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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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 advances to the double doors.

Perception for trap: 1d20 + 12 ⇒ (7) + 12 = 19
Perception for sounds on the other side of the door?: 1d20 + 11 ⇒ (2) + 11 = 13

If trapped? Disable device: 1d20 + 12 ⇒ (17) + 12 = 29

If it is quiet and untrapped she will open the doors.


Talia:

You hear what sounds like 2 goblin voices on the other side of the door, arguing about something. You can't make out what, though.


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 gesture to Laufey, indicating two Goblins on the other side, when Laufey is ready she will open the door and let her attack. Following her in support.


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 descends from the tower and takes up position in front of the door. She gives Talia a nod to let her know she's ready.


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 opens the door, a dagger ready in her other hand.


The floor of this room is hard-packed soil, as if the builders either ran out of lumber after building the walls and roof, or as if they simply never thought about building a floor. A number of poorly preserved horse and dog heads are mounted along the eastern wall, while along the southern wall hangs a pair of large black-feathered wings tacked to the wall with daggers. To the southeast are the main doors to Thistletop, with a wooden bar holding them in place. Standard action to remove the bar, or a DC 15 Strength check to move it as a move action. Two goblin commandos stand in the room, arguing with each other.

Initiative:

Talia Init: 1d20 + 7 ⇒ (6) + 7 = 13
Laufey Init: 1d20 + 3 ⇒ (14) + 3 = 17
Isabella Init: 1d20 + 1 ⇒ (11) + 1 = 12
Rasmorn Init: 1d20 + 7 ⇒ (20) + 7 = 27
Cade Init: 1d20 + 6 ⇒ (14) + 6 = 20

Goblin Init: 1d20 + 8 ⇒ (20) + 8 = 28

Despite their arguing, these goblins were ready for trouble. They both see you at the doors and move to attack you with their horsechoppers, singing Goblin songs as they advance.

GM Rolls:

Red vs Talia: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Blue vs Laufey: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d8 + 1 ⇒ (8) + 1 = 9

Both goblins hit, gashing each of you. Talia, take 6 damage. Laufey, take 9.

Initiative Order
Goblins
Rasmorn
Cade/Bellum
Laufey
Talia
Isabella

The party is up. Those of you outside can easily hear the sound of fighting from inside. You can attempt to break through the doors, if you wish. They are Hardness 5, HP 9, Break DC 22.


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

Hearing the commotion inside bring a blade to Cade's hand. He moves quickly to the door in an attempt to open it up. He knows that it is locked in some fashion but he tries none the less to see how he can open it.

Perception: 1d20 + 8 ⇒ (15) + 8 = 23
Looking to see if there is a gap in the gates that would allow me to stick a blade in and push the bar up so that we can open the door. OR to see if there is a lock of any sort that could be broken in order to open the doors. OR if the gates are just pulled shut and I can just push them open...which would be very funny if that was the case.


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

But Talia said she opened the gate and we didn't hear otherwise. I'd never had agreed the open the door with the goblins on the other side if I'd known the gate wasn't opened.

Laufey is completely appalled to discover so late that the gates aren't yet open.

"Go get the damned gate open, I'll keep them busy" she growls at Talia before lunging at her opponent.

Attack: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26

Damage: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9

Crit?: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25

Damage: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9

Begin Rage, +4 to Dex for +2 to AC. New AC is 18


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

Cade continues to look for a way to open the gate from their side.


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 waits patiently, only slightly worried, but confident they would be able to meet back up.

Delaying until the door opens


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)

Acrobatics: 1d20 + 9 ⇒ (20) + 9 = 29 OK then.

Watching Laufey go to murder town on one of the Goblins Talia wonders what's got her so cranky? Shrugging she tumbles passed the Goblins and darts over to open the door.


Round 1

Rasmorn waits patiently, only slightly worried, but confident they would be able to meet back up.

Hearing the commotion inside bring a blade to Cade's hand. He moves quickly to the door in an attempt to open it up. He knows that it is locked in some fashion but he tries none the less to see how he can open it. He sees that maybe if he can get something long and thin through the gap between the doors, he might be able to lift the bar.

Laufey is completely appalled to discover so late that the gates aren't yet open. "Go get the damned gate open, I'll keep them busy" she growls at Talia before lunging at her opponent. She neatly bisects the goblin, its two halves falling to the floor.

Watching Laufey go to murder town on one of the Goblins Talia wonders what's got her so cranky? Shrugging she tumbles passed the Goblins and darts over to open the door. With a heave, she throws down the bar.

Everyone outside hears the sound of the bar being removed.

Doors are unlocked. Move action to open.

Initiative Order
Goblins
Cade/Bellum
Laufey
Talia
Rasmorn
Isabella

Rasmorn and Isabella still have actions for Round 1.


Female Aasimar Cleric of Reymenda 10 | 76/76 HP | AC 17 T 11 FF 16 | 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 6/8

Isabella posts her sword, opens the gate, and gifts Rasmorn with guidance before the gnome heads into the fray.


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 frowns at the one goblin still standing, and immediately begins casting a spell. When he finishes, a square of grease appears underneath the unsplit commando.

Casting grease, DC16 ref save or prone


Round 1

Isabella posts her sword, opens the gate, and gifts Rasmorn with guidance before the gnome heads into the fray.

Rasmorn frowns at the one goblin still standing, and immediately begins casting a spell. When he finishes, a square of grease appears underneath the unsplit commando.

GM Rolls:

Reflex: 1d20 + 5 ⇒ (14) + 5 = 19

The goblin remains standing.

Round 2

Not realizing the gate is open, the goblin attacks Laufey again.

GM Rolls:

Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

He manages to graze her with a light wound. Laufey, take 4 damage.

Initiative Order
Goblins
Cade/Bellum
Laufey
Talia
Rasmorn
Isabella

The party is up.


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

Seeing the gate open, Cade steps back in anticipation of Goblins coming out but smiles instead when he sees a familiar face.
Why my lady, thank you for opening the gate.
He looks past her at the only Goblins still standing even after the creature steps aside as a patch of odd colored liquid appears under it.
You sent for some pest control. Well, I see your problem...Bellum...come.

With those words issued Cade walks forward towards the lone Goblin with Bellum coming in on the other side of the mouthy Halfling.

Just in case...I am not sure where the grease spell was placed...
Reflex Save: 1d20 + 8 ⇒ (14) + 8 = 22
Attack: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Confirm Crit: 1d20 + 9 ⇒ (14) + 9 = 23
Crit Damage?: 1d4 + 4 ⇒ (2) + 4 = 6


Male HP:13/13 AC:16 T:13 FF:14 F:+5 R:+5 W:+1 Perc:+8 Init:+2 Bite +3,1d6+3 + Trip CMB;+3 CMD:+15, 19 vs Trip DOG:

Hearing the words, Bellum comes running into the room and seeing that there is only one Goblin standing; moves to attack.
reflex save: 1d20 + 5 ⇒ (10) + 5 = 15
Attack: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d6 + 3 ⇒ (6) + 3 = 9


Female Aasimar Cleric of Reymenda 10 | 76/76 HP | AC 17 T 11 FF 16 | 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 6/8

Isabella moves inside the gate - carefully stepping around the grease - and brings her sword back up into a ready position.

Double move.


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

Attack on other goblin.

Attack: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8

Damage: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8


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's face falls in disappointment when the goblin doesn't fall. "Drat and bother..." He moves forward just a little, and sends a splash of acid at the goblin instead.

Ranged touch attack: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d3 ⇒ 1


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 takes a 5' step on her turn and stabs Red.

Dagger: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d4 + 2 ⇒ (2) + 2 = 4

Dog in the flanking spot. Shame!


Round 2

Seeing the gate open, Cade steps back in anticipation of Goblins coming out but smiles instead when he sees a familiar face.
"Why my lady, thank you for opening the gate."
He looks past her at the only Goblins still standing even after the creature steps aside as a patch of odd colored liquid appears under it.
"You sent for some pest control. Well, I see your problem...Bellum...come." With those words issued Cade walks forward towards the lone Goblin with Bellum coming in on the other side of the mouthy Halfling. It's actually a DC 10 Acrobatics check to move through the grease spell once it's cast. Both you and Bellum make it. The Halfling's rapier goes right through the kidney, but Bellum misses the goblin.

Laufey attacks the other goblin, but remains snakebitten and misses.

Talia takes a 5' step on her turn and stabs Red, finishing the goblin off.

Combat is over.

Getting a proper look at this room, you see that the floor of this room is hard-packed soil, as if the builders either ran out of lumber after building the walls and the roof, or as if it simply never occurred to them to build a floor. A number of poorly preserved horse and dog heads are mounted on the eastern wall, while along the southern wall hangs a large pair of black-feathered wings tacked to the wall with daggers.

Knowledge (nature) DC 14:

These wings look like they belonged to a harpy.

Perception DC 15:

One of the daggers holding up the wings is medium-sized, and has a pearl handle.


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Wiping his blade clean, Cade looks to be ready to climb up onto Bellum but stops as he looks around the room. He rubs the dogs neck and scratches his ear.
We will be inside and it might get a bit tight for riding. I am going to walk...stay close to me. Ok.

Turning to the others...
Where to next?


Female Aasimar Cleric of Reymenda 10 | 76/76 HP | AC 17 T 11 FF 16 | 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 6/8

"I don't know... Talia, what do you think?" says Isabella, resting her heavy falchion once more.


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)

perception: 1d20 + 11 ⇒ (2) + 11 = 13 Well shit!. Someone please aid another on me.

"Hmmm?" Talia replies absently.


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 wraps up yet a couple more cuts and looks around. She wasn't able to tell much about the fort from the tower, but she tries to orient herself at least enough to choose a direction to go in.

Offhandedly she mentions "that's a fancy dagger" in reference to the one pinning some big wing t the wall.

Perception: 1d20 + 8 ⇒ (11) + 8 = 19


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

Take 10 on knowledge nature for 18

With the goblins safely dead for the moment, Rasmorn follows the others into the room and looks around. When Laufey points out the dagger, Rasmorn's eyes follow to where she is looking and his eyes widen slightly.

"A fancy dagger holding up some harpy wings! Fascinating. I wonder where a bunch of goblins got their hands on harpy wings?"

Rasmorn casts a quick spell, and then begins walking around the room looking at all the things.

Casting detect magic, looking first at the daggers and harpy wings, but also making a general sweep of the room.


Knowledge (local) DC 15:

You remember hearing rumors of a harpy known as Bristanch that would occasionally prey on passing ships about a half-mile further down the coast. Sailors hadn't seen her in a few months, though, and thought perhaps she'd attacked the wrong ship.

Rasmorn finds nothing magical within the room.


Female Aasimar Cleric of Reymenda 10 | 76/76 HP | AC 17 T 11 FF 16 | 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 6/8

Perception, aid Talia: 1d20 + 5 ⇒ (8) + 5 = 13

"I dunno, would the goblins hide anything behind this garbage? Traps or something?"

There you go Talia.


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)

Except Laufey spotted it 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 pulls the nice dagger from the wall, letting the wing fall to the floor.

"We should get something for our trouble."

After claiming the dagger, Laufey listens carefully for any sounds of activity. She figures wood won't block sound so completely as stone, and anything they can find out about activity in the fort might help them choose a direction to proceed in.

:Perception: 1d20 + 8 ⇒ (1) + 8 = 9


Laufey is unable to hear anything, but it appears Goblin construction doesn't adhere to any specific blueprints very well. Near the watchtower she and Talia climbed, there is a pair of double doors that might lead to a courtyard, as well as a boarded up door. In this room, to the north, there appear to be several doors and a hallway ending in another door. It seems as though the place was built haphazardly, rather than following any specific vision.

Laufey remembers seeing the goblin dogs clustered around the shed in the courtyard.

Where to?


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)

Anywhere we can get up high and shoot those revolting Goblin dogs?


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

Cade eyes the dagger as Laufey retrieves the dagger.
Nice find...

His eyes wonder around the room...
hmm..How about the hallway...maybe take a look towards the other tower?


Female Aasimar Cleric of Reymenda 10 | 76/76 HP | AC 17 T 11 FF 16 | 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 6/8

"Yes, perhaps the tower can give us a better vantage point," says Isabella.


You could get a good view from the tower you climbed, but after the first volley, the goblin dogs would take cover out of line of sight.

SDOP:

Talia Perception: 1d20 + 12 ⇒ (20) + 12 = 32
Rasmorn Spellcraft: 1d20 + 10 ⇒ (13) + 10 = 23
Talia Disable Device, traps: 1d20 + 12 ⇒ (6) + 12 = 18
Talia Disable Device, locks: 1d20 + 12 ⇒ (13) + 12 = 25

Moving towards the other tower, you come to the door. Talia finds no traps and Rasmorn detects no magical auras, so you open the door to reveal a staircase leading up to the tower and another door on the northern wall.


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

Looking at the steps going up and then back to the others, including Bellum.
Up is fine but if we are cornered up there...Bellum will not get back down easily if at all. Shall we stay and guard the rear?


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)

"Rasmorn. Do you have any spells left to hold the dogs in place?" Talia whispers as she studies the layout.


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 frowns in confusion, not having been to the top of the tower himself. However, he shrugs, and whispers back "I have another web spell prepared, if there are appropriate anchors for it. Can these dogs be seen from the tower top? Perhaps we could go up there and engage while Cade and Bellum guard from a ground assault?"


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

I do not think we should tempt the dogs. If they are in an area that does not grant access to here, then leave them alone. They can not open the doors to come in, we should be fine. We just got inside...apparently without the rest of this place knowing we are here just yet. I would like to keep it that way if we can. Get up there and find out what you can. Bellum and I will stay here to guard your backsides.

He looks around the room...
and when you get back down, we should start to work on all these doors that run of the main room first.


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 also think it is best to leave the dogs alone. If they cannot get to us, we will only be bringing more trouble on ourselves. It is the goblins who we must get rid of, as many quiet, quick kills as we can make before they all know we are here."


Ascending the staircase, you find that the other tower gives you a simliar view as the first did. The goblin dogs still seem interested in whatever is in that shed, and the roof obscures the rest of Thistletop.


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

Cade keeps his weapon out and at the ready...watching the others ascend the stairs.
Bellum, we stay here and guard.


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 suggest we check those doors by the dog pen first, it looks to be one or two rooms so best to make sure there's no one behind us." Talia gives her opinion on what to do next.

"I still think we should get rid of those Goblin dogs as well. I'm curious as to what's in that shed they're watching?"


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 agrees with Talia on checking the doors by the dog pen, but not the rest.

"Unless there is a woman named Nualia in that building guarded by the dogs, I don't care about it. We don't have the strength to waste on curiosity now, because we will need it later."

Laufey's already below 1/2 HP just getting this far. We need to lock this place down by being strategic about the fights we choose.


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

As long as the dogs are watching the shed then they are not curious about us for the moment.
He smiles and looks up at the others.

No offense as I am new to your group...but...why walk all the way to the other side to check those doors only to come back again to check these doors. Lot of extra steps. Maybe we just check the doors as we go towards the dogs?


Isabella? Rasmorn? Any input?


Female Aasimar Cleric of Reymenda 10 | 76/76 HP | AC 17 T 11 FF 16 | 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 6/8

Isabella posts her falchion and pauses to give the team a moment of some much-needed care.

Channel energy: Healing: 2d6 ⇒ (5, 4) = 9

"I agree that tactically we either need to score a significant victory and establish a place that we can control, or we need to decide when we're going to bug out and come back," she says. "We just don't know how many goblins are left, and that's a big risk."


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 frowns, clearly torn and slightly nervous at the disagreement. "It does seem like nobody knows we are here yet, as unlikely as that sounds. If we open up a volley on the dogs, they can raise all sorts of noise and give us away. I don't like leaving things behind us, but I like less the idea of raising the alarm." He looks apologetically at Talia as he says this, clearly uncomfortable at disagreeing with his friend, but resolute anyway.


It sounds like the group consensus is to check doors heading back in the direction of the courtyard with the goblin dogs. I'm going to do the SDOP for the door you're next to right now.

SDOP:

Talia Perception: 1d20 + 11 ⇒ (9) + 11 = 20
Talia Disable Device: 1d20 + 12 ⇒ (9) + 12 = 21

Talia finds no traps, and Laufey opens the door to reveal a short hallway that turns to the left after about 10 feet.

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