Revival of the Runelords (Inactive)

Game Master Cellion

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Revival of the Runelords Slideshow

The strip of parchment reads:

MD: ~20 TTG ->+MWG 100. Rd2-> SP sn wo TT*. ? TT* stl ^. I...-> w tr/D +3/4d. UX->TT* b4 MW->SP!!! Shlu


"I'm afraid you would have to be a pretty good guesser to figure out what this means," says Mayor Deverin. "This is a shorthand that Shalelu and I have worked out over the years. When you use birds as messengers you can only fit so much information on a little strip of paper."

Quote:
MD: ~20 TTG ->+MWG 100.

"M.D. is me. So this means... about 20 goblins from the Thistletop tribe have moved to and joined the Mosswood Goblins. That's not good."

Quote:
Rd2-> SP sn wo TT*.

"Rd2 is ready to, and the arrows mean move. So they are ready to move on Sandpoint soon, but without the Thistletop leaders. The star means leader."

Quote:
? TT* stl ^.

"The question mark means she thinks it's stange, or she doesn't know why they would do that. This here means that she thinks the Thistletop leaders are still in overall charge, which is puzzling if they are not with this large force. It suggests that even that 120 goblins are not the primary thrust of their plan."

Quote:
I...-> w tr/D +3/4d.

"This part means that she thinks she can slow down their march by planting traps in the forest and using archery to pick off lone targets. It's a strategy she has used before, and it often demoralizes the goblins. She thinks this will buy us three or four days."

Quote:
UX->TT* b4 MW->SP!!! Shlu

"'U' is us, and 'X' is kill or eliminate. So she's saying it's vital for us to take out the leaders at Thistletop before the Mosswood force marches on Sandpoint. That's just a signature at the end."


"I know we've talked about the regions goblins, but you deserve a bit of a refresher."

"Shalelu determined that members of all five local goblin tribes were part of the last attack, in various numbers. What has saved us in the past is that the tribes don't usually work together, and they often see each other as bigger enemies than us."

The Constable spreads a map out on one of the tables.

"The Mosswood tribe is by far the biggest tribe in the area, and they have the largest territory. They are in the Mosswood, here. The wood extends further east. Despite being a big tribe, the Mosswoods usually are preoccupied with family feuding within their own ranks, and when they're not they are fighting with other tribes. A hundred goblins is probably the bulk of the tribe."

"The Thistletops control the Nettlewood, here. The Nettlewood hugs the coast and is smaller than the Mosswood, but it is known for thorny briars that make it hard to move through if you don't know the way. Even Shalelu has never penetrated that far in there."

"The Thistletops also have a well-fortified lair. It's a rocky islet just off the coast, connected by a rope bridge. Called Thistletop, of course. Thanks to that, the Thistletops have a defensive advantage and the Mosswoods have never been able to push them around."

Constable Hemlock looks around the map.

"The Licktoad tribe is here, in the Brinestump Marsh. They're very good swimmers, and like the Thistletops they are hard to get at."

"Shank's Wood here is home to a smaller tribe called the Seven Tooth goblins. They sneak along the coast and forage through the junk we throw down over the cliff into the dump. They are better equipped than the other tribes because of that, though that doesn't say much. They were likely the ones that used the tunnel from the beach to under the glassworks."

"Finally, the Birdcrunchers live in caves along the western edge of the Devil's Platter, over here. They aren't usually that much of a problem because they are aware of how close they are to us and they usually avoid getting us angry."


"If all the tribes are contributing warriors, we could be looking at as many as two hundred goblins in the attack. With that many goblins, there's no way we can keep them out of the streets, and goblins like to set fire to things. The town is not likely to survive. Shalelu's message is clear."

"We need to eliminate the leadership at Thistletop before their plan comes to fruition. Cut the head off the snake. Whoever is keeping this tribal alliance together has to be extraordinary, and without their leadership the goblins will go back to fighting one another."

She looks around the table and meets the eyes of everyone there.

"As the Lady Mayor of Sandpoint, I am requesting that you, the Sandpoint Six... or what's left of them, go to Thistletop and eliminate this threat. You have shown that you work together well and have a combination of skills that give you an actual chance of pulling this off."

"I won't insist. This is a dangerous task. But should you succeed, the reward will be substantial, suitable to the thanks of a grateful town."


"Before you write this off as a suicide mission, you should consider that if Thistletop has sent twenty warriors to the Mosswood, then Thistletop won't be as well defended as it usually would be. If there was ever a chance to do this, it is now. It still won't be a pinic, but we will never have a better chance."

"Also, the various leaders of the town will be able to help out in the form of material supplies and such. Tools that might be useful. I have some men canvassing a few places now to see what they can gather. If there is any gear from the town armory that you wish to use, I'll make that happpen."


M Ifrit Bard (Arcane Duelist) 4 | HP 32/32 | AC16 : T11 : FF15 : CMD17 : CMB+6 | F+3 : R+5 : W+3 | Init +5| Per +5 : SM +3 : Darkvision 60': Move 30' |
Magic!:
Bard Performances: 11/13 |Spells: 0) Spark, Ghost sound, Detect Magic, Message, Prestidigitation, Dancing Lights | 4/4/day 1) Cure Lt Wounds, Grease, Dazzling Blade, Vanish | 2/2/day 2) Bladed Dash, Heroism

Rig smiles to himself. Wow, that DOES seem a bit like a suicide mission. Still, there's no way the town will survive that large an assault, even with the extra guards. "Is that bridge the only way in? No possibility of a seaside assault?"
we should definitely see what tools they can gather


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

"Death is just part of the job, and no Stormscar has ever run from goblins. These Thistletop leaders will be dead, or I will."

Kargas glares at the map for a long moment, thinking. "Rope bridge, huh? I want a shield, a big one." A tower shield would be ideal for getting past a rope bridge, under fire, intact.


Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

Part way through, Flo takes a seat to better focus on all the information she is being given. This is certainly a very dangerous task... But who else will do it if we don't? Sandpoint won't make it if we don't do this, there is no other way. "I'm in too, as a member of the Sandpoint community, I cannot let this village burn while standing idly by," she says bravely, though her hands are shaking just a little.

"We have three or four days before the attack? How long will it take us to get to Thistletop? If we can borrow a boat, I can navigate us there by sea if that would be faster. Even if we can't get in by sea, it would probably still cut out quite a bit of the travel time."
________
This sounds like a good time to have a quick rundown of our current loot situation. Do we have time to sell everything and make some purchases? Where is Thistletop on the map? Not the forest, but the actual stronghold.


"The Nettlewood begins about four miles along the Lost Coast Road, so getting there wouldn't take too long. Bit over an hour on foot. Then you'd have to find your way through the Nettlewood itself. That's not as far, but will likely take longer."

"Going in by sea is possible, though you would need to scale a cliff to get onto Thisltletop. The sea cliffs there are about eighty feet high. There are a few beaches here and there at the foot of the cliffs, though none that I know of on the actual island. The estuary of the Thistle River is also nearby."

I placed the location of Thistletop on the map as a comment.


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N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

"I notice your group has no wizard...." Kellek says to the party leadingly.

If invited to join, he instinctively takes whatever space in the marching order Laurana vacated.


M Ifrit Bard (Arcane Duelist) 4 | HP 32/32 | AC16 : T11 : FF15 : CMD17 : CMB+6 | F+3 : R+5 : W+3 | Init +5| Per +5 : SM +3 : Darkvision 60': Move 30' |
Magic!:
Bard Performances: 11/13 |Spells: 0) Spark, Ghost sound, Detect Magic, Message, Prestidigitation, Dancing Lights | 4/4/day 1) Cure Lt Wounds, Grease, Dazzling Blade, Vanish | 2/2/day 2) Bladed Dash, Heroism
Kellek Zaderan wrote:

"I notice your group has no wizard...." Kellek says to the party leadingly.

Rig looks at the newcomer with more interest. "Are you a practitioner of the arcane? And are you asking to join? If so, by all means. We can use all the help we can get." Rig's impressed. While some of the "leaders" of Sandpoint have been disappointing, there seem to be very courageous people among the population. I wish I knew more about WHY my mother left here.


"I imagine we can arrange for a skiff to take you by the Thistletop cliffs. You would have to take a boat in yourself though; the sailors are unlikely to want to get too close, considering that the goblins like to use fire."

She turns and looks Kellek over.

"And while Mister Zaderan and I just met, I am given to understand that he is a wizard of some ability. I imagine someone like that would be of value to this expedition."


Revival of the Runelords Slideshow
Floredana Mandulescu wrote:
This sounds like a good time to have a quick rundown of our current loot situation. Do we have time to sell everything and make some purchases?

I realized I didn't answer this part, but yes, you do. You can buy anything you normally could as long as it doesn't need to be made.


Male Human (old) Expert 7

The door bursts open with a clatter, and in runs Brodert Quink, all dusty and out of breath.

"You..." he pants for a moment, trying to catch his breath. He leans on a table to balance himself.

"Hhh... you found... more ruins! Why wasn't... I... notified?? That was hours ago!"

He shakes himself and wipes his brow with his sleeve. "You know how important this could be to my research! This only proves that the island was once connected to the mainland, and the complex runs under the entire town! So much of it has collapsed... we need more labor! Laurana has been doing great work but she is only one person!"

He turns to the mayor. "Lady Mayor! We must call up the militia at once! We'll use them to excavate the collapsed tunnels. With the whole militia working shifts, we should clear those passages in a matter of mere months!" He nods emphatically.

He turns back to the group. "In the meantime you must escort me to the new site! We must make a full survey! Laurana can continue on the existing catacombs while I chart these new ones. Imagine that all along the Chopper had such an interesting find right beneath his feet!"


"Master Quink," the mayor says with a sigh. "I'm afraid your research will have to wait a while. You have more than enough to occupy yourself with the ruins you are already researching."


Male Human (old) Expert 7

"But... but..." under the firm stare of the Lady-Mayor, Bodert Quink sighs and slumps into a chair.

Then he looks at the group suddenly. "Oh, I almost forgot. Laurana sent me to give you these. She said she finally identified them all."

He hands the group a small leather bag. Within are the remaining ioun stones that the group had yet to identify, along with a note.


Revival of the Runelords Slideshow

Ioun Stones:
You found these at the cave with the ettercap. The first four were already identified. Cade may have had one I think but I'm going to say he left it behind when he left. So there are:

* Cracked Amethyst Pyramid (grants +2 to knowledge (religion) checks to identify creatures)
* Cracked Deep Red Sphere (grants +1 to acrobatics checks)
* Cracked Tangerine Pentacle (works like a wand of magic missile with 7 charges left - Laurana was using this one but has given it to you guys)
* Cracked Incadescent Blue Sphere (grants +1 to Sense Motive checks)

The two which have now been identified are:

* Cracked Pale Amber Pentacle (works like a wand of read magic with 15 charges left)
* Cracked Mossy Disk (grants +1 to knowledge (nature) checks)

You can decide who gets what. If you already have one of these let me know; I don't have it recorded.


Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

"I'l have no problem bringing her in, as long as nobody here is opposed to it," Flo says, casting a glance to her friends. "I'd be happy to have you along too Kellek!"

Flo accepts the bag from Quink. "Thank you Master Quink, please do give Laurana your best for us and have her give us a call at the Rusty Dragon!"

"Well, Mayor Deverin, Constable Hemlock, unless you or my friends have anything more to say, I think we better get a move on our preparations!" she says, rising from her chair. I'll take a task in direct defense of Sandpoint over trudging around those dungeons any day! Even if it means I have to sail right into a goblin infested fort!
________
Let's go sell that loot and split the spoils! Kargas, iirc, you owe some of us gold for a prior purchase. Any group items we want to consider?


Floredana Mandulescu wrote:
"Well, Mayor Deverin, Constable Hemlock, unless you or my friends have anything more to say, I think we better get a move on our preparations!"

"Very well, I'll leave you to it. The Town of Sandpoint is grateful for your help. As am I."

The Lady Mayor rises to leave.


The constable also rises to leave.

"If you wish to take a ship, the Feathermoth is in port and is on loan to the town from Lord Valdemar. Though the sailors on her won't care to be a part of your assault."

"Good luck to you all."


Revival of the Runelords Slideshow

I am assuming that you do not want to leave immediately and travel at night. But you may only have 3 days to achieve your quest.

We can handle preparations in the main thread or in discussion.


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Revival of the Runelords Slideshow

I am fast forwarding a bit here to expedite things... you may still make purchases and haven't left yet.

As the group prepares to set sail aboard the Feathermoth, a group of Town elders gathers to see them off.


"We took up a collection to provide you with some tools for your quest. Hopefully they won't be needed, but it's better to be prepared."

Father Zantus hands the group a small sack. Within are:

Two wands of cure light wounds, each with 10 charges remaining,
Two vials of holy water,
Three potions of protection from evil,
Two oils of magic weapon,
One potion of remove fear,
And one scroll of detect evil.

"It's hard to be prepared for everything, but I'm sure you will put these things to good use."


"We also passed the hat amongst the faculty at the academy," says Ilosari Gandethus. "HEre are a few things you might find useful."

He hands the group a satchel. Within is:

A potion of bull's strength,
A potion of cat's grace,
A potion of invisibility,
A potion of enlarge person,
A potion of reduce person,
A scroll of detect secret doors,
A scroll of comprehend languages,
A scroll of animate rope,
And a scroll of unseen servant.

"Everyone from the Turandarok Academy wishes you good fortune."


"I can't say I'm as wise or smart as these fellas," says Alver Podiker, the town's alchemist. "But I do have a few things that you might find useful, from back at the Pantry."

He offers the group a bag. Within is:

Five acid flasks,
Five Sunrods
One smokestick,
Ten tindertwigs,
Two vials of antitoxin,
And one tanglefoot bag.

"I still got some inventory left if you need anything else... stop by the shop."


Ven Vinder, the town chandler, arrives with a small cart.

"Heard you plan on scaling those cliffs at Thisletop. Well, that's a rough one. You might need some rope and whatnot. If you need anything I got here, help yourself." He nods gruffly at everyone in the group, except for Rig, who he glares at momentarily.

Within the cart are coils of hemp rope, grappling hooks, pitons and hammers, torches, lanterns, flasks of oil, and candles.

You can basically take as much of that kind of stuff as you can carry. I don't want to bother with figuring out how many copper pieces you spent on torches.


Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

"Thank you all for meeting us for our departure, we really appreciate it!" Flo says warmly as she sees the elders on the dock. Her jaw hits the floor though as the large amount of gifts just keeps on growing.

"I...I don't know what to say. Thank you for the faith you have placed in us, we will do our best to keep Sandpoint safe from the goblins at Thistletop!" she says, flabbergasted at the outpouring of material support.
________
Wow, now that's a gift!


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N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

Yes, quite a gift, and now that I have discovered the secret of Shalelu's message I can return with it, and all this treasure to my goblin minions on Thistletop and... oh, wait.... Never mind. ;)

Grand Lodge

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Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

...Meanwhile, somewhere along the coast to the east of Sandpoint...

A lone figure sways in the darkness, dangling from a length of rope in the dim light of a natural cavern. An unkempt mass of reddish brown hair spills out from underneath a battered helmet, interrupted by a crude blindfold. A small movement, limited by tight restraints reveals it is still alive, if weak.

"A blasted Tanglefoot bag! Stuck in place while the caravan scattered under the goblin assault. And taken prisoner! I guess Dwarves aren't worthy of a quick death." A dry chuckle escapes his lips. "I suppose my first and only attempt at the mercenary life was a failure--I couldn't even protect my family's own signature brew on its way to the Swallowtail festival!"

"I'm not sure how much longer can I survive. Do I even want to live long enough to find out whatever that druid has planned for me?" As if on cue, a rotten egg dislodges from where a lucky goblin throw wedged it, splashing in the water far below. "And if I do get loose, I fall and drown. Great."

The figure shifts slightly again, swaying gently, then remains still, illuminated only by the distant predawn light...


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

Kargas is momentarily agog at the amount of magic being presented to the group. "That's uh, really generous. Thanks/" he manages.

Wandering the aisles of Korvut's shop, he comes across a remarkable find: an old Shoanti war mask decorated with dark grey-blue feathers. Learning that it was magical only further hardened the half-orcs determination to own it. "Hey Korvut, I can't really afford the mask right now, but if you could hold it for me I would appreciate it."


2 people marked this as a favorite.
N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

What follows is an intense pre-mission, party training (and shopping) montage interspersed with shots of Kellek, seated at a table, furiously sweating over his quill-work.

No pain, no pain. DRAGO!! DRAGO!!


Revival of the Runelords Slideshow

The next day...

As the morning tide begins to go out, the Feathermoth casts off and sets sail. With some clever tacking the ship is within a couple hundred yards of Thistletop within two hours.

There is an intermittent light drizzle, but it does not affect visibility much. Thistletop is a rocky islet about eighty feet high and one hundred and thirty feet wide. The top is fairly flat and amidst the scrubby vegetation you can make out a crude wooden fort or building of some kind on the top. The western face of the island looks vaguely like a face.

The islet stands not far from the coast, which is equally rocky, though you can make out a few small beaches at the foot of the cliffs. To the right of the island you can see what looks like a narrow inlet with a beach on one side. Off to the east there is a break in the cliffs where a valley meets the sea.

"This is about as close as we can get," says captain Ebhard. "For sure they've seen us by now, and goblins like to shoot flaming arrows at ships that get too close."

"You can't see it from this angle, but there's a grotto there," Captain Ebhard points to the narrow inlet on the mainland. "A sea cave of sorts, that you can only get into at low tide. I've no idea how big it is, but you could hide a boat in there, maybe."

"There's also a rope bridge connecting the island to the mainland, but you can't see it from this angle either."

"That gap over there," Captain Ebhard points to the break in the cliffs to the east, "The Thistle River comes out there. It's not much more than a creek, really, and you can't take a boat up the creek, but at least you'd have a spot to put in."

"We can drop anchor here and wait, if you like. But if you want to go further in, you'll need to take one of the boats; I'll not risk Feathermoth for the sake of your mission."


Revival of the Runelords Slideshow

So you need to make some choices:

#1: When do you want to head for shore?
* Right now?
* Under cover of darkness? (Worth mentioning that you would know that a goblin's darkvision extends about 60', and the cliffs are 80' high)
* Some other specific time?

#2: Where do you want to land?
* Go to the base of Thistletop itself and scale the cliff? (this probably requires leaving the boat floating in the water)
* Go to the base of the cliffs on the mainland and scale them?
* Land the boat on one of the beaches?
* Try to bring the boat into the sea cave?
* Put the boat ashore at the mouth of the Thistle River?
* Somewhere else?


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

"We should wait for dark, or mist, or some other cover so we're obscured from view," Kargas rumbles, shading his eyes with one hand to try and get a better look at the island. "Trying for an unknown sea cave seems too risky, I say we go straight to a beach and then up the cliffside!"


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

Remember Miss Prompt! Lesson six! Don't sneer! Don't sneer! It's too soon!

"We did come out early to avoid wasting time," says Kellek stiffly. "And climbing at night without a light doesn't really suit my human eyes. We should try to find another, more circumspect, way in."


M Ifrit Bard (Arcane Duelist) 4 | HP 32/32 | AC16 : T11 : FF15 : CMD17 : CMB+6 | F+3 : R+5 : W+3 | Init +5| Per +5 : SM +3 : Darkvision 60': Move 30' |
Magic!:
Bard Performances: 11/13 |Spells: 0) Spark, Ghost sound, Detect Magic, Message, Prestidigitation, Dancing Lights | 4/4/day 1) Cure Lt Wounds, Grease, Dazzling Blade, Vanish | 2/2/day 2) Bladed Dash, Heroism

"Normally, I would be wary of trying to get into a little cave like that, but with someone like Flo guiding us, maybe we could make it in alright." He turns to the captain. "When is low tide?"


Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

"I'm a great swimmer too! I could check it out underwater if need be!" Flo offers.
________
Giving them time to prepare might not workout well for us. I think checking the sea cave is worth checking out too.


Revival of the Runelords Slideshow
Rig Veda wrote:
He turns to the captain. "When is low tide?"

Captain Ebhard eyes the shore.

"The tide is still going out... maybe another half hour. And again in another twelve hours."

We'll say it is currently about 10:00 AM.


Male Ratfolk Warpriest 9 / Trapper 2 | hp 71/71 | AC21 T15 FF 17 CMD 21 | Fort +11, Ref +11, Will +10 (+1 vsTraps) | Init +4 | Perc +19 (+3 vsTraps) D.D +25 (+2 vsTraps) Darkvision 60ft | Move 30 Ft | Condition:
Spoiler:
Blessing: 7/7, Fervor 3d6 7/7, Sacred Weapon 4/9, Sacred Armor 9/9

"Climbing during day time or night time won't change much for our foe. The moment we are within their decision ability, they will be able to pester us with arrows while we won't be able to fight back." Thinink about more about what the captain said. "The rope bridge is even worst. They can cut it while we are crossing it." He then turns to look at Floredana. "If there is a cave, I think it might be the best way to get inside, assuming it connect to their lair and hasn't been blocked off somehow."


Revival of the Runelords Slideshow

Just to be clear:

The sea cave is on the mainland, not the island. If you put in there you will be sheltered from attack from above but you would still need to figure out how to get across to the island.

The island itself has a somewhat rounded top, which makes it difficult for someone to get to the edge to peer straight down. But not impossible.


M Ifrit Bard (Arcane Duelist) 4 | HP 32/32 | AC16 : T11 : FF15 : CMD17 : CMB+6 | F+3 : R+5 : W+3 | Init +5| Per +5 : SM +3 : Darkvision 60': Move 30' |
Magic!:
Bard Performances: 11/13 |Spells: 0) Spark, Ghost sound, Detect Magic, Message, Prestidigitation, Dancing Lights | 4/4/day 1) Cure Lt Wounds, Grease, Dazzling Blade, Vanish | 2/2/day 2) Bladed Dash, Heroism

"Damn, how did these goblins get such a great spot?!"


Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

"It's definitely a question worth considering and I bet luck has a lot to do with it! And maybe even military might..." Flo speculates. "What do you think, brainiac?" she asks of the newcomer.


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

"Obviously, they picked it up in the wake of the subprime mortgage crisis in the wake of Earthfall."

Kellek sighs, but doesn't sneer! "It is a defensible ruin. If goblins didn't take it then some other group would have."


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

"Well, ladies first." Kellek says with a smile.


Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

"I guess if you don't want to lower the boat then I will..." she says to Kellek. Flo pulls on the rope and pulley mechanism that keeps the small boat above the deck until it is level with the rail.

"Your carriage awaits, m'lady" she quips back, almost smacking her forehead into the deck with the depth of her bow. "Shall I fetch the step stool for you, or is the railing agreeable to your sense?" Flo continues with a smirk, offering a hand to help guide the wizard aboard.
________
I thought we were waiting for the GM to get things started, my bad.


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

"Off we go to probable death!" Kargas grabs a rope to help lower the rowboat. Grunting with effort as each member of the party climbs in, the half-orc slowly lowers the small vessel to the waterline. "Would have been nice...to get a kiss...for luck before we left...


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)
Floredana Mandulescu wrote:
I thought we were waiting for the GM to get things started, my bad.

I didn't mean to rush. I just wanted to post, and I think our dwarf might be getting short.

Grand Lodge

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Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11
Kellek Zaderan wrote:
Floredana Mandulescu wrote:
I thought we were waiting for the GM to get things started, my bad.
I didn't mean to rush. I just wanted to post, and I think our dwarf might be getting short.

Actually, Guiness may be getting taller, not shorter, depending on exactly how they have him strung up... ;)


1 person marked this as a favorite.
Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

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As a way to ease us back in, here is a little bit of the 'Story So Far'...

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Our story began with a group of relative strangers, some natives of the town of Sandpoint and others travelers stopping by for the Swallowtail Festival at the newly dedicated cathedral. The peaceful event was unpleasantly interrupted by an assault upon the town by goblins! The strangers defended the town with bravery and skill, and in turn became the Heroes of the town. (At one point called the Sandpoint Six, now the Sandpoint Four)

The Heroes met, befriended, helped or avoided the various personages around town, including:
Ameiko Kaijitsu - the owner of the Rusty Dragon Inn,
Brodert Quink - the local overly enthusiastic historian and lover of anything Thassilonian,
Father Zantus - Priest of Desna and caretaker of the cathedral,
Mayor Deverin - a reliable fixture of the community,
Shalelu Andosana - Defender of the Sandpoint Hinterlands,
Shayliss Vinder - incorrigible flirt and definite landmine, and
Aldern Foxglove - a foppish local noble.

The Heroes found out an old Sandpoint crypt belonging to the previous head priest had been defiled during the goblin raid and his body taken. They also learned from some captured goblins that the culprit was a pale human working together with goblins. Furthermore, the source of the raid (and the mystery human) was the Thistletop goblin tribe!

After meeting Shalelu and learning about the goblin tribes in the area, the Heroes were obligated to go on a hunting trip with the charmingly foppish Aldern Foxglove, where they fought a fierce wild boar and earned the noble's admiration. After some spicy encounters between Rig and Shayliss Vinder and between Ameiko and her conservative father, the Heroes cleaned up a few final hidden goblins around town.

When Ameiko suddenly disappeared, the Heroes deduced the culprit might be her long-ago-banished brother Tsuto and went to investigate the Sandpoint Glassworks on a thin lead. There, they found her father dead and the place overrun by goblins. After a face-down with Tsuto in the basement, the party rescued Ameiko, realized that Tsuto had been working with the goblins, and found out that even Tsuto was the pawn of a bigger threat directing things from Thistletop.

Investigating Tsuto's actions revealed an ancient temple of sorts buried beneath the town (the Catacombs of Wrath!), which the Heroes explored with gusto. Their clash with an invisible quasit witch led to the discovery of a vile pool that created horrible monstrosities known as Sinspawn. Through exceptional bravery and persistence, the Catacombs were cleared of undead and treasure and the threat to the town ended.

After a brief sidequest to free the soul of the local smith's son, the party now turns their attention towards Thistletop. This is the origin of all of Sandpoint's recent worries, from the initial goblin raid, to Tsuto's attack, to the mysterious figures behind the greater goblin unity recently. If the town is to survive the growing goblin menace, the leaders of this goblin alliance at Thistletop must be dealt with, and its up to the Heroes of Sandpoint to do so!

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Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Your small rowboat rocks back and forth in the choppy early morning waters of the Varisian Bay. Cold sea-spray showers your faces in the pre-dawn grey light. To the north-east, the imposing cliffs of the island of Thistletop jut out of the waters like an ominous black fortress less than half a mile away. Outlined by mist, you can make out three interesting properties of the island proper.

(Image of the island, from a side view. Ignore the people shown atop it)

First, even in the misty haze of the morning, you can see the outlines of a wooden fort built atop it. Second, a wood and rope bridge swinging in the wind is its sole connection to the mainland. Third, when seen like this from the side... the island bears an uncanny resemblance to a staggeringly huge stone head.

To the east, shorter (but no less imposing) rocky cliffs bar an easy approach to the mainland. As you inspect the coastline, you notice a notch in the cliffs: the likely passage in to the grotto identified by the captain of the Featherlight earlier.

As far as the ship that brought you here is concerned, you find it already a mile away to the south-west, clearly eager to get away from the goblin presence here and back to the relative safety of Sandpoint's harbor.

(A bit of repetition just to set the scene. While we're settling character changes and wealth adjustment, feel free to ask any questions about what you all see from here, or discuss your strategy in-or-out of character. Heck, its been 2 months, maybe reintroductions are in order? :>)

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