Is Talia's suggestion.


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;

"Sounds like a plan to me." Yasu agrees, drawing another javelin-arrow and turning to face the door.


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

"Sounds good to me" Rasmorn says, hopping up on the table in the middle of the room, and trying to keep an eye both on the action up front as well as glancing back occasionally to the back half of the room in case they circle back around again. Just for good measure, he maintains his wall illusion, just in case. "Who's going to open the door?"


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 walks to the door. "I'll do it."

She unlocks the door and opens it wide, moving back from the opening along with the door so any shots that can be made will be clear ones.


Yasu and Talia aim their bows at the door as Laufey throws it wide to reveal - nothing. The goblins appear to have run off after finding the door barred. You hear faint sounds of Goblin jabber from around the hallway and down the corner - not loud enough to make it out, but loud enough to reveal they're still in the hallway somewhere.


The goblin voices move further away from the group, as the goblins move down the corridor. Rasmorn has yet to see any of them come through the other door.

We are now out of combat rounds.


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 relaxes the tension on his line, letting out a held in breath as he does so. "That can't be good. Everyone alive? We need to stop them from getting help."


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

"I'm fine. We need to head deeper inside and see if there are more goblins, and what might've happened to any people caught in here." Isabella seems quite determined.


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'd prefer not having those obnoxious pests creeping up behind us."

Talia sneaks out to check if she can see the Goblins.
Stealth: 1d20 + 5 ⇒ (13) + 5 = 18


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

As before Vigny follows along behind Talia, her sword ready in case the goblins turn out to be closer than it seems.

Stealth: 1d20 + 6 ⇒ (18) + 6 = 24


Are you sneaking all the way around the corner to the long part of the hallway, or just peeking out?


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)

Sneaking until I can see any Goblins.


Sneaking around the corner to the long part of the hallway, you just see the back of a goblin disappear through the double doors at the far end.


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 goes back and tells the others where the Goblins went. "Should we follow? They may be reporting to someone or getting more pests."


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

While Talia goes back to the others Laufey maintains her position in the hallways, just in case the goblins turn around and come back.


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;

"Yes. Let's go hunt them down before they can come back with more." he says, joining Talia and Laufey.


Rasmorn:

Since the goblins were able to exit the room at the far end and then circle around, it stands to reason that the doors at the far end will connect to that hallway somehow. You may be able to head them off there, depending on how much of a head start they have.

Waiting to see if Rasmorn or Isabella has any other input.


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

"Indeed, as I said before, we need to track them down and keep them from hurting anyone else!" says Isabella emphatically. She hefts her falchion up on to her shoulder and says, "Is everyone fit for further battle?"


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 tries to get the other's attention before they leave the room. "If we go this way, we can probably cut them off! They left from here and went around."


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 has remained in the hallway to watch. If the group decides to go another direction just let her know.


Pursuing the goblins down the hallway, or through the furnace room? Which does the group prefer?


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;

I think the furnace room.


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

Furnace room. Carefully.


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 dismisses his wall illusion with a wave of the hand. "This way - they left through those doors down there!" He will, however, cautiously wait for someone bigger and stronger to take the lead.


Getting Laufey from the hallway, the group moves through the room in pursuit of the goblins. It is evident from the presence of glass-encased body parts that there are likely no Glassworks employees left living, unless one was fortunate enough to find a hiding place and avoid discovery. Halfway down the room, the fate of Lonjiku is discovered.

The elderly Tian-Min man appears to have been tied to a chair, and then had molten glass poured over him. By the look on his face, he was clearly alive when it happened, and it was likely an incredibly painful manner of death. Whoever did this to him was either sadistic or hated him with a passion - or both.

Once out of the furnace room, you come into a loading area. There are several doors leading out - one that appears to lead to the outside ahead of you, another two on the right-hand wall, and, on the left wall just out of sight, another door with stairs leading down to the basement. The door closest to you on the right-hand wall and the door to the stairs are both open - the others are closed and, in the case of the door leading outside, barred.


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;

"Oh. Lonjiku..." Yasu mutters. "what a horrible fate"

-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 looks at the body with distaste. "Did you know this man Yasu? This is simply hatred. Nothing could have been gained by doing this. Who would hate him so much? It is too clever for the goblins I think."


Lonjiku Kaijitsu, Ameiko's father - the old guy who fought with her in the Rusty Dragon, as a reminder.


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 looks uncomfortable. "This was Ameiko's father. The man who came and yelled at her in the tavern the other day. He didn't have much nice to say about me even on a good day, either." he explains.

"But I wouldn't do something like this, even if I hated him. This is personal."


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

"He was... not well-loved," says Isabella, clearly shaken. "But this is beyond the pale. I doubt even the townspeople who argued with him would imagine this kind of revenge. And it would have to be someone able to get the goblins into town and into the glassworks."


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 grimaces at the sight and mutters a quick prayer. She may not have cared for the man but his fate was far too cruel.

Looking at the map we have unexplored rooms upstairs and stair heading down. So clear this floor then move underground?


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

"We should finish looking around up here before going down. We don't want to find anything at our backs."


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;

"I agree. Let's sweep this area." Yasu adds.

-Posted with Wayfinder


As you look further about the loading room, you see containers holding various reagents for making colored glass. A safe, sitting upon the ground, hangs open, its contents taken.

DC 12 Craft (glass working):

You identify the reagents as manganese (for clear glass), cobalt (for blue glass), and tin (for white glass). You know that gold and silver are used to make red and yellow glass, and they may have been stored in the safe as opposed to just left out.

Of the two doors leading further into this floor of the Glassworks, the door closest to the outer loading door leads to a small room containing sand, soda ash, and quick lime - all the basic ingredients for making glass. The other leads to a short hallway that ends in a pair of open double doors - likely leading to the main long hallway - a standard door next to the double doors, and an off-shoot that leads to another door.


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

Without any idea what the building is like inside, Laufey has no idea how to evaluate their choice of doors.

"Should we just check them out in order? Left to right?"

She approaches the door farthest to the left and opens it.


Map is updated with what I assume the door Laufey opened was based on her description, from the character perspective, the "furthest left". Don't forget, Craft checks can be made untrained.

This room appears to be some sort of reception area - a place for customers looking for custom glasswork to meet and discuss pricing and design. The room is in disarray, as though the goblins had been through it, but otherwise you see no sign of them. There are three additional doors in the room, one adjacent to the current door on the same wall, one to the left, and the other to the right - which also looks to lead outside.


Moving through the remaining rooms on the main floor of the Glassworks, you find evidence everywhere that the Goblins had slaughtered all of the workers, as well as generally ransacked the factory. The majority of the blood is in the bunk room, showing the workers were asleep when the Goblins broke in and killed them. Despite the general chaos and disarray, the one thing you notice is that none of the windows are broken, and none of the doors shows signs of having been forced or broken through. There is no sign of how the goblins got in. You are forced to conclude that either someone let the Goblins in - or else there's another way into the Glassworks.

With the main floor cleared, you find yourselves only with the stairs leading down. As you descend into the basement, you notice that there is much less light down here - in fact, only a couple of torches burn, providing a dim, smoky light. At the base of the stairs, to your left, is a broken down pile of rubble leading to what looks like an older passageway. Straight ahead, the passageway curves slightly left. You notice a couple of wheelbarrows propped against the wall - similar to the ones in the loading room upstairs.

Perception checks please. Those of you without low-light or dark vision find it difficult to see in the basement. Any attacks made more than 5' from you have a 20% miss chance, and take a -2 penalty on sight-based Perception checks.

Secret GM Rolls:

White Goblin Stealth: 1d20 + 10 ⇒ (18) + 10 = 28
Maroon Goblin Stealth: 1d20 + 10 ⇒ (7) + 10 = 17
Pink Goblin Stealth: 1d20 + 10 ⇒ (6) + 10 = 16


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

Before we head down the stairs, I'd like to cast Mage Armor on myself off of a scroll.

Rasmorn makes his way down into the basement, mostly behind the others. Creepy dark goblin-infested basement, haven't I skirted death enough times already? Should be home studying... He glances around at his companions briefly. Good to have friends, though. We'll keep each other safe.

The bleachling peers forward into the darkness, trying to see what lies ahead of them.

Perception: 1d20 + 5 ⇒ (20) + 5 = 25


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 does have Lowlight vision thankfully.

Perception: 1d20 + 9 ⇒ (10) + 9 = 19

Add + 1 if it's a trap.


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;

I have darkvision. Also, somehow one of my other game's characters got linked to this game, can you remove them please?

Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Are we sure I'm an archer? God I suck at this. :p


Rasmorn, Talia:

Despite the dimly lit corridor, the two of you are just able to make out the ear of a goblin, hidden behind a crate.

I can do that Yasu.


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 makes a gesture to halt the others, indicating the concealed Goblin to the party, while she chatters about something harmless.

Bluff to not tip the Goblins off: 1d20 + 5 ⇒ (14) + 5 = 19


What does the group do with this knowledge?

Gobbo rolls:

Sense Motive: 1d20 - 1 ⇒ (2) - 1 = 1
Sense Motive: 1d20 - 1 ⇒ (17) - 1 = 16
Sense Motive: 1d20 - 1 ⇒ (15) - 1 = 14


Poke,poke

Talia and Rasmorn are able to tell the Goblins aren't moving any closer.


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

I'm guessing that perception check doesn't get me anything

Laufey stops along with Talia, but doesn't know what they are waiting for.

Perception: 1d20 + 7 ⇒ (5) + 7 = 12


Bluff (Convey Secret Message) wrote:


You can use Bluff to pass hidden messages to another character without others understanding your true meaning. The DC of this check is 15 for simple messages and 20 for complex messages. If you are successful, the target automatically understands you, assuming you are speaking in a language that it understands. If your check fails by 5 or more, you deliver the wrong message. Other creatures that hear the message can decipher the message by succeeding at an opposed Sense Motive check against your Bluff result.

I rule this a simple message, and Talia passed the DC of the Bluff check to convey it, so she has successfully informed the group that there are Goblins hidden ahead. You all know there are Goblins ahead and may plan accordingly.

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