GM Engleaktig |
intimidate: 1d20 + 27 ⇒ (17) + 27 = 44
Nope. Sorry. You rolled too high. The DC wraps around. ;-P
Let's see... The DC of an intimidate check is 10+HD+WIS mod. 10+6+0=16. 44-16=28. The McGuffin leader is intimidated for 6 rounds.
The leader says, calmly: "Well. We can see that you're not nobles from around here. So you must be common folk. We don't rob common folk. So, we'll let you go. This time."
Bluff: 1d20 - 3 ⇒ (6) - 3 = 3
As the gang turns around and strolls casually back into the forest, you're pretty sure you can see a trail of yellow from the leader's trousers.
*encounter over!*
__________
The party continues onward.
The decaying husk of Hartsfall Keep stands on a tall hill, overlooking the area from its advantageous position. Gaps in its ruined walls provide multiple entrance points to the fortress’s interior.
The keep's crumbling stone facade surrounds an interior overgrown with brambles and weeds. Chunks of rocks litter the ground under half-collapsed ceilings. Remnants of four towers rest at each corner, while the dilapidated central keep occupies the northern half of the interior. A rush of wind whistles through the bones of the long abandoned structure, echoing like a mournful dirge.
Fenrik Wolfblade |
As the group moves forward past the scared guards Fenrik slaps Harrow on the shoulder saying "Those guards wanted non of your anger nor my blade.... ha ha ha"
GM Engleaktig |
Fenrik Wolfblade |
After arriving at the southern edge of the ruined Keep, Fenrik begins to move as quietly as possible with his sword in hand stopping at the first ruined wall....
Stealth: 1d20 + 12 ⇒ (18) + 12 = 30
Perception: 1d20 + 10 ⇒ (3) + 10 = 13
GM Engleaktig |
You all doing anything besides scouting and searching for the trinket?
From the outside, there are enough gaps that you can see the main part of the interior. Thick slabs of red sandstone comprise the keep's main tower, with the exception of one section of the south wall. This section bears blocks of granite displaying a crude etching of a deer hanged from a noose.
What was once an impressive courtyard is now overrun with vegetation. A variety of plants cover most of the keep’s southern half. The array of colors, odors, and textures makes for a striking yet haphazard display.
Harrow Tatterhood |
After the bandits run from him, Harrow spends the rest of the journey to the keep with a big smile.
"Harrow like 'brown note' power..."
The half-orc examines the courtyard and vegetation, but can't make anything of it.
knowledge nature: 1d20 + 5 ⇒ (6) + 5 = 11
perception: 1d20 + 14 ⇒ (17) + 14 = 31
Berosius |
Blissfully ignorant of nature, architecture or gardening, Berosius is looking for clues to the history of the keep. Sadly, he's fairly ignorant of history, too...
Perception: 1d20 + 2 ⇒ (13) + 2 = 15
Knowledge (history): 1d20 + 2 ⇒ (10) + 2 = 12 Untrained.
Kelson Bard character |
Kelson looks at the vegetation in the courtyard.
"It looks like these plants are native to Taldor and not the area"
knowledge nature: 1d20 + 15 ⇒ (13) + 15 = 28
Fenrik Wolfblade |
"careful buddy... you almost stepped in something bad... right there.. see it... clear as day...lemme see what I can do." Fenrik says stepping up and tries to disable the trap.
DD: 1d20 + 18 ⇒ (11) + 18 = 29
"Folks around here usually use this type to hunt boar... not bard..."
GM Engleaktig |
Sorry, if I was unclear. Functions as a trap, but is not a trap.
As Fenrik shores up the unstable ground, he notices signs of a cracked stone structure beneath.
Too far to dig safely, you'd risk collapse and possibly suffocation. But there's clearly an underground complex here.
Harrow Tatterhood |
"Earthquake happen here," Harrow says. "Maybe not safe under ground."
knowledge nature: 1d20 + 5 ⇒ (12) + 5 = 17
GM Engleaktig |
As Harrow rummages around, the ground starts to move. Everyone does a double take. The creature oozes out of its hiding place.
Berosius: 1d20 + 3 ⇒ (14) + 3 = 17
Fenrik: 1d20 + 8 ⇒ (14) + 8 = 22
Harrow: 1d20 + 4 ⇒ (12) + 4 = 16
Kelson: 1d20 + 2 ⇒ (9) + 2 = 11
Mareq: 1d20 + 2 ⇒ (4) + 2 = 6
Enemy Init: 1d20 - 5 ⇒ (11) - 5 = 6
ROFL! You all go first. Feel free to post in whatever order. Map updated.
Kelson Bard character |
knowledge dungeoneering: 1d20 + 6 ⇒ (15) + 6 = 21
"It's a black pudding be careful about what you use to hit it?"
Do I get anything with that roll? :) DR special defenses?
Kelson then breaks out in a roaring song of Andoran freedom.
inspire courage, +2 to hit and damage everyone!
Mareq Bolthune |
Mareq looks at Husarq with disgust.
"You won't do," he says before pulling upon the mystic threads that bind the planar walls.
Summon [Augmented] Medium Earth Elemental
Husarq vanishes into a puff of smoke that quickly dissipates.
The massive stone monolith appears directly opposite Fenrik on the far side of the pudding.
Slam Power Attack: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24
Dmg: 1d8 + 12 + 4 ⇒ (4) + 12 + 4 = 20
The elemental says something in Terran to Mareq, who translates, "It says to cut it in half, so it can strike at both blobs simultaneously!"
The elemental has Cleave and with the pudding having such a low AC, it is almost guaranteed to hit and cleave to the second pudding.
Fenrik Wolfblade |
"OK.... if you say so..." Fenrik says with a confused look on his face but does the book-smart person's bidding...taking a 5 ft step and attacks the pudding once...
ADS1+PS: 1d20 + 12 ⇒ (11) + 12 = 23...DMG: 1d8 + 14 + 8 ⇒ (7) + 14 + 8 = 29
GM Engleaktig |
Sorry for the delay. The holidays were more hectic than I'd expected.
The elemental has Cleave and with the pudding having such a low AC, it is almost guaranteed to hit and cleave to the second pudding.
Feel free to roll it. :-)
Kelson identifies the huge patch of goop that rose from the ground, and he bolsters his companions.
Mareq summons an ally that smacks into the black pudding.
Fenrik follows suit with a might blow as well.
Everyone else may also attack. The pudding is dead last in initiative.
Harrow Tatterhood |
"Don't tease Harrow!" Harrow bellows. "Monster that also food!? Harrow not like to mix food and monster!"
+1 keen nodachi (adamantine)(studied target, flanking, precise strike, sneak attack): 1d20 + 12 + 1 + 2 ⇒ (6) + 12 + 1 + 2 = 211d10 + 8 + 1 + 3d6 ⇒ (6) + 8 + 1 + (4, 2, 4) = 25
Fenrik Wolfblade |
Fenrik cleans off his blade from the goop of the black pudding and then rejoins the others.
GM Engleaktig |
Within the northwestern tower’s shattered interior, a thick slab of rock blocks the entrance to a room. Through the cracks, you can see the skeletal remains of a humanoid figure are trapped beneath it. Working together, you push the rubble aside to reveal the remains of an adolescent human male.
A colorful mosaic decorates the far wall with a tattered tapestry crumpled at its base beside three iron chests.
Harrow Tatterhood |
Harrow has no interest in the books but seems happy with the coins.
"Nothing else here, Harrow think. Try over there," he says, walking to the north.
I've placed myself where I'd like to walk unless anyone had something else to do in the tower.
GM Engleaktig |
GM Engleaktig |
On the eastern wall, a stairway leads down into the basement. It is partially concealed by collapsed chunks of the tower. The rubble is exceedingly heavy and requires a PC to succeed at a DC 25 Strength check to move it. You guys work together and can easy uncover the way down.
It's clear that the state of the place, and the loose rubble, was caused by an earthquake. Probably the famous quake of 2920 AR.
Kelson Bard character |
Kelson looks at the different items and areas.
knowledge history: 1d20 + 12 ⇒ (14) + 12 = 26
knowledge history: 1d20 + 12 ⇒ (15) + 12 = 27
knowledge history: 1d20 + 12 ⇒ (4) + 12 = 16
spellcraft: 1d2 + 10 ⇒ (2) + 10 = 12
"Hmm..looks like House Garess owned this tapestry"
Harrow Tatterhood |
Harrow wipes sweat from his brow after the heavy lifting required to clear the stairwell.
"Harrow think best stuff down there," he says. "Everything up here not protected...down there, maybe so. We finish looking around up here, then go down?"
str check: 1d20 + 5 ⇒ (2) + 5 = 7 I'll need to take 20, but can reach the DC.
Mareq Bolthune |
Kelson looks at the different items and areas.
[Dice= knowledge history]1d20+12
[Dice= knowledge history]1d20+12
[Dice= knowledge history]1d20+12
[Dice=spellcraft]1d2p+10
I believe we only need two Kn(history) rolls, which means you succeed on the second one.
Berosius |
Spellcraft: 1d20 + 12 ⇒ (1) + 12 = 13 Snort!
"I can't make heads or tails of that," chirps Berosius, shrugging his narrow shoulders.
"Sure, Harrow!" he says, trying to help but mostly just getting in the way of the Big Folk. "It's good strategy to clear the upper floors before we go down."
GM Engleaktig |
The party, unable to identify the wand of Nap Stack with 6 charges remaining, decides to proceed downstairs.
The ceilings in this section are 15 feet tall and the rooms are dark.
Rows of tiered casks fill the cellar. Faded frescos adorn the smooth walls, depicting white-robed figures supplicating themselves to red dragons flying above their heads. Strange writing is painted along the ceiling in decorative runic script. Hallways branch off to the north, south, and west, while stairs to the east lead back up to the keep’s upper level.
In the room are 4 casks.