Legends in the Making: Slayers of Renown

Game Master BloodWolven

Varnhold Jail/Dungeon

Varnhold Stockade

Map of the lands that is cleared.
NPC Codex
Kingdom Stats
Bounty Board

Current Fight

Tomb of the Wight Warlord

Treasure Tracker

Rivers Run Red - Troll Fight


4,751 to 4,800 of 6,628 << first < prev | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 | next > last >>

Male Human Bard 5 flame dancer 46 hp max, F 3, R 5, W 5 AC 19

now you take it to mount doom and cast the ring into the fires from which it was forged...

time to break a glass heart


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

The halfling first looks carefully at the phylactery, making sure it isn't somehow trapped.
perception: 1d20 + 13 ⇒ (1) + 13 = 14

Nope!

Maybe we need some positive energy to destroy the evil of it, he muses.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Breaking a heart again... sing it man.

"Or brute force." Koldur after getting the go ahead attempts to smash it with a brutal overhead chop downwards.


I need a strength check from Koldur, DC 20 to shatter it. Also post any other actions you want to try.

The heart glows and the bones nearby rattle.

Grand Lodge

Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18

what ever we do, do it quick, the bones are starting up again

Rognar will enlarge Koldur for a round and give him a bit of luck.

+2 str and roll twice taking the better role


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:

Beorn readies and action to shoot the first unfriendly thing moving. "Make it snappy!"


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Hey, Rognar. Why don't you cast some sort of healing at it while Koldur whacks it? It's undead. Can't hurt us, but it hurts it.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Break it Vs DC 201d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8 oei..
1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26

"Rattle no more and rest in pieces Vile one." Koldur says as his axe makes contact with the crystal heart.

Grand Lodge

Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18

Rognar will ready an action to channel positive energy when Koldur hits the crystal heart.

channel: 4d6 ⇒ (5, 1, 6, 4) = 16

good idea Flouncy


With the axe connecting with the heart and the positive energy affecting undead, the crystal breaks. The bones no longer rattle. You think it is over. A few more rounds pass and you are sure it is over.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

We did our good deed for the day. Yay us!


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:

"Outstanding boys! This was interesting but would this thing have created this dam? Or was it merely used as a guardian?" Beorn says as he studies the blockage to find the best way to dismantle it.

K engineering: 1d20 + 6 ⇒ (15) + 6 = 21


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy with the assist.
kn. engineering: 1d20 + 9 ⇒ (16) + 9 = 25


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Knowledge (engineering), assist 1d20 + 5 ⇒ (3) + 5 = 8 nope lol

"Most likely as a guardian of some sort but the question would be why a dam here?"


With a few well placed branches and just a bit of torque the dam begins to break apart.


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:

Once figuring out how to move the dam but before yanking stuff out of the way, Beorn tries to recover the bodies of any men or women. (I believe bodies were mentioned, possibly only animals) With that done he works with Flouncy to break the thing apart.

Grand Lodge

Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18

well, that was interesting. Is there anything else near by of worth? Rognar says as he looks around to see the surrounding area.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Let's keep looking.

Flouncy casts Detect Magic again, and carefully looks for anything of interest or value. He's too small for heavy lifting.
Taking 20 for 32: 1d20 + 12 ⇒ (11) + 12 = 23


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Koldur sees to the unfortunate remains of the humanoid victims of the beast if any.

Digging a mass grave for them if warranted.


Koldur and Beorn pull the bodies free from the mess and begin the burial.

Flouncy finds a few glowing items:
Treasure: Though difficult to spot in the powerful,
churning currents, the skeletal remains of a long-dead
explorer makes up the tatzlwyrms’ meager horde. A DC 12
Perception check spots the skeleton wedged in the debris.
The skeleton still wears a suit of +1 scale mail, while clutched
in one bony hand is a masterwork cold iron longsword. A
DC 18 Perception check reveals additional treasure in the
rubble and mud below the skeleton within a rotting leather
backpack that contains 38 gp, 520 sp, a pewter drinking
stein worth 12 gp, a silver ring worth 35 gp, a jade carving
of a nude female elven monk worth 85 gp, and a watertight
scroll tube. Inside the tube is a partially completed map of
the northwest corner of the Greenbelt that seems to indicate
that the explorer approached from the north, reached
the source of the Skunk River, and was working his way
downriver.

Grand Lodge

Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18

Rognar checks out the naked statue and says hey this is pretty good, wonder if this is based on a living model? He says with a nudge to Flouncy


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Too skinny for my taste. This map looks interesting, though.

Flouncy studies it, trying to see if it's accurate or useful in some way.
kn. geography: 1d20 + 8 ⇒ (6) + 8 = 14


If you were heading North which you are not it should help.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

I'll just keep the map in case we ever go that way. We can at least give the guy a decent burial. Maybe you can say a few words for the departed.

Grand Lodge

Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18

Halcamora Goddess of hearth and wine fields, goddess of luck, grant this man who fell upon your fertile earthen ground a place at the great revelry that he may drink wine and have his choice of partner and that his troubles here may fade away. Rognar says


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

That was beautiful, Flouncy says, a little choked up. The poor guy didn't stand a chance.


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:

How long does the burial take? I assume at least a couple hours to dig a proper hole or to move enough stones the area.

"Gents, I think we should fly on for another couple of hours before we bed down."


Yup sounds good. Who is holding onto loot?

After digging a proper hole hours have past. After Rognar's words it takes less than an hour to bury the bones. Back upon the pegasus your group finishes exploring that hex before landing and making camp, next to the river or in a meadow, or is there something else you are looking for in a camp site?

4d20 ⇒ (4, 10, 14, 7) = 35

As you likely set a guard while the others sleep, you are lucky nothing comes near the camp site. The sun rises and most of you slept well.

Grand Lodge

Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18

Rognar nods and agrees saying yes let us find someplace better to camp


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

If no one else is holding on to loot, I'll be holding on to it then.


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:

Did someone say they would track the loot? If not, we can use this

Treasure tracker

DM, if you would be so kind as to link this to the top?


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:

Path: due west (hexes 19, 30, 31, 36) and then turn north and head toward the northern reaches of our territory (Hexes 32, 33, 34, 26, 25). Last, we could head south-west to return to the town (blank hex, 24, 14-18). Are we in hex 31 or 36? I placed a horse icon to track our movement on the map.

[/b]"Ahh, what a trip. Quite eventful. Looking forward to today."[/b] Beorn says as he is roused by the early morning watch. He then proceeds to buildup the fire, put on coffee, and a side of bacon.


The next day the group begins exploring via pegasus, hex 32. Most of the area is swamps. You do spot a white spot that seems out of the ordinary.

2d20 ⇒ (14, 6) = 20


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy points it out. Let's check it out, guys!


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:

"May as well." Beorn says and takes his pegasus down for a closer aerial view.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Koldur follows as well.

"Interesting spot though."

Grand Lodge

Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18

in the morning Rognar gets up and parties for an hour and with some ale out of his gear and with some music and good food and then he and Adney follow along and Rognar says at the spot sure might as well, Halcamora grant us luck!


Getting closer you see that it is a body. Closer still you see it is a dead horse. Landing and dismounting to walk the last 100 feet you see that the unicorn is dead. Its horn has been cut from its head and lies dead on the ground. The flies and bugs attack your skin and you can see a pond nearby with rife with such things. Though not a single bug upon the dead unicorn's corpse. Looking at it, you don't even see how it was killed.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

"A Pity. Someone harvested its horn and left it's body here. Could we clean this place up? " Koldur gives a look of pity at the loss of a magnificent creature.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Terrible!

Flouncy sees that the flies are all over us, but not the unicorn.

That's odd...

He casts Detect Magic and focuses on the corpse, wondering what could be going on here.


The stink of moldering plants and a strange quiet in the sound of birdlife surrounds a somewhat sunken clearing in the woods here. At the center of the clearing, the soggy ground becomes an insect-infested, stagnant, swamp-like pond, and sprawled at the pond’s southern edge is what appears to be a dead horse. Further investigation reveals the creature to be a dead unicorn, its horn broken off at the brow and its body strangely untouched by insects or other necrophages. The stink of mold comes not from the body, which is weirdly odorless, but from the fouled water of the pond.

An examination of the unicorn reveals no obvious cause of death, although the creature’s eyes are milky and sightless, indicating the creature was blind at the time of its death.

DC 20 Heal check:
confirms that the
creature’s horn was removed after its death, and that the
lack of obvious wounds would indicate the unicorn was
likely slain by some form of death effect, such as finger of
death. The fact that the bugs and scavengers don’t seem
interested in the body is a mystery.

DC 30 Knowledge (the planes) check:
You recall certain tales of how the acts of some powerful fey creatures from the First World can leave their victims “marked” in a way that even their bodies shed a strange aura of repulsion to natural life—as if animals and vermin could sense the anger of such powerful fey and knew better than to involve themselves with such a victim.

DC 33 Knowledge (arcana) check.:
Detect magic reveals
a faintly lingering necromancy aura, identifiable as
being caused by a finger of death


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

kn. arcana: 1d20 + 16 ⇒ (11) + 16 = 27

Nope.


Male Human Bard 5 flame dancer 46 hp max, F 3, R 5, W 5 AC 19

Let me get a look Adney says and bends down a bit to see what he might know.

know planes: 1d20 + 12 ⇒ (1) + 12 = 13

Don't know much about history.... On this unicorn.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

This is weird, but I can't figure it out. Let's just go.


Looking at the map that Koldur has he can see that the temple of the elk is at Hex 22. Also it appears that all of the North has now been explored with notes for many of the places that have already been explored.


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:

"I don't know what did it in but there is no sense in staying here. Who knows what we could contract from these bugs before we could get the unicorn buried. I suggest we leave."

Heal: 1d20 + 8 ⇒ (4) + 8 = 12


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Heal 1d20 + 2 ⇒ (11) + 2 = 13

"I have no idea what killed it either but we are close to where the temple of the Elk is. We have explored much of the North. As for the unicorn, I'll bury it first I can't bear to leave something as such lying around after it has begin despoiled. If I could come across the killer, I'll have words with the culprit with my axes." with that said, Koldur begins the task of digging a grave for the unicorn.

Grand Lodge

Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18

we do have a portable hole right? Let us stay, cast deaths repose, carry it to the temple of the elk and see what can be done? Rognar says


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

"That can work. I'll bear it in my portable hole."

Grand Lodge

Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18

Rognar studies the empty alot for 2nd level and casts gentle repose upon the unicorn to preserve it's body.

4,751 to 4,800 of 6,628 << first < prev | 91 | 92 | 93 | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Gameplay - Where the action happens... All Messageboards

Want to post a reply? Sign in.