GM Woran's Rise of the Runelords

Game Master Woran

sandpoint information

Map Link

GM cheat sheet:

[dice=initiative Vitro]1d20 + 3[/dice]
[dice=initiative Justin]1d20 + 3[/dice]
[dice=initiative Snowflake]1d20[/dice]
[dice=initiative Dayo]1d20 + 7[/dice]
[dice=initiative Eoghan]1d20 + 2[/dice]

[dice=perception Vitro]1d20 + 5[/dice]
[dice=perception Justin]1d20[/dice] or +10 with scent
[dice=perception Snowflake]1d20 + 1[/dice]
[dice=perception Dayo]1d20 + 5[/dice]
[dice=perception Eoghan]1d20 + 12[/dice] +1 for traps

[dice=will save vitro]1d20 + 2[/dice]
[dice=will save Justin]1d20 + 5[/dice]
[dice=will save snowflake]1d20 + 10[/dice]
[dice=will save Dayo]1d20 + 4[/dice]
[dice=will save Eoghan]1d20 + 8[/dice]

[dice=fort save vitro]1d20 + 2[/dice]
[dice=fort save Justin]1d20 + 4[/dice]
[dice=fort save snowflake]1d20 + 11[/dice]
[dice=fort save Dayo]1d20 + 10[/dice]
[dice=fort save Eoghan]1d20 + 9[/dice]

[dice=reflex save vitro]1d20 + 4[/dice]
[dice=reflex save Justin]1d20 + 4[/dice]
[dice=reflex save snowflake]1d20 + 4[/dice]
[dice=reflex save Dayo]1d20 + 14[/dice]
[dice=reflex save Eoghan]1d20 + 5[/dice]

[dice=Stealth Vitro]1d20 + 5[/dice]
[dice=Stealth Justin]1d20 + 4[/dice]
[dice=Stealth Snowflake]1d20 - 1[/dice]
[dice=Stealth Dayo]1d20 + 4[/dice]
[dice=Stealth Eoghan]1d20 + 5[/dice]


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M Large Canine Level 3 druid
GM Woran wrote:

Its mostly about getting the helm back to Sandpoint. Its the longest lasting buff. With ant haul, a character with 12 strength would be in heavy load.

(the helmet weighs 300 pounds)

I was thinking about getting a rank in carpentry. We have saws of and tools of questionable origin and we could rig up a wagon or a sledge.

We also have horses, a pony, and a riding rat who can be ant hauled.


[retired]

I would imagine that with a couple day's worth of spells Dayo and Eoghan could team up to bring the helmet to the surface and.... oooohhh getting it across that rickety bridge would be difficult.


Dead Suns:
BigNorseWolf wrote:
GM Woran wrote:

Its mostly about getting the helm back to Sandpoint. Its the longest lasting buff. With ant haul, a character with 12 strength would be in heavy load.

(the helmet weighs 300 pounds)

I was thinking about getting a rank in carpentry. We have saws of and tools of questionable origin and we could rig up a wagon or a sledge.

We also have horses, a pony, and a riding rat who can be ant hauled.

This is true.

Dayo wrote:
I would imagine that with a couple day's worth of spells Dayo and Eoghan could team up to bring the helmet to the surface and.... oooohhh getting it across that rickety bridge would be difficult.

This is also true :P


HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft

Aah, sorry for the silence, busy few days. I could've cut short a lot of the discussion. I had to look this up once, because of... reasons. >_>
First, link to here.
Ability Score Damage

Diseases, poisons, spells, and other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability.

For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. The only exception to this is your Constitution score. If the damage to your Constitution is equal to or greater than your Constitution score, you die. Unless otherwise noted, damage to your ability scores is healed at the rate of 1 per day to each ability score that has been damaged. Ability damage can be healed through the use of spells, such as lesser restoration.

Strength: Damage to your Strength score causes you to take penalties on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The penalty also applies to your Combat Maneuver Bonus (if you are Small or larger) and your Combat Maneuver Defense. A character with a Strength score of 0 is too weak to move in any way and is unconscious. Some creatures do not possess a Strength score and have no modifier at all to Strength-based skills or checks.

Maybe it's an oversight, but nowhere it says anything about carrying capacity. It seems weird in the fiction that I cannot deal any decent damage with my longsword, but I can still lift my teammates above my head, but then again, maybe the devs didn't want people to recalculate their carrying capacity and falling into heavy load in the middle of combat. >_>

Anyway, should Woran agree (granted, that's an if), my actual Strength is 17 (18 if we count the level up bonus), which means my heavy load is 174–260 lbs. Double that for lifting off the ground, dragging along the ground is five times that. Also, because it's underwater, its weight is a lot less.


M Large Canine Level 3 druid

carrying capacity and stuff:
paizo is being REALLY ornery right now, but the FAQ on bulls strength et all said they were just listing the most common effects of having an increased/reduced score, not specifically naming all of the effects.

Once its out of the water we seal it up and flip it over. If we can get it water tightish it should float. Or tie it to the bottom of 6 or so logs.

Failing that we could tie a rope to it and pull it across, with a ant haul infused horse if need be. We could also actually fix the rope bridge to support its weight.

Bitey (the riding dire rat) also has a swim speed. Though if we show him something THAT shiney we might not get it back from him.


Dead Suns:

Bitey is going to claim it and make a house out of it.

The carrying capacity thing might be to prevent ray of enfleeblement becoming an instant win button. Just recude everyone's strength and they are helpless on the ground because their clothes put them over heavy load.

You also would need a plan for the bridge. Alternatively, the helm is sunk to the bottom of the sinkhole, and the sinkhole is open to the seal. That would also be a way to approach it.


M Large Canine Level 3 druid
GM Woran wrote:
Alternatively, the helm is sunk to the bottom of the sinkhole, and the sinkhole is open to the seal. That would also be a way to approach it.

I think a large, ant hauled bull strengthed dayo could swim it out of there and over to the shore in 14 minutes. Then we just haul it up the cliff with horse power.


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Dead Suns:

If you take that rank in carpeting, you can rig a makeshift crane to get it up the cliff.


[retired]

I put a rank into Linguistics to learn Goblin ^_^

Scarab Sages

Male Ratfolk HP 42/42 | AC 19 T 14 FF 16 | CMD 10| F +4 R +4 W +5 +2 vs disease | Init + 3 | Perception +0/ +10 with scent I Speed 20 Ft

Justin has Eoghan stand on a long plank with a rope running up the front and down a hole in the middle of it.

"Now remember Eoghan, its important you don't move. You're the base of this entire plan. "


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HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft

Eoghan happily does what he is told, partially glad to be useful, but also partially excited he's not being called "Bait" anymore.

Scarab Sages

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Male Ratfolk HP 42/42 | AC 19 T 14 FF 16 | CMD 10| F +4 R +4 W +5 +2 vs disease | Init + 3 | Perception +0/ +10 with scent I Speed 20 Ft

Well of course not today he's Weight...


Dead Suns:

With Justin not wanting to leave the helmet behind, Eoghan is enchanted and enchanted again, untill he manages to carry the helmet out of the sinkhole, and over the ocean floor to the nearby beach.

Using the fort on top of thistletop as material, Justin rigs a crude crane, so the helmet can be hoisted up top.

With the drawbridge re-enforced, Snowflake leads the captive horse to safety.

The trip back to sandpiont takes several days. With no functioning wheels to be found, and Justin's skills not great enough that he can make one, a kind of casing is made around the helmet, which can be hung between two of the horses.
It is however fainly unstable in its movement, tyring the horses quickly, and causing them to go at a slower pace.

But most of you dont mind the slower pace. It gives time to think and reflect. Thistletop was a sobering experience. From the sheer malice of the goblins, to all the brushes with death experienced by all, and reading about Nualia's slow slide into evil/madness... It is something that will perhaps stay with you for the rest of your life.
The barghests burning eyes fill more then one of your nightmares.

You reach sandpoint one day in the late afternoon. You've barely passed the town gates, and you already have quite a gathering. People seem excited you are back. Looks of wonder lits their faces upon seeing the helmet.
Stopping in front of the dragon, getting the horses unleaded, Ameiko rushes out, practically flinging herself around Snowflake's neck.

More people gather, and you get asked a million questions, patted on the back, hands shaken.
After so long in the wilds, it gets oppresive fast and you look for a way away from the crowd.
Luckily Sheriff Hemlock arrives, with a few guards, to disperse the crowd.

He makes a point of shaking each of your hands. "Welcome back. It is good to see you all again. When Oskar and Shalelu came back we feared the worst, but it looks like you weathered this particular storm." He glances at snowflake.
"Take a few days to get yourself in order. Write a report if you can. The mayor will want a full report, and so do I."

With room to breathe, Ameiko helps you put the horses in the stable. The helmet gets put in a corner of the common room, roped off.
And suddenly you're tired. So very, very tired. You make it trough the evening meal, which Ameiko lets you eat in the kitchen so you can have a bit of privacy. But then its time for bed.

You had almost forgotten how good a bed felt.


Dead Suns:

Id like you to write a report for the mayor from your character point of view. Feel free to also add things that your character would do now that you are back in sandpoint, and anything else you would like to roleplay


HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft

Eoghan is even more uncomfortable with all the people swarming around him and deflects all the attention with comments like, "Oh, I did nothing," and "The other did all the work," which is technically not false modesty.
In the inn, he keeps mostly to himself and pretty much only looks to his plate of food unless directly spoken to.

Eoghan's report:

The others explored most of the tower. I only got to experience the last few days, and only explored a handful of rooms.
The group is usually in high spirits and woefully optimistic about their odds of survival. They seem to have captured a few Goblin babies, and it looks like they've taken a liking to them. At first I wanted to protest, but I let them be. I'm not optimistic about the Goblins' chances; more likely than not we'll have to put them down in a month or two when they come invading Sandpoint for cheese sandwiches or something. But until then, let the group have their fun. Killing the beings they cared for is a good way to prepare for adventurer life. I've had my innocence shattered by worse things.
Anyway, things of note we found in the tower: seems like it was well-inhabited by all manner of creatures. The rooms I was a part of discovering contained plans of war against Sandpoint, as well as a lot of references to the Runelord of Greed, including a giant coin-collecting statue-slash-door. I don't know who was planning all this, but I bet they did not have good intentions at heart.
As for the group I was a part of: as I said, hopelessly optimistic. Pretty book-smart, but most of them seem to be lacking common sense. Dayo's incredibly naive, but good-hearted. Justin, on the other hand... His attitude might need some work, and that's coming from me. Vitro is very practical, that's probably the only thing I can say about him. And Vy is, honestly, absolutely crazy. He seems to be lugging around the corpse of his dead sister, and is talking to her at night. He gives me the creeps, but his dedication to the cause is admirable.
I don't mean to brag, simply stating facts, but the group is pretty clueless. I found several secret doors and traps they would've completely missed on their own, and would probably still be roaming around in there if I wasn't there to point out the right way to go.
But, granted, they do know how to take care of themselves. During my stay, we encountered several shadowy thingies that sapped the life force out of me, but they managed to defeat them. There also was a giant wolf thing. I didn't get a good look at it, because it knocked me out in a few seconds flat, but they said it was really strong and dangerous.

- Eoghan Miskos

Eoghan takes the next few days off, then goes back to his usual business: offering his reluctant assistance to other would-be adventurers and joining them on their "quests." I assume Sandpoint has some sort of bounty board or something? He's not necessarily a bounty hunter, but he is willing to do some dirty work if it pays well.


Dead Suns:

The evening of your arrival, you can see both Vorvashali and Brodert admiring the helmet. Both can ben seen taking copious notes and sketches.

The next few days, both Vorvashali and Ilosari join you during meal times.
They dont say anything, but turn curious people away so you can have some peace and quiet.
They both let you know that if you want to talk, or simply dont want to be alone, they are there for you.

Daviren Hosk, the gruff proprietor of the Goblin Squash stables, offers to buy the horse you found on thistletop for 300 gold pieces. This is quite a high price, but when you ask why he's paying so much, he tells you that its a fine horse and will perk up with some love and care. The rest of the money is for you ridding the hilterlands of the 'filthy gobs'.


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Male agathion-blooded Aasimar (Idyllkin) Oracle 3/paladin 2| HP 52/52 | AC 21 T13 FF 21 | CMD 19| F +11 R +4 W +10 | Init +0 | Per +1| Speed 20 Ft | Spells: 1st 6/6 | concentration +8| morningstar +6 (1d8+2)|channel positive energy 4/day 2D6

The first day, Snowflake rests, after he has squared away the body of his sister in one of the rooms reserved for wakes, refusing to explain who the dead body is.

Early in the morning, he wakes up and visits Father Zanthus, his mentor Jasper Korvaski and Ameiko, and explains what he is planning to do that evening. Zathus and Jasper agree to come, Jasper even offering to help him. Vy attempts to decline, but compromises.
Ameiko almost starts to cry when he tells her the story of his sister, which almosts breaks him, so she firms up, and asks him how she can help.

"Only invite those he were close to her, but keep it quiet. But afterwards, tell her story. Make them realise"

The chopping of wood commences. Vy is at it until dinner time, actually happy that he took up on Jasper's offer to help, who packs up the wood, and carries it of north of Sandpaint, near the cliffs. There father Zanthus begins to build a pyre in the afternoon.

At Dinner, he asks his compatriots , if they are willing to join him that evening.

As the sun starts to set, Vy walks his friends to the pyre. Some townfolk follow, but Sir Jasper and Ameiko keeps them away, at a distance of a few hundred yards, out of respect. The townfolk look around in confusion, but Ameiko tells them she will explain in the Rusty Dragon afterwards.

Kendra, Hemlock, Sir Jasper, Ameiko and Father Zanthus and Snowflake compatriots assemble to one side of the pyre, while Snowflake comes walking from Sandpoint's North gate, carrying the wrapped body of Nualia. He passes the townfolk, who start to gossip. Word must have come out. No matter.
He places the body unto the Pyre, and makes his sister comfortable with the cushion he brought with him from Thistletop. Using his dagger, he cuts away the fabric around her face and hair.
The sharpeyed among the folk gasp, and start to really their recognition of Nualia to the rest of them. The fear and strangness of the situation keeps in check with their curiosity. They neither flee or come closer.

When Vy has made sure his sister is comfortable, he nods to Father Zanthus, who starst teh funreal rites, asking Pharasma to have mercy on Nualia's soul, and to lead her to the gods she used to love.

After he's done, Vy takes out the diaries Nualia wrote, and starts to walk to the pyre, but stops, and turns to Kendra and Hemlock.

"Don't worry. I copied all the usefull information, It will be on your desks tomorrow."

Snowflake start to rip out the pages, and stuffs them between the stacked wood of teh pyre. Sir Jasper hands him a torch, and after a moment contempletion, Vy sets the pages on fire.

It catches on quickly. It actually smells pleasant due to all the herbs Vy has put within the wraps. As the sun starts to completely set, the fire still colors the night orange a little longer.

The townfolk slowly return to Sandpont, a fair number of them going to the Rusty Dragon to talk, and wait for Ameiko.

Vy stays until the fire dies down. A wind starts blow from the east, blowing the ashes off the cliff into the sea.
In the distance a familiar wolf's howl is heard.

Vy looks at his friend.

Thank you for being there for me. I need to finish up here. I will not go to the Rusty Dragon myself, I'm going to sleep at the temple and spend some time with father Zanthus. What happened these last few week, and what I have learned, I need guidance to proces it all. But do not hesitate to talk to me if you wish so. I thank you again"

Vy and Sir Jasper pick up two big shovels, and start to scoop the sand that was underneath the pile, and throw into the sea.

Making sure nothing remains of Nualia.

Scarab Sages

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Male Ratfolk HP 42/42 | AC 19 T 14 FF 16 | CMD 10| F +4 R +4 W +5 +2 vs disease | Init + 3 | Perception +0/ +10 with scent I Speed 20 Ft

Written on the back of the brown paper that delivered the party the riceballs (in triplicate since 2 people requested a copy)

Threats eliminated

Roughly a dozen goblins
2 goblin elite soldiers
1 Goblin King (believed to be ripnugget mentioned in the journal)
1 goblin werecat
1 goblin werecat's cat
1 Ceiling squid. (not likely a threat to the town but see below)
1 very nasty dog demon thing.
Nualia, preistess of Lamashtu
1 Bugbear Sneak (Bruzimumus?)

Extant threats

A spellcaster Capable of casting mirror image. Female. Human. Black skin
A fighter with a sword and shield.
3 female goblin non combatants
3 Goblin children

If the latter two catagories should be eliminated you can ask the group but i doubt they'll comply.

Ruins like that always attract more denizens. It should either be torn down or occupied. (Speaking of which, about underpoint...)

Opportunities

There is an unparalleled archeomagical opportunity in the basement. An illusion of a runelord himself speaking thassalonian. Scholars from all over varisia are going to want to see that personally, since there's no easy way to copy it. The bridge heading out there was reinforced and weight tested with an enormous horse. So as long as nothing moves in it should be safe by goblin bulding standards.

Other

Several dozen humanoids of various races were in the goblins food locker. Attempts at identification were unlikely to succeed. If you're missing anyone important enough for a speak with dead, they're underneath a rock with a small spiral of pharasma carved in it.

We also found a VERY large helmet that would be great as a gate or watch tower for the town.


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[retired]

Dayo, having only recently learned to read, is still quite a novice when it comes to writing. Instead, he crafts several origami figures to illustrate their journey for the mayor (like he did last time).

Inventory before crafting:
15 pcs white
3 pcs red/blue/green/orange/purple/brown/black
3 pcs white stationary
3 pcs gold stationary
3 pcs silver stationary

3 pcs green, cut in quarters, for the goblins: 1d20 + 5 ⇒ (2) + 5 = 7
1 pc purple for RipNugget: 1d20 + 5 ⇒ (11) + 5 = 16
1 pc purple, cut in quarters, for the 3 goblin children: 1d20 + 5 ⇒ (10) + 5 = 15
1 pc white stationary for the horse: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
3 pcs black for the shadows: 1d20 + 5 ⇒ (15) + 5 = 20
2 pcs brown for the hounds: 1d20 + 5 ⇒ (16) + 5 = 21
1 pc blue for Tongue Tongue: 1d20 + 5 ⇒ (11) + 5 = 16
2 pcs red for the firepelt cougars: 1d20 + 5 ⇒ (1) + 5 = 6
1 pc orange for the calamari: 1d20 + 5 ⇒ (9) + 5 = 14
1 pc red for the hermit crab: 1d20 + 5 ⇒ (17) + 5 = 22
1 pc gold stationary for the helmet: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
1 pc brown for the bugbear: 1d20 + 5 ⇒ (11) + 5 = 16
1 pc silver stationary for Nualia: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
5 pcs white for Justin/Snowflake/Vitro/Eoghan/Oskar: 1d20 + 5 ⇒ (17) + 5 = 22
1 pc gold stationary for himself: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18

Inventory after crafing:
10 x white
2 x blue/orange
1 1/4 x purple
0 x red/green/brown/black
2 x white stationary
2 x silver stationary
1 x gold stationary

He finishes his show with a reflection upon the tortured history of Nualia, and the need for forgiveness and healing from all involved.

Diplomacy: 1d20 + 9 ⇒ (19) + 9 = 28

Later that night, Dayo gives Snowflake the silver origami figure of his sister. He gives the rest to the best puppetmaster at the orphanage, but saves Tongue Tongue for himself.


[retired]
Earlier, I wrote:
Put him to work at the local garbage dump eating seagulls?

For Dayo's downtime he will seek the perfect spot to release Tongue Tongue. I'm thinking that the sandy cliffs would probably be perfect. He can sunbathe himself in the morning, catch nesting birds during the afternoon, and is relatively safe during the evening. Then every time Dayo visits Sandpoint during his journey he can pop in and search for Tongue Tongue to give him a good scratch.

Scarab Sages

Male Ratfolk HP 42/42 | AC 19 T 14 FF 16 | CMD 10| F +4 R +4 W +5 +2 vs disease | Init + 3 | Perception +0/ +10 with scent I Speed 20 Ft

If given permission, Justin will have the helmet parked right outside of Voshali's basement. Rumors that the helmet whispers things to people standing inside it and grows 2 glowing eyes at midnight are completely unfounded. On that note Justins copying whispering wind and passing the book off to vitro

He's a little confused by all the worry about anyone other than snowflake "Yeah, that was more than we were expecting. I think everyone that wants the town dead is dead so, back to normal. "

profession teacher: 1d20 + 4 ⇒ (13) + 4 = 17

"No you can't see the scars. They were healed quickly, I have fur, and currently pants. "

"mostly put enhahncement spells on people and stood in the back. Shrinking the giant party members was useful in close confines. "


Dead Suns:

"But teacher Justin, I heard that there was a *GIANT* dragon!"

Scarab Sages

Male....? Ratfolk transmuter (brown furred) 9
GM Woran wrote:
"But teacher Justin, I heard that there was a *GIANT* dragon!"

a dragon, a dragon, i swear i saw a dragon...

"Its only the size of a small horse large pony and its technically a lizard not a dragon. Mister Dayo can probably take you to meet him. Bring Handkerchiefs to wipe off the drool "

Justin wonders a second later if he's been tricked into a field trip, but is fine with more practical ways to learn things than lectures


Dead Suns:

"Can we see the dragon?"
"Can we pet it?"
"Can I ride it?"
"Can I pet it then ride it?"

Scarab Sages

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Male Ratfolk HP 42/42 | AC 19 T 14 FF 16 | CMD 10| F +4 R +4 W +5 +2 vs disease | Init + 3 | Perception +0/ +10 with scent I Speed 20 Ft
GM Woran wrote:

"Can we see the dragon?"

"Can we pet it?"
"Can I ride it?"
"Can I pet it then ride it?"

" Almost certainly, probably, unlikely, that sounds like a good way to learn about the statistics of multiple events... "


Dead Suns:

Tongue Tongue is released near the cliffs, but often returns. This is mostly due to the locals taking a liking to the lizard, and feeding it scraps, keeping it semi-tame.
Since the lizard is fond of rats (probably an acquired taste from being raised by goblins), people dont mind small property damage due to an enthusiastic lizard, as the rat population of Sandpoint experiences a sudden drop.

Sovereign Court

GM Woran wrote:

Tongue Tongue is released near the cliffs, but often returns. This is mostly due to the locals taking a liking to the lizard, and feeding it scraps, keeping it semi-tame.

Since the lizard is fond of rats (probably an acquired taste from being raised by goblins), people dont mind small property damage due to an enthusiastic lizard, as the rat population of Sandpoint experiences a sudden drop.

Scarab Sages

Male Ratfolk HP 42/42 | AC 19 T 14 FF 16 | CMD 10| F +4 R +4 W +5 +2 vs disease | Init + 3 | Perception +0/ +10 with scent I Speed 20 Ft

MEEEP


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Init +3 | Perception +5; Sense Motive -2 | AC 17; Touch 13; FF 14 | CMD 15 18 ES | F +2; R +4; W +2 | Speed: 30 | HP 26/26 | Spells Active: Mage Armor, Shield | Conditions: none | Spells remaining: {1:0/5, 2:4/4 } | Arcane Reservoir 5/8

Mayor Kendra,

You asked for a written report so here it is. After recovering Tsuto's diary we spent some time analyzing it and following through on the catacombs hidden below the town. You should consider what you want to do with those by the way. If you just leave them be, someone is going to find them and move in.. could be smugglers, goblins or cultists. I don't think destroying them outright is feasible. You could try filling them with concrete, maybe the dwarves can set you up. I dunno if Justin's underpoint proposal is a great idea, living there might make them go peculiar. And I dunno how to tell a regular strange rat from a corrupted one. Maybe you could do something different though. This area is known for weirdness; it's going to come at you anyway. You could work on turning Underpoint into a honeypot. If weird things are going to come, you'll know where to find them.

Aaaanyway, we went to Thistletop. Another place you should consider doing something about. We rooted out the current monsters living there, but that place is going to attract more monsters. And goblins. Especially that hedge maze in front of it, that's just awful. And I say this as an elf: I hate that place. It's nature twisted into a trap for us. The building on the island, that's just a weird place. Lots and lots of hallways. You might want to raze that and start over. Build a nice watchtower or something to watch the bay. Or, you know, leave it empty and wait for "free enterprise" to move in. But the cellars... well, those are pretty interesting. I've spent some time listening to that Runelord illusion, figuring out the true tone of Thassilonian. I think there's still a lot more research to be done there. So I think you should commit to a long-term occupation of the place. But watch out for it twisting and corrupting people. Make sure to station a nice cleric with counselling skills there.

Wrapping up. We found the conspirators, and killed most of them, though some of the helpers ran away. Maybe put out some posters for those. But I think they were mostly the hired help, not the crazy people with a plan for vengeance or immortal fiends waiting to be released. Sandpoint should be safe from that now. I'll stay around for a while longer because there's lots of Thassilonian remains here, but right now I don't think you need my help to protect the town. Oh, and I'll keep teaching in school, that's pretty fun. The kids are making nice progress on their archery skills and we're going to get into some ballistic math next.

Have a nice day,

Vitro


Dead Suns:

After recieving your reports... some later then others... some more... esotheric then others... Mayor Kendra calls you for an informal meeting in the inner garden of the temple.
To make it more pleasant, the mayor has arranged for a light lunch, so that those of you who teach in the morning wont go hungry.

She greets each of you warmly, giving Snowflake her condolences.
"Thank you all for coming, and thank you all for your reports. Shalelu already made hers. She has returned to the Thistletop area, to make sure no one moves back in.
Sandpoint is forever in your depth for eliminating this threat for us. There is not much we can spare, but I had heard you were looking for a house, so you could move out of the Dragon? If so, I think I could arrange that."

Mayor Kandra consults some papers for a moment. "I also thank you for your suggestions to what to do with Thistletop and 'underpoint'. Brodert has pulled some strings in Magnimar. A delegation of the Pathfinder Society will visit both locations. They will extensively catalouge both areas. They will probably take a few months to finish. Which is in our advantage, as while they are camping out, they will keep the areas secure."
She also hands you an official looking document. "Vorvashali has also been quite busy. He's had an offer of the Pathfinders to buy the helmet from you. They made you an offer of 3000 Gold Pieces." The Mayor is clearly impressed by this number.
"Vorvashali has of course taken a small brokerage fee, but that has already been factored in."

"Sandpoint has been trough a rough few weeks. But thanks to you all we weathered this storm with minimal losses. I hope you will all stay a while. Ive heard the children haven grown quite fond of you all."


[retired]

Dayo is quiet during the brunch, mostly a mix of eating and listening. He has little to add until the end.

"Mayor. We never uncovered information about the Sandpoint Devil. The stories I heard months ago are what initially brought me here. Have there been any more sightings while we were gone at Thistletop?"


Init +3 | Perception +5; Sense Motive -2 | AC 17; Touch 13; FF 14 | CMD 15 18 ES | F +2; R +4; W +2 | Speed: 30 | HP 26/26 | Spells Active: Mage Armor, Shield | Conditions: none | Spells remaining: {1:0/5, 2:4/4 } | Arcane Reservoir 5/8

"I'm not in a rush, there's plenty of interesting things to see around here. I'm happy to stay around a while longer."

Turning to Dayo;

"Right, people keep mentioning that.. remind me again what it's supposed to be? The conspiracy here was all demon-oriented, not devils..."


Male agathion-blooded Aasimar (Idyllkin) Oracle 3/paladin 2| HP 52/52 | AC 21 T13 FF 21 | CMD 19| F +11 R +4 W +10 | Init +0 | Per +1| Speed 20 Ft | Spells: 1st 6/6 | concentration +8| morningstar +6 (1d8+2)|channel positive energy 4/day 2D6

Vy spends the days in contemplation, in the temple, with Father Zanthus. Sir Jasper approaches him, and helps him keep up his training, but Vy has had his belly full of violence, and it shows. He answers all the questions the mayor and sherrif ask him, but it's always to confirm what the others already told them, he never offers new information.
One day he asks Daoy and Eoghan to stand in front of him.
he concentraes, and he links with both of them, their lifeforce supplemented by his own.
Vy smils a wan smile, and return to the temple to thank the gods once more

Scarab Sages

Male Ratfolk HP 42/42 | AC 19 T 14 FF 16 | CMD 10| F +4 R +4 W +5 +2 vs disease | Init + 3 | Perception +0/ +10 with scent I Speed 20 Ft

"So thats a NO on turning the helmet into a death turret? " Justin is more than a little wide eyed at the amount of cash.

First the statue now this. The party is now going to have to put up with him hauling everything home forever now.


Dead Suns:

Mayor Kendra raises an eyebrow. "Well, its an offer. You can keep the helmet and turn it into... a 'death turret', if you want to."

"As for the sandpoint devil, I'll let you know the moment a sighting has happened."

Scarab Sages

Male Ratfolk HP 42/42 | AC 19 T 14 FF 16 | CMD 10| F +4 R +4 W +5 +2 vs disease | Init + 3 | Perception +0/ +10 with scent I Speed 20 Ft

"Why on earth would you try to attack some monster that isn't attacking you? This isn't amorality question it's a "staying alive" question. Do we not have enough dangerous things that ARE trying to kill us on the surface? "


[retired]

"It is attacking farmers on the fringes of Sandpoint and flying off with their horses. At the least, if it is just a hungry creature, we should attempt to steer it towards other fare. At the worst, it's a creature of pure evil, and should be sent back to its home."

Scarab Sages

Male Ratfolk HP 42/42 | AC 19 T 14 FF 16 | CMD 10| F +4 R +4 W +5 +2 vs disease | Init + 3 | Perception +0/ +10 with scent I Speed 20 Ft
GM Woran wrote:

Mayor Kendra raises an eyebrow. "Well, its an offer. You can keep the helmet and turn it into... a 'death turret', if you want to."

Justin flattens his ears a bit sheepishly.

"Sorry. Still Stuck on how open and exposed you can be up here and NOT get attacked. Its kinda weird. I think I've already got headgear my size " he tips the tiara "and I can't compensate the party for THIS one. Three thousa...

"Our own house? I know we just came into a fair bit of money, but my own bed is still an absurd luxury to me. One good haul doesn't mean we're going to keep getting that kind of income. But if the group wants to set up some kind of headquarters I'd chip in. Three thousa...."


[retired]

"I am fine with a hut on the beach."


Dead Suns:

Mayor Kendra puts a stack of papers to the side. "The house would be a gift from the town to you. We dont have the funds at the moment to reward you for the risks you took for us. But there are a few houses without an owner at the moment. I could claim one in name of the town. Of course, when I do, an owner will magically pop up and demand compensation... but that is for me to deal with."
"The house would need some work, but nothing serious. Some paint. Cleaning. You might want to put some extra walls in, unless you dont mind sharing bedrooms."

Scarab Sages

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Male Ratfolk HP 42/42 | AC 19 T 14 FF 16 | CMD 10| F +4 R +4 W +5 +2 vs disease | Init + 3 | Perception +0/ +10 with scent I Speed 20 Ft

Well you did pay in advance. Sometimes you get a bargain. Not that I'm going to turn down a well earned bonus. Have been working with Zando teaching each other carpentry so repairs shouldn't be hard. Its amazing having such a light building material available pretty much everywhere you look.


Dead Suns:

The mayor seems to think for a second. "Huh. Yes. I never thought about it, but living underground, wood would be hard to come by. Plenty to find here. You can get it cut to order at the lumbermill."


Dead Suns:

"Anyway, give it some thought. Ameiko let me know you're more then welcome to keep staying at the Dragon."

The mayor stands up and gathers her papers. "I have to go. Please enjoy the rest of the lunch."

Scarab Sages

1 person marked this as a favorite.
Male Ratfolk HP 42/42 | AC 19 T 14 FF 16 | CMD 10| F +4 R +4 W +5 +2 vs disease | Init + 3 | Perception +0/ +10 with scent I Speed 20 Ft

Justin makes a note to start handing unseen servant out to kids who have to do chores at home, so they have more time to study. Although this spell always tends to go bad for ratfolk he has a good feeling about this...


Dead Suns:

Time passes. You settle back into a routine. Teaching in the morning, working on the house in the afternoon. Its a bit of a fixer-upper, but nothing that elbow grease and a good coat of paint wont solve.
Staying at the Dragon has been pleasant, but a quiet place for just your small group is appealing.

And with the passing of the days, the memories of thistletop grow just a little bit more distant. And you sleep just a little bit better.

But whatever fates or gods rule the Lost Coast, they appear to not be done with Sandpoint.

Or you.

----------------------------------------------------------------

On an afternoon, several days after you've returned from Thistletop, Sheriff Hemlock leaves you a message, asking you to all to come join him in his office.

The Sheriff's office is a small room in the garrison building. He gives you all a firm handshake. The room is too small for you all to sit down. Out of politeness, the Sheriff remains standing too.
“First, let me thank you again for all you’ve done for Sandpoint. It’s fortunate you’ve proven yourselves so capable, because we’ve got a problem I think you can help us with—a problem I wish I didn’t have to involve anyone with, but one that needs dealing with now before the situation grows worse.
“Put simply, we have a murderer in our midst—one who, I fear, has only begun his work. Some of you doubtless remember the Late Unpleasantness, how this town nearly tore itself apart in fear as Chopper’s slayings went on unanswered. I’m afraid we might have something similar brewing now.
“Last night, the murderer struck at the sawmill. There are two victims, and they’re… they’re in pretty gruesome shape. The bodies were discovered by one of the mill workers, a man named Ibor Thorn, and by the time my men and I arrived on the scene, a crowd of curious gawkers had already sprung up. I’ve got my men stationed there now, keeping the mill locked down, but the thing that bothers me isn’t the fact that we have two dead bodies inside. It’s the fact that this is actually the second set of murders we’ve had in the last few days.
“I come to you for help in this matter—my men are good, but they are also green. They were barely able to handle themselves against the goblins, and what we’re facing now is an evil far worse than goblins. I need the help. But I’m afraid you’ll need the help too. You see, I’m afraid that this particular murderer knows one of you as well.”

Hemlock places a bloodstained scrap of parchment on his desk.
Written on the outside of the folded parchment is blood is 'my white haired one'; inside is a short message. The parchment can be viewed trough the map link.

"The note was found pinned to the sleeve of the latest victim by a splinter of wood. I believe that this note was left at the murder scene to throw suspicion onto you all. I certainly don’t believe you anything to do with the murders, but if word of this note gets out, I'm afraid the town’s reaction might not be as understanding. For this reason, and since I don’t want to start a general panic, I asks you to keep as quiet as possible about the murders"

Scarab Sages

Male Ratfolk HP 42/42 | AC 19 T 14 FF 16 | CMD 10| F +4 R +4 W +5 +2 vs disease | Init + 3 | Perception +0/ +10 with scent I Speed 20 Ft

"Snowflake... please tell me your "friend" can't go anywhere without you and doesn't have the opposable thumb to write... "

Scarab Sages

Male Ratfolk HP 42/42 | AC 19 T 14 FF 16 | CMD 10| F +4 R +4 W +5 +2 vs disease | Init + 3 | Perception +0/ +10 with scent I Speed 20 Ft

"and someone's going to need to fill me in on "the late unpleasantness" . "


[retired]

Dayo looks to Justin.

"There is more than one 'white-haired one' in this room."

Scarab Sages

Male Ratfolk HP 42/42 | AC 19 T 14 FF 16 | CMD 10| F +4 R +4 W +5 +2 vs disease | Init + 3 | Perception +0/ +10 with scent I Speed 20 Ft
Dayo wrote:

Dayo looks to Justin.

"There is more than one 'white-haired one' in this room."

"A, the town loves me... okay, tolerates. But More importantly I'm gonna hope at least one of them was stabbed higher up than " he stands on tippy feet and puts his arm up

"Also ratfolk don't form "packs" we form Mischiefs. Or colonies. Or families "


[retired]

"I... Have no idea how to investigate such things. We simply didn't have... murder... On my island."

Dayo wipes his eyes.

"Who would do such a thing?"

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