Trunau is truly a town on the frontier. The frontier between the world of Humans, Elves, Dwarfs and the like and the world of Orcs and Giants. It will take a brave and hardy group of adventurers to defend Trunau and the region from what is about to come.
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
Kaos will go straight to bed still feeling the affects of the poison.
The next morning he still feels stiff. But is more concerned with the new holes in the sheets from what appears to be claws his claws.
At breakfast he will tell Cham he is vary sorry about the sheets and that he will pay for them. Then will ask if anyone know a faster way to get rid of the stiffness he is feeling from that poison.
Anybody have a lesser rest or is there a magic shop that would sell me one?
Does Kaos need to rest more or is it OK to venture forth? If you venture forth, then go ahead and start back at the Plaguehouse looking over the dead Centipedes. Ulfgard leads the way.
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
Kaos will smile back Thank you vary much here is some gold to support the cause.I'm good to go
13/14 dex
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
Smiling broadly Kaos will take it Thank you Thank you vary much
+4 CMD vs Bull Rush/Trip, +1 vs fear vs giants, +1 dmg when flanking, +1 Shield AC, +4 AC vs Giants
Dwarf Warpriest 8
Vitals:
HP 69/69, F:8/R:2/W:10, AC 22 (26 vs Giants) CMB +10 CMD 22 Init +0
Ragnir comes blustering down the stairs, "Haskyll, next time ya take on a roomate, put blasted cork in 'is piehole. Sounded like the blighter was wantin' ta shake the walls o' the place down." Despite the tirade, there's a ghost of a smile on his mouth.
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)
What. . . oh yea Haskyll then pulls the parts of candles out of his ears.
Hey it wasn't my call to put him in my room.
Lady Cham, could you get him out while we look at the Plaguehouse today
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9
Anga finishes breakfast and is sharpening her pick, when she looks up.It's getting late. let's go visit that troll. We need to show him the true dwarven hospitality we show to menaces like him. Oh and the roof shook last night with all your snoring.
and she heads to the door, to go to the plague house.
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
Kaos leaves the cleric and goes to the local arms dealer and trades in his armor for something a little lighter then meets up with the party.
HP 126/126 Ini+1 Sp30" Ac 22 T11 FF19 F11 R7 W 4 +3MSSL Per+14
Ranger (Divine Tracker) 10
Banging his axe on his shield Ulfgard wakes the others and grummels."We are wasting time. Today I will lead and I hope you won´t mind me saying so, try not to spoil the tracks."
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
Searching through the remains of this collapsed room you find nothing of value, but Anga does locate a Secret Door to the Northeast. Ulfgard notes stairs heading up to the loft area and a hallway leading to a door to the Southeast.
Now where do you go? The way is either up to the loft or down the hallway to the door.
@ Ulfgard:
I just noticed that your Spoiler stats show a +6 Perception, your Data block a +5, and of course your roll was a +7 in Perception. I am certain you have not updated your stats since your raised level. You found the Beryl anyway, but if you could update, it would be appreciated.
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
congratulations
Kaos will move in about ten feet behind Ulfgard.
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
Not to leave anything behind, Ulfgard looks up in the loft area first.
Most of this wooden loft is still standing. This is the only remnant of the building’s destroyed second floor. The roofless chamber is completely exposed to the elements and filled with soot-covered debris, fire-damaged furnishings, and charred wooden beams. A large, soot-covered brass statue of a goddess with a longsword in one hand and a kite shield in the other stands precariously on the northern edge of the platform above a rickety flight of stairs.
DC 10 Knowledge (religion):
The statue is of Iomedae.
There is nothing else in the loft area.
I will move the party to the Southeast door, as this the only other way out this area.
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
HP 126/126 Ini+1 Sp30" Ac 22 T11 FF19 F11 R7 W 4 +3MSSL Per+14
Ranger (Divine Tracker) 10
"Aye. It ain´t Torag.. but it is a good godess! Help me righten it!" With some effort Ulfgard takes care to make it stand safe and sound and wipes at least some of the soot away.
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)
Kn Religion:1d20 + 7 ⇒ (9) + 7 = 16 Aye, I agree that is no way to treat the inheritor and we should bring it back to town.
However, lets bring it back when we are on our way back.
Is this statue on the second floor, or the first ??
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
Let's try some of the other ways in to make sure we have looked over this floor like the front door
The Plague House’s front doors sit three feet above the ground. Charred wooden beams and ash are all that remains of a small porch and stairs that once led to the entrance. The small windows flanking either side of the doorframe are broken, but a large stained glass window dominating the face of the building to the right remains in fine shape, and shows a varicolored image of Iomedae holding her sword aloft.
Climbing up the burnt landing to the front doors requires a successful DC 5 Climb check or a boost from an ally.
The doors are charred and weather-beaten heavy oak.
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
You see a twenty-foot wide debris strewn hallway filled with dust, soot and cobwebs. A set of double doors is to the right. Another door down the hallway to the left, as you may guess, leads back to the loft area you just came from. The hallway opens up to the Northeast.
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9
Anga waits for the others to move up, keeping quiet and watchful.
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
Kaos follows Anga up and waits for someone to check the double door Take 10 on climb check
Ulfgard does not detect a trap on either the front doors or the double doors.
Moving gameplay forward. :)
When Ulfgard opens the set of doubles doors, he sees two rows of scorched, wrought-iron bed frames that take up most of the space in this soaring chamber, resting between a fire-blackened altar to the southwest and double doors to the northeast. A second set of double doors leads to the northwest, and a single iron door exits the chamber to the southeast. Brightly colored holy figures stare down from the stained-glass windows built into the blackened stone walls, their visages noticeably less damaged than the rest of the room.
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception