Mazra’s Rise of the Runelords Campaign (Inactive)

Game Master Mazra

Sandpoint
Kaijitsu Estate
Map of Varisia

Party Treasure.
XPs Tally Link with Treasure Found
Map Archive Folder


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Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Garrath will leave the door unlatched to the courtyard, so the horse can get out to the courtyard if it wants to. "I think the horse can take care of itself if more goblins come here. Why else would the smashed flat ones have boarded it up?"


Kelvin again does not hear any noises nor find a trap on this door either.

Broken record.


Not hearing anything, and not finding a trap, Kelvin steps back and lets Brandark and Garrath get in front of him so they can open the door.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Brandark clumps down the hall to the door, and then opens it up.


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Garrath follows Brandark to the door.


Brandark opens the door and finds, (Drum roll.), another hallway. But this time with TWO doors at the end of it. Woo Hoo!


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Shall we go left ? Brandark queries with Kelvin before moving slightly up the hall.

I see what you mean by way to many doors, we found lots of them. :)


Perception-listen: 1d20 + 8 ⇒ (17) + 8 = 25 North door
Perception-traps: 1d20 + 9 ⇒ (7) + 9 = 16

Perception-listen: 1d20 + 8 ⇒ (9) + 8 = 17 South door
Perception-traps: 1d20 + 9 ⇒ (18) + 9 = 27

"I'll check them both to make sure, but yea, lets got thru the north door first unless I hear something." Kelvin then moves up the hall and checks both doors, the north one first.


Yet again, Kelvin hears nothing beyond the doors. He does NOT detect traps, and he notes that neither are locked.

When Brandark opens the North door, he sees two more doors to the left.

Say it ain't so!

To the South, Brandark sees a round table and a few chairs. These are the room’s only furnishings.

At least there is not another door,


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Another set of doors. When have goblins relied on doors. Brandark mutters with a sigh.

Kelvin, could you check the doors, and then stand clear, as it is now looking like we have to go back to the first tower.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

"I somehow doubt that kobolds made this fort!" Slowly Elektra follows the others, careful never to be last.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Stone moves with the other careful to stay in the back. While trying to watch out for trouble


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Brandark pauses a bit confused, Kobolds? I agree, that they probably didn't have much to do with this place, but I was wondering about the Goblins


Perception-listen: 1d20 + 8 ⇒ (3) + 8 = 11 North door
Perception-traps: 1d20 + 9 ⇒ (2) + 9 = 11

Perception-listen: 1d20 + 8 ⇒ (9) + 8 = 17 South door
Perception-traps: 1d20 + 9 ⇒ (11) + 9 = 20

"Agreed Brandark, something other than goblins built this place. The runts like caves or what not rather than a place like this." and he checks out the two doors.


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

"Whichever way we go, we should spike the door of the way we did not."


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

I agree Garrath, we should spike the doors down while we finish the upstairs.
Brandark waits until Kelvin is in the room to the south, before opening the doors.


Kelvin does not hear anything through the North door. He also does not see a trap; but this time he is not as certain about it. He's more comfortable with the South door not having a trap. Also, he does not hear anything through it.

When Brandark opens the South door he finds a small, foul-smelling room featuring little more than a reeking hole in the ground, its rim stained with refuse and waste. He essentially found the Goblin's toilet.

Beyond the door to the north is a flight of stairs heading down.


After seeing the stairs down and the mess in the other room, Kelvin turns to Brandark, "well, back to the double doors and see what is behind that?"


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

"We should find us a local guide. Alas, my magic is weak in ursurping the minds of others."


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

The double doors works for me, but one minute.

Brandark takes a minute to drive a spike under the door into the hall.

Edit, Door E 13

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Yes, let's go to the double doors but let us still vigilant.


Are you moving to the double doors?


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

I think that is the plan.

I don't expect us to lower our guard any time soon, but the dawnflower looks over us.


Perception-listen: 1d20 + 8 ⇒ (7) + 8 = 15
Perception-traps: 1d20 + 9 ⇒ (7) + 9 = 16

After the doors are pinned open, Kelvin moves to the double doors and performs the ritual, listen then check for traps.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

"I have a feeling we will soon have a decent challenge waiting for us!"


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Garrath grins and yawns a bit after Elektra's comment "Is good. The dogs were good warmup, but challenges make for one's legend growing."


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Aye Garrath, that it does, but let us be sure of the challenges before we take them on. Brandark grins up at the big man.

The doors that were spiked were all the ones going down.


Kelvin hears conversation, likely Goblin, beyond the door. It is too faint though to make out what is being said.

Kelvin does not detect a trap on the door. He discovers that the door is locked.


Disable Device: 1d20 + 13 ⇒ (2) + 13 = 15
If this doesn't open the lock, he will take 20 on it.

Kelvin nods to Brandark, Garrath and the others and puts a finger to his lips, letting them know that there is noise behind the door. He then gets out his lock picking tools and gets to work on the lock.


After a couple of minutes, Kelvin manages to pick the lock.

Rolling a two just stinks!

When Brandark opens the door, he sees a large throne room decorated with hanging furs along its walls, mostly black-and-red striped firepelt skins, various dog pelts, and in some cases, what look like horse hides. Four square timbers support the ceiling, their faces studded with dozens of iron spikes, with the lower reaches decorated with dozens of impaled and severed hands in various stages of decay. To the northeast, a wooden platform supports a throne heaped with dog pelts and horse hides. Dog skulls adorn the armrests and a horse skull leers over the throne’s back.

"You do not have permission to enter the hall of Chief Ripnugget," a Goblin sitting on a throne with a Giant Gecko at his side, utters this commands across the throne room in the Common Tongue spoken with only a trace of Goblin accent.

There is a couple of female Goblins near the throne.

The alarm had been sounded the day before, so the Chief and his court is not surprised. Of course, neither are you. Plus after a couple of minutes they likely heard Kelvin working on the lock.

Garrath's Initiative: 1d20 + 9 ⇒ (3) + 9 = 12
Elektra's Initiative: 1d20 + 7 ⇒ (5) + 7 = 12
Kelvin's Initiative: 1d20 + 6 ⇒ (6) + 6 = 12
Stone's Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Brandarks's Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Chief Rippnugget's Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Female Goblin's Initiative: 1d20 + 4 ⇒ (14) + 4 = 18

GM Screen:
Goblin Commando's Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Goblin Commando 1 Stealth: 1d20 + 13 ⇒ (7) + 13 = 20
Goblin Commando 2 Stealth: 1d20 + 13 ⇒ (14) + 13 = 27
Goblin Commando 3 Stealth: 1d20 + 13 ⇒ (16) + 13 = 29
Goblin Commando 4 Stealth: 1d20 + 13 ⇒ (10) + 13 = 23

Initiative order is interesting this time, first the Female Goblins, then Stone, Chief Ripnugget, Brandark, Garrath, Elektra and Kelvin


One of the female Goblins taking cover behind the throne begins to chant what may be a familiar tune to some.

Goblin:
Chase the baby, catch the pup.
Bonk the head to shut it up.
Bones be cracked, flesh be stewed,
We be goblins! You be food!
Goblins chew and goblins bite.
Goblins cut and goblins fight.
Stab the dog and cut the horse,
Goblins eat and take by force!
Goblins race and goblins jump
Goblins slash and goblins bump.
Burn the skin and mash the head,
Goblins here and you be dead!.

The other female Goblin moves to in front of a door and points toward the ground. She appears to be mumbling something. But is too far away to hear what she is saying at the sound level of her voice.


You really are trying to kill us with those initiative rolls! and the RNG isn't helping either!
Longbow: 1d20 + 7 ⇒ (3) + 7 = 101d8 + 1 ⇒ (2) + 1 = 3

Surprised by the appearance of the giant gecko more than anything else, Kelvin recovers quickly though and fires an arrow at the goblinette (#1) and watches the arrow hit the wall behind her.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Sarenrae protect me protection from evil Stone move in to the room j15


If you View then go to 200% and then "Zoom In" twice you should get some good clarity with the Tokens, particularly Warchief Ripnugget. Enjoy!


As he sees Stone move into the room, Captain Ripnugget jumps on the back of the Giant Gecko. He then pulls out a Dogslicer that even from a distance looks like a better than average Dogslicer, "I know that you are the Longshanks of Sandpoint. Today I will mount your heads on my wall."


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

If you are the one responsible for bringing them to sandpoint then Yes, we are, and now you will pay for it.

Brandark grips his axe, and shield and starts to moves boldly into the room.


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Garrath rushes up past Stone,letting out a roar as the rage at the goblin song fills him, and loosens his Lucern Hammer taking a swing at the Goblin caster (1), and waiting for Ripnugget to move within range.
attack Goblin 1: 1d20 + 9 ⇒ (19) + 9 = 28 BAB+str+rage+furious focus+ reckless abandon - power attack
damage: 1d12 + 10 ⇒ (8) + 10 = 18

aoo: 1d20 + 8 ⇒ (19) + 8 = 27all of the above - reckless abandon
damage: 1d12 + 10 ⇒ (10) + 10 = 20
aoo: 1d20 + 8 ⇒ (9) + 8 = 17all of the above - reckless abandon
damage: 1d12 + 10 ⇒ (8) + 10 = 18
aoo: 1d20 + 8 ⇒ (14) + 8 = 22all of the above - reckless abandon
damage: 1d12 + 10 ⇒ (2) + 10 = 12


Need Elektra's initiative to finish the round.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Starting an incanation Elektra tries to summon some help from beyond SM 1


@Elektra:
Let me know what you are planning to Summon in. I will prep a token for you.

The beams to this room are fifteen feet high. Hiding at the tops of these beams are Goblin Commandos. One on each of the four beams.

One attacks the big Barbarian Longshanks.

Goblin Commando 1, Shortbow: 1d20 + 5 ⇒ (18) + 5 = 231d4 ⇒ 3

The second fires a shot at the shortest of the Longshanks.

Goblin Commando 2 Shortbow: 1d20 + 5 ⇒ (16) + 5 = 211d4 ⇒ 2

The third fires down on the Longshanks Shaman. (Stone)

Goblin Commando 3 Shortbow: 1d20 + 5 ⇒ (11) + 5 = 161d4 ⇒ 4

The fourth sends another arrow down on the Dwarf Longshanks.

Goblin Commando 4 Shortbow: 1d20 + 5 ⇒ (14) + 5 = 191d4 ⇒ 3


Round One Summary

A Goblin Warchanter begins to chant.

Stone moves in and cast Protection from Evil on himself.

Chief Ripnugget mounts a Giant Gecko and draws his Dogslicer.

Brandark moves in to the room.

Garrath moves in, Lucerne Hammer in hand, and strikes down a Goblin Warchanter.

Sense Motive DC20:
You notice a look of concern on Chief Ripnugget's contorted little Goblin face.

Elektra begins to weave a spell.

Kelvin arrow sticks in the wall behind the Warchanter.

Four Goblins hiding near the ceiling strike from the top of the four square wooden post.

One hits Garrath with an arrow. 3-1DR for 2. :)

Another hits Brandark with an arrow. 2 pts. of damage.

The third Goblin missed Stone. And the Fourth just missed Brandark,

Round Two


The Goblin Commandos are fifteen feet up on the four square wooden post. I meant to mention that again in the summary.


Longbow: 1d20 + 7 ⇒ (10) + 7 = 171d8 + 1 ⇒ (3) + 1 = 4

Seeing the goblins on top of the post, Kelvin shoots at the goblin in front of Stone(#3).

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Hold till after a goblin falls then move and attack. attack : 1d20 + 3 ⇒ (12) + 3 = 151d6 + 2 ⇒ (3) + 2 = 5
If none fall cast divine favor.


Goblin Warchanter behind the throne weaves a spell at the big Shoanti Longshanks.

Goblin cast Hideous Laughter on Garrath. DC12 Will save.

Garrath's will Save: 1d20 + 2 ⇒ (6) + 2 = 8

Garrath starts to laugh uncontrollably, falling to the ground prone.


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Garrath's will save when raging is +7


Chief Ripnugget attempt to charge with the Giant Gecko.

Ripnugget's Ride Check: 1d20 + 12 ⇒ (18) + 12 = 30

The Chief successfully pushes his odd stead into battle. The Giant Gecko moves to the Southern part of the room, then rounds the corner to attack Stone. Straight down along column 19, the around the corner along row K.

Ripnugget attacks the Longshanks Cleric.

Ripnugget's Spirited Charge with Fancy Dogslicer, plus Warchanter's +1: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 171d4 + 5 + 1 ⇒ (3) + 5 + 1 = 9

But Stone's armor deflected the attack.

EDIT: Since Stone held his action, he could use his attack against either Chief Ripnugget or the Giant Gecko.


Garrath Tricks the Giants wrote:
Garrath's will save when raging is +7

Then Garrath was not affected by the Hideous Laughter spell. Cool!


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Brandark looks at the chief and his sticky rat.
Hey you, pick on someone your own size.

He then moves south to attack the chief.
attack: 1d20 + 3 + 3 + 1 + 1 + 1 - 1 ⇒ (3) + 3 + 3 + 1 + 1 + 1 - 1 = 11
Mods STR, BAB, Hate, MSK, Challenge, power
damage: 1d10 + 3 + 2 + 3 ⇒ (3) + 3 + 2 + 3 = 11
Mods STR, Power, Challenge

All allies get a +1 to hit with Melee on chief while I am threatening.
Also, don't forget Garrath has that cloak of resistance.
Really RNG, 5 games, and I got 1 roll above 5 in 10 rolls.

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