GM Woran's Rise of the Runelords

Game Master Woran

sandpoint information

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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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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

"I'll check out the outhouse then the roof, cover me "

Justin will open the door to the outhouse, drop a light rock down da hoooole if applicable, then get a lift from Eoghan onto the roof.


Dead Suns:

The outhouse doesnt smell pleasant, but not as bad as you expect. Looks like it hasnt been used for a while.

Climping up on the roof of the house, Jutin sees a weird shaped stone, just behind the barn in the corn.

Scarab Sages

Male....? Ratfolk transmuter (brown furred) 9

"Hey ba.. Eoghan why don't you head over to that rock over there "


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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 sighs and does as he's told, mostly to reward Justin for using his actual name.


[retired]

Who's training who? ^_^

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:
Who's training who? ^_^

How to train your human being the comprehensive guide on manupulating those bigger than you into smashing the things you want smashed and not smashing the things you don't want smashed (like yourself)


Dead Suns:

Just inside the corn lies a stone head, canted slightly to the left, depicting a helmed warrior, his face a stern model of determination. Moss has grown over much of the weathered figure, making his features hard to discern.

A thasselonian rune sits on its helmet, and someone or something has marked it with blood.

those who know thasselonian:
Its the symbol for greed.


[retired]

Dayo looks curiously at the stone head, but keeps his sword out in case of an ambush.

"Is that head... the same size as that crown we found?"


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

This is a strange game of reverse psychology. Eoghan probably has the wits to poke through it, but I like this. :P

"It's a face...? Not sure why it's here, though. Maybe there's something underneath?"

Eoghan studies it for a while, and if he hasn't found anything suspicious about it, tries to lift it.

Perception check, +1 in case of traps: 1d20 + 11 ⇒ (14) + 11 = 25

Presuming I'm still large, I have a Strength of 22 and an absurd carrying capacity.


M Large Canine Level 3 druid

Justins enlarge persons last for 6 minutes we should be good.

Scarab Sages

Male....? Ratfolk transmuter (brown furred) 9

Detect magic time...


Dead Suns:

The head is not magical. It looks like it has been here for ages, worn by centuries of rain and wind. It would probably fit the helm you found, although this statue has a helm as part of it.

It looks as if nothing has been done with it, except anoint the rune in blood.

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 we can track where he went we should try that, if we can't do we want to head back to town? We're dealing with a disease thats TRYING to spread itself. If we can't take him out we need the town on high alert. "


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 studies the stone head
knowledge history: 1d20 + 4 ⇒ (1) + 4 = 5
knowledge religion: 1d20 + 4 ⇒ (8) + 4 = 12


Dead Suns:

Nothing about the head rings any bells with snowflake.


[retired]

"I doubt this is the source of the ghouls. We should make our way to the other buildings. There could still be survivors."

Scarab Sages

Male....? Ratfolk transmuter (brown furred) 9
Dayo wrote:
"I doubt this is the source of the ghouls. We should make our way to the other buildings. There could still be survivors."

Justin looks around at all the corn

"Other Buildings? "

Knowledge history 1d20 + 4 + 3 + 3 + 1 ⇒ (15) + 4 + 3 + 3 + 1 = 26


[retired]

Dayo looks up at Eoghan to confirm if there are any other locations nearby...


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 tries to look around above the corn (if he's tall enough for that.)

Otherwise, Justin's standing on the roof of the building, that should be high enough.


Dead Suns:

Ive updated the map to give you the overview of the local farmlands. Just the farm and the barn are here.


[retired]

"Justin, could there be an 'under-farm'?"

Scarab Sages

Male....? Ratfolk transmuter (brown furred) 9
Dayo wrote:
"Justin, could there be an 'under-farm'?"

"Might be a root cellar but not many humans bother with caviculture considering how easy it is to grow food under the sun "

Did we see one of those poking around the house?


Dead Suns:

perception Vitro: 1d20 + 2 ⇒ (18) + 2 = 20
perception Justin: 1d20 ⇒ 19
perception Snowflake: 1d20 + 1 ⇒ (15) + 1 = 16
perception Dayo: 1d20 + 2 ⇒ (12) + 2 = 14
perception Eoghan: 1d20 + 11 ⇒ (20) + 11 = 31

Going trough the house carefully, Eoghan spots a loose floorboard in the master bedroom. Under it you find a stout wooden coffer. Lifting it up, its incredibly heavy.

Vitro meanwhile, studying the strange ghast in uniform, finds that iron key still hangs around its on a leather cord. The key bears a heraldic symbol of a curious flower surrounded by thorns.

DC 15 Knowledge (nobility) check:
You identifies the heraldry as the Foxglove family crest

No root cellar.


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

Take 10 makes that check.

"Hmm, this looks like the old Foxglove crest. I wonder.. " Vitro takes another long look at the ghast itself and the uniform, trying to place it. Could he be a Foxglove?


[retired]

"Are they well known in this region?"


Dead Suns:

You can all make know. local checks if you have them. I'll give out info depending on the checks.


[retired]

Kn.History?: 1d20 + 9 ⇒ (10) + 9 = 19

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

Knowledge Local 1d20 + 9 ⇒ (13) + 9 = 22

Justins picked up more gossip in the orphanage than he'd really like


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

Local: 1d20 + 8 ⇒ (10) + 8 = 18


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

No Local, sorry.

Eoghan drags the heavy chest outside. "Do we want to see what's in here? Might just be dirty laundry, but could also be a clue as to why these people were singled out to be ghoulified."


Dead Suns:

Foxglove Manor is over 80 years old, and has been the seat of the Foxglove family the whole time.
Some sort of tragedy struck the family a few decades ago, and no one’s lived there since. Common rumor holds that the place is haunted.
Foxglove Manor is known as the “Misgivings” by some locals, particularly by Varisians. It certainly has a bad reputation—sightings of strange lights in the attic windows, muffled sounds of screaming from above and below, and even rumors of a huge bat-winged devil living in the caves below the manor are but a few of the tales told about the place. The Foxglove family lived there as recently as 2 decades ago, but then a fire burned down the servants’ building, Cyralie Foxglove was found dead—burnt and dashed on the rocks below the cliffs behind the house—and Traver Foxglove was found in his bedroom, dead by his own hand. The children, including young Aldern Foxglove (who took you boar hunting), were cared for in Sandpoint for a while, then were sent away to be raised in Korvosa by distant relations.
Aldern Foxglove recently returned to live in the manor, but he had a hell of a time hiring locals to aid him in the reconstruction and repair of the old building. Until Aldern moved back in, the place was cared for by a man named Rogors Craesby (a retired innkeeper who lost an ear in a bar fight many years ago) who came in 3 days a week from Sandpoint to air the place out, check for squatters, and make minor repairs.

When you check, the Ghast who had the key around his neck only has one ear, and it looks like an old injury.

The box is locked if you try and open it

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 will let Eoghans hands get down to their normal enormous as opposed to enormous enormous and assist him with the lockpicking

disable device: 1d20 + 1 + 3 + 2 ⇒ (14) + 1 + 3 + 2 = 20


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

Haven't heard a yes from anyone else, so I'm going to open it if one more person agrees to it. I'll put it in spoiler tags just in case.

Open the chest?:

Disable Device: 1d20 + 14 ⇒ (6) + 14 = 20
Armour check penalty of 2 cancels the aid from Justin.

Also, if that doesn't work, stupid suggestion, but maybe the key from the body?


[retired]

Dayo raises his sword in case another ghoul emerges.

"Yes. Please open it."

Stats adjusted for medium size.


Dead Suns:

The coffer isnt big enough for a ghoul but I like Dayo's enthousiasm :P

Eoghan messes around with the lock. It doesnt open, but he also thinks he hasnt damaged it. More a case of bad luck really.


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

"Hmm, stubborn little thing, let me try again... Justin, your help is appreciated, your fingers are more nimble than mine."

I'll spoiler my attempt again. Look at it after Justin tries to assist. Add 2 to my result if he manages to assist.

Attempt number 2:
Disable Device: 1d20 + 12 ⇒ (6) + 12 = 18

Wow, exact same number. If Justin manages to assist, I should hit the same number as last time. In that case, I'll try again. If he doesn't, the lock probably breaks.

"Here, let me get out of my armour, it really inhibits my fine motor control."

Again, add 2 if Justin manages to help.

Attempt number 3: 1d20 + 14 ⇒ (18) + 14 = 32


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M Large Canine Level 3 druid
GM Woran wrote:

The coffer isnt big enough for a ghoul but I like Dayo's enthousiasm :P

Eoghan messes around with the lock. It doesnt open, but he also thinks he hasnt damaged it. More a case of bad luck really.

what about HALF a ghoul?


[retired]

Ghoul-lite? If it was sized for a ghoul, but shaped differently, would that be ghoulish?


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Dead Suns:

It was clear that the armor was blocking Eoghans fine motor skills, because he opens the box like an expert once the armor is off.

No ghouls leap out of the box.
Inside, meticulously organized into leather pouches containing 100 sp each, is a total of 3,400 sp.

Ive been playing a lot of borderlands again lately. There could have been a midget ghoul in the box

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

"That would be an absurdly large amount of money for a ratfolk farm family. Maybe humans are better at saving? The even number is odd as well "


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

"No, by definition the even number isn't odd."


[retired]

"I wouldn't know either way. Regardless, let us take it back to town. We haven't found this necromancer yet and I wouldn't want them finding this here after we left."

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 sighs.

It would be unusual if a farmer were to scrimp and save and keep their entire life savings in a lock box and it just happened to be exactly 3,400 silver pieces. Rather than say, 17 gold 16 silver pieces and 212 copper pieces.


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 shrugs, not really interested in figuring out the "why" of a dead farmer's saving technique. "He clearly had a system. 100 silver per pouch. Maybe he was saving up for retirement, maybe he was working towards an expensive item. He probably has a jar with 12 silver pieces in it for his daily expenses. Where did that jar go? I don't care. I'm not going to scrounge around looking for 10 gp. Is it convenient for us? Sure. Should we look a gift horse in the mouth? Not so much.
That's not to say I think we should keep the money. Maybe he has some next of kin this should go to. A lot of farmers have been ghoulified. Maybe we should give this money to the people who want to replace them. I mean, someone will have to tend to this farm, right?"

I hate playing lawful good. >_>
We should clear out this entire area of ghouls. There's still lots of roads we haven't checked yet. But six more fights with three ghouls each will take forever on play by post. >_>


[retired]

Dayo meditates on the method of counting.

"On my island, after a day of fishing, we would each pile our catch together, count them, and divide up the weight to be carried back equally. That way, if someone worked harder than the others to catch the fish, they could rest easier carrying them back."

He then nods to Eoghan, "Indeed. Right now I believe the best place to keep this money safe would be back under the sheriff's watchful eye. But clearing the ghouls is more important right now. Let us bury it again, and come back for it when the danger is past."

Scarab Sages

Male....? Ratfolk transmuter (brown furred) 9

Justin facepalms.

"Its not a matter of keeping it. That's for the mayor to decide. Its suspiciously like a payment for something. "

He grumbles. "We keep looking but we should plan to be back in town an hour before sunset. I feel bad for the individual random farmers he might be targeting, but he could turn the entire town while we're searching the countryside hoping to run into him. "


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

"Payment for what? Getting his neighbours turned into the living dead? Fat lot that did for him. Maybe it's bribe money for something, but I doubt that it has got something to do with our situation right here. If there is something suspicious about this pile of money, I'll gladly find out, but right now we've got bigger fish to fry."


[retired]

"Then we must make haste with my Lord's favorite activity: Where does this road lead?"

Dayo helps place the coffer back in its hole and readies to head out again.

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

"Providing bodies. Or growing illicit crops. Or as a stopover for smuggling. Wasn't the sawmill involved in some sort of illegal collusion to jack up the prices? Either this town is a hotbed or more illicit activity than I thought and he just happens to be attacking suspiciously rich farmers OR he's going after someone's criminal enterprise. Either out of revenge or to knock off the competition. That's the big fish. All we're going to find in this field are the... groupers? What do you call the small ones people use as bait? "

Justin will follow along though, crossbow ready


[retired]

Dayo looks at Eoghan as if that was the answer Justin was looking for.

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