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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Elektra can create the Arcane Eye any place she can see. It takes ten minutes to cast the spell. Where does she want the eye to start?


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

Top of the tower. Into a windowsill


@Elektra:
The smoky, filthy rootops of Underbridge sprawl below this dizzying perch. The conical roof supports an onyx statue of an angel. Towering like a god, her weathered features are caked with grime, making her seem almost demonic in countenance. At the far end of the hollow space under the roof, in the angel’s shadow there is an opening. Here the Arcane Eye sees a nest of cushions, silk sheets, and a line of several small chests. But more importantly it sees a large snake-like creature resting on the silk cushions. The creature has a head like that of a human woman with flowing dark black hair. It is wearing an intricate mask.

What does Elektra do with this information. Entrance into this area is along a rickety set of wooden stairs attached to the outside of the tower. The rickety stairs leads to a rooms below the top section of the tower, and then to an area with the tower bells below that. In other words there are two levels of wooden stairs attached to the outside of the tower.


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)

Before we go anywhere else, should we not get rid of this?

Brandark waves his hand at the pile of gear the cultists left


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

Well we have time so i don't see why not, i'm not in any rush to get into another fight. Who knows what we will find in that tower


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 goggles a bit at flynn. Not get into a fight, i think there will be a lot of cultists there that will need the taste of my axe

will try to get the treasure sales sorted by monday.


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

OK... First what kind of creature is it. Well in any case.. tell her friends.
KnowArc: 1d20 + 17 ⇒ (5) + 17 = 22


@Elektra:
It was a Knowledge Nature check you needed. You are not familiar with this creature.

@Brandark - You would have had nearly two days to sale off the goods. The Bazaar of Sails is the best place for this activity.


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 stick with Elektra, and the sprite (?).


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)

Before they are sold, I ask Elektra to look over a couple of the masks.


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

If KnowNat is allowed:
KnowNat: 1d20 + 11 ⇒ (14) + 11 = 25

Elektra will look over the mask and her displeasure is oh so evident in her face. "I am not sure we should sell them, they are symbols of norboger and made with misery and pain. They are magical, though and worth something. Alas, I am not sure our reputation and good standing.... will survive if we sell them."


@Elektra:
You are not familiar with this creature. I used your previous roll and applied your Knowledge Nature modifier. With Knowledge checks, you do not get a reroll. If we had been in ftf play, I would have told you what Knowledge check to roll.

What does the party do now?

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

I agree the masks should be destroyed.

Shall we enter or did you see something that would have us do something else?


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

"Well we could move up the tower and if we are close I port Brandark and Stone up while Garreth and Flynn come from down the last few meters. This way we can flank her"


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

I can sell them if we want, my reputation is vaguely known at best, advantages of having multiple identities. All do is disguise myself, nothing i haven't done before

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

@Flynn I think it would be best if they where not put back into evil hands.
@Elektra Then on wards to the breach.
Stone will draw his weapons and follow Crash and Smash into the tower.:)


Who opens the door?


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

It's Brute and Force, Stone....sheesh! :P Garrath moves to where the mask is, picks it up, puts it on the floor and smashes it under his foot. Assuming it's like a masquerade mask, and hard, if it's leathery, he'll use a dagger.

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

lol ok ok Brute and Force if you don't mind lead on.
Stone will pull his own weapon and help Garrath.


Destroying the various Skinsaw masks will be easy.

I will assume this will be done either back at the Lumber Mill or overnight at the Kaijitsu Estate.

But now you have this shaky looking tower that appears as if it could tumble over at any minute staring down at you. A pair of double doors leads to its lowest level.

DC 20 Local:
You notice a pub across the street from the tower. You will casually discover that the pub has ongoing bets as to when the tower will collapse. There is another wager on how many people it will kill when it falls.

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

Does anyone know about this area?


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

Knowloc: 1d20 + 11 ⇒ (15) + 11 = 26
"Well, it seems rather... unsafe. But still it has not fallen!"


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 we can only be careful while we look over that tower

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

Are we going in? You said someone was up there and I don't think there coming out to say hi. Stone will start moving towards the door.


Does anyone check the door? And then who goes in first?


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)

As soon as the door is checked, i will open it and lead in.


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

perception: 1d20 + 13 ⇒ (15) + 13 = 28 I check the door to see if it's safe before opening, also listening to see if i hear anything on the other side


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 wait and follow Brandark


Flynn checks the door. It is neither trapped or locked. He does not here anything beyond the door.

When Brandark opens the door and enters the room, he finds the air inside the clock tower is dusty and dry. Swaths of rubble and mounds of plaster lie in heaps on the stone floor, particularly in the southwest corner. A single wagon sits to the northeast, and six partially collapsed offices line the northern and eastern walls, their doors hanging askew and their ceilings caved in. A wooden staircase winds up into the cavernous space above. High overhead, four immense bronze bells hang from sturdy crossbeams.

DC 15 Survival check:
You notice that despite the place’s general appearance of ruin, a fair amount of foot traffic has been through the area—the floor bears several Medium humanoid footprints and a pair of enormous misshapen prints that defy easy classification.


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

Looking up the tower Elektra shrugs when she sees those bells. "Those can be quite nasty, if they fall!"


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

survival: 1d20 + 8 ⇒ (5) + 8 = 13 Takes ten if possible

Flynn following in is moving slower and being very cautious as he moves about


Take ten is possible.

You take the time to discern tracks.

GM Screen:
Stealth: 1d20 + 12 ⇒ (7) + 12 = 19

DC19 Perception:
You notice hiding in the shadows in the far corner of the northeast colapsed office a large odd looking creature. In the shadows it is hard to define its form.


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

perception: 1d20 + 13 ⇒ (18) + 13 = 31

Tracks...things have been here recently Flynn says aloud noticing the shadows in the corner he whispers don't look directly at it, but something is in the corner, large it's hiding in the shadows


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)

looking over in the area, Brandark hefts his axe.

Aye, i see it.

He then starts to move towards it.

taking 10 on my perception for a 21

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 will scan the area. But doesn't see anything.
perception: 1d20 + 3 ⇒ (3) + 3 = 6


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

Taking 10 on perception for 21 and Trickster for 26.


For those that see the creature, what do you do?


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

Does low-light and darkvisison help?
"Hello, come out to the light."
Moving in such a way that she has always some of her friends between the thing and herself, Elektra prepares for the worst.


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

FLynn readies his bow to shoot if the thing makes any attacking actions


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

perception: 1d20 + 12 ⇒ (18) + 12 = 30

Garrath notices the figure and narrows his eyes, greatsword at the ready, then looks at the others and holds off on attacking.


Darkvision definitely helps. Once noticed, Brandark will see the creature clearly. Low-light characters will still have issues with something in shadows. But once noticed, you can point out the strange creature to one another.

@Brandark:
Brandark can clearly make out a misshapen monster, something from a child’s nightmare. A jumbled mass of body parts incorporating as much cow and horse as man. Its considerable girth is topped by an idiot head that leers and drools like a grotesque baby. Its face is cruelly stitched, the lips sewn partially together. It is dressed in straw and dung-covered rags that give off the sickly sweet smell of decay that wafts into the larger area. A trio of what appear to be carved pumpkins hang from cords on the creature’s belt, but a second glance reveals these to be horribly bloated human heads with a sick yellow tinge. It looks like an oversized scarecrow.

Does anyone move into the room where this thing stands almost motionless?

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

Brute and Force, after you.


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 quickly passes on the what he sees as he hefts his shield as he approches


When Brandark approaches the oversized Scarecrow, it animates. It is then you notice the scythe in its right hand.

Garrath's Initiative: 1d20 + 9 ⇒ (8) + 9 = 17
Elektra's Initiative: 1d20 + 7 ⇒ (8) + 7 = 15
Kelvin's Initiative: 1d20 + 6 ⇒ (14) + 6 = 20
Stone's Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Brandark's Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Devora's Initiative: 1d20 + 3 ⇒ (2) + 3 = 5

Scarecrow's Initiative: 1d20 - 1 ⇒ (11) - 1 = 10

Round One

Everybody but Devora goes first. I will place the party's starting points on the map. The below link is for flavor.

Fighting the Scarecrow.


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 moves alongside Brandark, approaching the animated thing. He brings his greatsword down in a cleaving move, attempting to rend the thing to bits.

attack: 1d20 + 9 ⇒ (18) + 9 = 27 BAB+Str+weapon-PowerAttack
damage: 2d6 + 11 ⇒ (4, 1) + 11 = 16 Str+PowerAttack+weapon

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 will move just north of Brandark then he will bless the party.

Bless:

EFFECT
Range 50 ft.
Area The caster and all allies within a 50-ft. burst, centered on the caster
Duration 1 min./level
Saving Throw none; Spell Resistance yes (harmless)


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)

Hey you thing time to rest in pieces

Brandark moves up in an attempt to slice the thing into parts.

attack: 1d20 + 6 + 4 + 1 + 1 ⇒ (6) + 6 + 4 + 1 + 1 = 18
bab,str,magic,bless
damage: 1d10 + 4 + 1 ⇒ (1) + 4 + 1 = 6

ignore hardness 20


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

Why am i not surprised? does this happen every day with you people?

Flynn moves into the room and fires his bow

attack: 1d20 + 8 ⇒ (5) + 8 = 13

damage: 1d8 + 3 ⇒ (2) + 3 = 5


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

Taking a step back and weaving her hands in arcane gestures, Elektra prepares to enlarge the barbarian.Enlarge Person on Garrath


The large terrifying creature hacks at the big Barbarian with its scythe. It totally misses with it forward hack, but nearly critically strikes Garrath with it upward stroke.

Scythe 1st attack: 1d20 + 11 ⇒ (1) + 11 = 122d6 + 12 ⇒ (5, 4) + 12 = 21
Scythe 2nd attack: 1d20 + 6 ⇒ (20) + 6 = 262d6 + 12 ⇒ (1, 5) + 12 = 18
Scythe 2nd attack: 1d20 + 6 ⇒ (6) + 6 = 126d6 + 36 ⇒ (2, 5, 4, 1, 2, 2) + 36 = 52

Garrath took 18 points of damage, less his DR. That is better than 70. Whew! That was close.

Stone 22 (AC22 51/51)
Flynn 20 (AC19 43/43)
Garrath 17 (AC18 62/77)
Brandark 17 (AC21 55/55)
Elektra 15 (AC13 39/39)
Scarecrow 10 (AC? ?/?)
Devora 5 (AC17 40/40)

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