Revival of the Runelords (Inactive)

Game Master Cellion

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INIT template:
[dice=Ziva]d20+2[/dice]
[dice=Astrid]d20+3[/dice]
[dice=Colvyn]d20+4[/dice]
[dice=Kellek]d20+2[/dice]
[dice=Guiness]d20+2[/dice]


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Grand Lodge

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

Guiness’ ragged and shallow breathing eases into a deeper, more regular rhythm, but he shows no sign of regaining consciousness given the horrendous wounds he suffered.

Healed from -16 to -8 hp. Guiness should have a CMW and a CLW potion at his belt should Kargas be willing to help the dwarf drink more.


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, Rig would think the taking of someone's head to be anathema. But under these circumstances, he can't really bring himself to strongly oppose it. "I don't think we need to take her head, but we don't have to save her, either."
Rig will also take her holy symbol away from her to make sure she can't use it again. "Thanks, Flo." He also casts a spell to help Guiness recover.
clw on Guiness: 1d8 + 3 ⇒ (8) + 3 = 11

Grand Lodge

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

Up to a positive 3 hp!

Groaning, Guiness opens his eyes as the pains in his mortal coil descend upon him once more. ”Okay, so this hurts too much for me to be dead,” he croaks. ”How in the blazes did I survive? That went so totally wrong...Ungh...

Guiness tries to sit up against whatever wall is nearby, but the floor is too slick with blood...his blood.


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 grunts his disagreement with Rig. "Not going to risk it." He turns back to Nualia, and the bloody falchion rises and falls with finality.

Coup de Grace[ooc]

As Guiness tries to sit up Kargas turns his head. "I'm impressed, dwarf, thought you were a goner for sure."

[ooc]Would like to poke my head into that T-intersection and look both directions, please


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

Don't forget there's a trap between Kargas and Guiness, and the rest of the team. Its easy for Rig to jump over it, but the rest of the team might not have such an easy time. DC 5 acrobatics to get over it if you have a 10ft running jump.

While you begin recovering from the brush with death, the hallway trap goes through its cycle. Glaives swing in, the floor opens, closes again, and then the portcullises swiftly rise back up into the ceiling. To Rig's eye, it'll take a skilled hand to jam and disable this complex trap. Thankfully, now that you're not in imminent combat, its easy enough to simply take a running jump over the trapped floor and avoid it that way as well.

Rig does so easily, and once he's on the other side he returns Guiness to consciousness.
----

While Flo heals your group, Kellek moves forward to detect what magical auras may be coming from Nualia's body.

When you move over to inspect her you find...:
A +1 breastplate (modified to bare the midriff without affecting the armor's defensive qualities... somehow. :D)
A +1 bastard sword
A masterwork composite longbow (Str rating 2) and arrows.
A golden holy symbol of Lamashtu worth 100 gp
A fine silver medallion inscribed with a seven pointed star. (Kellek identifies this as a 'Warding Star', a neck slot magic item that provides a +1 resistance bonus to saving throws. Once per day, it can be activated as a free action to cast False Life (CL 5th) on the wearer. While worn by a dead body, it preserves that body indefinitely, as Gentle Repose. The sale price for this magic item is 2000 gp)
You also find 44 pp and 35 gp on her.
----
Not wanting to take any risks, Kargas brutally finishes Nualia off.
---

To the north, Kargas sees a circular room. Wide stone ledges of red marble line the curving walls of this room, which is well lit by four burning skulls that sit evenly spaced around the room. Three chairs rest in the room, and both stone ledges are covered with old books, scrolls, teeth, bones, scrimshaw artwork, jars of deformed creatures soaking in brine, taxidermied animals and limbs, and other strange objects. To the north, a large round fountain filled with frothy blue water fills the room with the gentle sound of bubbling.

To the south, a short tunnel opens up into a larger chamber, though from this position, you don't have a clear sight of what might lie within it.

Grand Lodge

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

Despite the pain, Guiness cracks a smile and responds, ”My Ma always said I was tougher than I had any right to be. Maybe I should rethink battle tactics, though. Rushing the spellcaster might have been good militia tactics, but it did me no favors today.”

As he is (hopefully) healed somewhat further, Guiness will get a description of what went on during the battle. After that, he’ll help where he can, humbly offering his thanks for yet another rescue and volunteering to take watch assuming people want a rest.


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

Flo also voices no objection to killing Nualia, but she turns her head to the wall while it happens. Kargas is right. I wish we didn't have to kill her, but she was hellbent on killing us. If she came to again, her channeling could take most of us down! After Nualia is acquaintd with the falchion for the last time, she says a quick prayer over the corpse.

"I know we have barely started the day, but it has been a draining start... We've practically been fighting for our lives the entire time. Should we try to get a message back to Sandpoint that they have been saved and rest here a day? Hopefully, we can clear the rest of this place out with one more day," she proposes to the group.
________
CLW vs Kargas: 1d8 + 1 ⇒ (5) + 1 = 6
CLW vs Kargas: 1d8 + 1 ⇒ (7) + 1 = 8
CLW vs Kargas: 1d8 + 1 ⇒ (5) + 1 = 6 24/27
CLW vs Guiness: 1d8 + 1 ⇒ (6) + 1 = 7
CLW vs Guiness: 1d8 + 1 ⇒ (3) + 1 = 4
CLW vs Guiness: 1d8 + 1 ⇒ (8) + 1 = 9
CLW vs Guiness: 1d8 + 1 ⇒ (7) + 1 = 8
CLW vs Guiness: 1d8 + 1 ⇒ (2) + 1 = 3 34/37

Can't fail the check to jump the gap. This CLW Wand is the real MVP! Going to see if the town leaders would be willing to get us a new one when we get back in. We definitely need a new one after this! Y'all allergic to rolling your own healing? :P

Grand Lodge

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

Once Floredana makes it over the trap and heals him, Guiness stands and looks around, taking in the details of what was very nearly the site of his demise.

After the trap is described, Guiness suggests, ”There might be something interesting in the pit under the trap if that is where it drops its victims. Maybe we can take the Glaives from the statues and use them to wedge open the portcullises.”


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)
GM Cellion wrote:
Not wanting to take any risks, Kargas brutally finishes Nualia off.

"Kargas, I sincerely hope you did not just chop her head off before at least relieving her of her amulet." Kellek says like a knowing parent inquiring into the activities of their naughty child.

Kellek explains the function of the various magical items that can be looted from their fallen foe.

DA LOOT wrote:
A +1 breastplate (modified to bare the midriff without affecting the armor's defensive qualities... somehow. :D)
Kellek wrote:
As a side note, the Stag Lord from the Stolen Land in the Kingmaker AP wears a magical leather armor kilt, but otherwise goes around bare-chested.

A +1 bastard sword

A masterwork composite longbow (Str rating 2) and arrows.
A golden holy symbol of Lamashtu worth 100 gp
A fine silver medallion inscribed with a seven pointed star. (Kellek identifies this as a 'Warding Star', a neck slot magic item that provides a +1 resistance bonus to saving throws. Once per day, it can be activated as a free action to cast False Life (CL 5th) on the wearer. While worn by a dead body, it preserves that body indefinitely, as Gentle Repose. The sale price for this magic item is 2000 gp)
You also find 44 pp and 35 gp on her.

Kellek inspects the armor. Pondering it, and his own momentary magical disguise he wonders what makes people wear such things. "Mid-bosses." he mutters.


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

I could take that 20 on breaking the trap now...just breaking the glaives would probably be enough


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

posting from work again

Once the trap resets, Colvyn tries to make that it will not activate ever again.

Perception: 1d20 + 10 + 3 ⇒ (4) + 10 + 3 = 17
disable device: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14

Grand Lodge

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

Guiness looks over Colvyn’s shoulder as he disarms the trap to see if there is anything of not in the pit below. He is wary of the portcullis coming down though, so he won’t stick his head in its path while looking.

Perception: 1d20 + 5 ⇒ (5) + 5 = 10


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

Kargas patiently lands blow after blow against the glaives being wielded by the trap. After a dozen such blows, the two weapons are bent and twisted enough that they're unlikely to do more than lightly batter someone trapped between them. While Kargas works, Colvyn analyzes the trap's trigger plate.

The ratfolk's first attempt to jam the trigger instead accidentally triggers it. But as no one is currently standing in between the statues, the trap feebly clanks and then resets without putting any of you at risk. After a couple more attempts, Colvyn is able to get the trigger properly jammed and the trap disabled.

While Colvyn is taking his time disabling the trap, Guiness watches over his shoulder. He shines a light down into the 10ft deep pit and spots a broken body sprawled out in the bottom amidst some crumbled bones. The body looks relatively recent, with no signs of decay, but the gruesome angles of its limbs confirm that it must be dead. The body is dressed in some kind of red-grey furs and wears a pack with both weapons and gear.

(If you'd like to fish the body out, Colvyn can jam the trap door open if he wants)

Grand Lodge

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

Guiness will pull the body out, using his magic Anytool to hook it like a grappling hook. ”If nothing else, this body deserves a proper burial.”


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

Colvyn studies the trap for a moment. Trying to figure it out, he gently pulls the panels covering the mechanism. "Ok, so this activates that, and this thing move that one over there. Seem simple enough." He pokes at it for a few more seconds. Ok, so it is either the blue gear or the red gear. Pretty sure it is the blue gear to disable this. Yeah, let's go with blue." Stretching his hand to reach the gear. He grabs the red one and pull it hard. The mechanism comes alive and the traps activate. "Crap, stand clear!" He ducks out of the way while the traps go through its cycle again. Once it is over, he slowly walks back to it. "Hehe... sorry about that. Let's try this again." Grabbing the right gear this time, Colvyn render the trap inert for good.

Colvyn leaves the fishing of the dead body to the others and starts exploring the circular room. He uses his magic to see if there is any magical aura in the room.

Perception: 1d20 + 10 ⇒ (16) + 10 = 26


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

The body you retrieve from the pit is a dark-skinned Shoanti man. From his wounds he was likely savaged by the two glaives before breaking his legs falling into the pit.

---

In the circular room, Colvyn detects a faint magical aura from the frothing pool of water, and further faint magical auras associated with each of the burning skulls that sit along the edges of the room. He also notices that there are extensive texts, scrolls (nonmagical) and other occult paraphernalia scattered around the room.

KN Religion DC15:
All of the texts and items here are associated with the worship of Lamashtu, from various holy texts to implements and objects that are sacred to her followers. Most of the objects here are not particularly valuable, but in total, they would be quite the collection for a follower of Lamashtu. One of the holy texts here is a finely adorned book that would fetch a price of 25gp.

Beyond the texts and items, Colvyn also discovers a small and battered old book that he quickly identifies was Nualia's journal. The first few pages are a child's messy scrawl, but the latest ones are penned with sharp, angry strokes - clearly written within the last few weeks.

Thanks to the fantastic creative work of people before us, you can find and read Nualia's journal right here.

Grand Lodge

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

Guiness searches the body for useful and/or identifying items and asks, ”Does anyone know who this human might be, or what tribe he might be from?”

He lays the body out in a respectful manner, preparing to take it upstairs when the others are done searching here. Guiness considers what he knows of Shoanti burial practices.
Knowledge Religion: 1d20 + 1 ⇒ (5) + 1 = 6


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

How many met their end here? "I don't know much about the Shoanti, but they always struck me as the kind of people to be put to rest with a weapon in hand..." Flo says. Once everyone has had a chance to look through Nualia's journal, she tucks it away into her pack.

Exhausted both physically and emotionally, Flo merely sits while the others busy themselves with the trap, Shoanti, and the surroundings. Now that Sandpoint is safe from the joint goblin threat, I wonder if we'll get a break. These past few days have been brutal.
________
If it is cool with everyone else, the journal will be Flo's memento for this little hellhole.

Grand Lodge

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

After Guiness reads the journal, he says, ”Well, that certainly explains a lot—although some of the names I don’t recognize, being as I was kidnapped by goblins before I ever made it to Sandpoint.”

”Are we sure that we have gotten everything taken care of here? There may still be threats here we need to eliminate“.


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

That journal is amazing! Great find GM

Now breathing a bit easier, Kargas frowns at the door leading south. "I think if Nualia had any further minions to throw at us, she would have done so...but I don't know that for certain. Shall we press on? Or go feed that stupid horse and get some sleep?"


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)

knowledge (religion): 1d20 + 8 ⇒ (17) + 8 = 25 Folks can open the spoiler above.

"The immediate danger has passed. We should rest and take stock before continuing."

As per usual, Kellek inspects the haul for anything magical with detect magic and then takes 10 for 22 to ID the items.

If no one wants the Lamashtu accoutrements Kellek will study them all (know thy enemy) before agreeing to their destruction or sale to a reputable broker. He makes notes of anything interesting he finds among any of the items including Nualia's journal.

Grand Lodge

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

Any help on the Shoanti, Kellek?


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)

Potentially, if 'burial practices' fall under knowledge (religion, local or geography).

knowledge (something, see above): 1d20 ⇒ 7

"I believe Shoanti burn their dead—in the presence of horses. More reason to retire for the day."

bluff: 1d20 + 2 ⇒ (14) + 2 = 16

Grand Lodge

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:

Potentially, if 'burial practices' fall under knowledge (religion, local or geography).

[dice=knowledge (something, see above)]1d20

"I believe Shoanti burn their dead—in the presence of horses. More reason to retire for the day."

[dice=bluff]1d20+2

Thanks, I was looking for Local knowledge to identify him or his tribe, then Religion to know funeral practices.


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

hmm, I seem to have lost a post... meh, I don't think it was anything important. All I can recall is Rig patting Kargas on the shoulder after he lops off Nualia's head
The journal's tale is very sad, and something Rig can identify somewhat with. He knows what it's like to be different, and have people notice that. But her "solution" is madness. Utter madness.
Rig steps up to Kellek as she grabs up the religious texts. "Let's make sure those get burned when you're done with them, okay? I know they may be worth something to someone, but the danger they represent isn't worth it." He doesn't know anything about Shoanti burial practices, but fire seems as good a way as him to any.


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

Kellek inspects the dead Shoanti man and locates a series of faded tattoos of stylized horses, marking him as a member of the Shriikirri-Quah, or Hawk Clan. He also sees an old slave brand on the man's back, though that could have come from any of the slave holding parts of Varisia or further south. Neither Kellek (nor anyone else) is able to recall the specifics of Shoanti funeral practices, but giving the man a funeral pyre doesn't strike anyone as obviously incorrect.

In the circular room, Kellek analyzes the magical auras in the room and concludes that the burning skulls are enchanted with a continual flame spell. The water-filled basin evades him however. Its aura seems similar to someone casting a Create Water spell, but it is far more complex. At the same time, he deduces that the magic in the basin has degraded over the years (or centuries) and that it likely no longer has its original function.

Guiness searches the body and finds a battle axe and a hand axe, hide armor, a few non-identifying personal items, traveling gear, and a pouch containing 40gp and 48sp.

Seems like the majority of the group is for resting. Let me know where and how you want to rest.


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)
GM Cellion wrote:
Kellek inspects the dead Shoanti man and locates a series of faded tattoos of stylized horses....

"See? Horses." Kellek let's the dead man's head drop with a thud.

Grand Lodge

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

Guiness is for seeing to the horse and animal companion, checking on the prisoners (and maybe telling them of their manipulation by Nualia), then building a pyre for the unknown Shoanti man and resting. He doesn't have a preference for where to rest as long as it is defensible.

Sorry, Rig, no longsword...speak up if any of the other weapons are of use to you. If we burn the body with his armor, clothes, personal items, and a weapon, that seems reasonable to Guiness. We should keep the coin and any traveling gear or weapons we might find useful.


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

"Yeah, I don't think there is any immediate threat down here. We should head back top side to rest and make sure that the goblins didn't fix the bridge." Colvyn didn't say it, but he was worried about Phasgan being up there alone for so long.


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

Flo lifts her head up from her knees. "I agree with Colvyn, no need to keep pressing when we've already run low on resources. Let's take some time to rest and then tackle whatever is left of this place tomorrow. There isn't an impending goblin raid now, so Sandpoint should be ok if we delay another day," she says. "How about the same place as before?"


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

"Suits me fine," the half-orc rumbles, taking up the rear guard as the group heads up. Before they reach the prisoners he slows and asks aloud, "Should we be worried about the demon-dog thing Nualia thought was trapped here?"

Grand Lodge

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

Guiness turns a bit pale and says, ”I’m hoping we already fought it at her side. Do you think there is another, bigger one Kargas?”


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

"Well she talked about needing to free Malsk-- Malaka-- the demon dog monster that's trapped under Thistletop to get her revenge on Sandpoint or whatever," Kargas explains, pointing at Rig's backpack where the journal was placed. (I think?)

"That last yeth dog was mean as hell, but not strong enough to destroy a town, since we were able to kill it. Maybe that means there's something worse still sleeping beneath our feet...?" He trails off, looking at Kellek and Flor for reassurance.


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 for one certainly hope so."


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 also wants to make sure the prisoners are cared for. The woman in particular might know more about said demon-dog. Speaking of which, "Yes, I believe we should be very worried about it. But, it might also do us some good to sleep on it. A clear head might help us think."
I feel a bit like Jack Burton here. Grace:"Do you have a gun, I hope?" Jack:"I have a knife."


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

That barely even registered with me when I read it. "As long as it stays sleeping, we should be ok, right?" Flo says with a smile, placing a hand on Kargas' arm. "Like Rig said, after a night's rest, we will be back on our game and ready to face it if we do stumble upon it!"


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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)
Rig Veda wrote:
I feel a bit like Jack Burton here.

"Who?"


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

This guy!

"If there is anything left down here, he are not in shape to face it." Colvyn start walking back toward the stairs. "Let's go get some rest, check on the prisoners, feed Phasgan and the horse, and check the bridge." With that, Colvyn heads up the stair to the previous level.

Time to rest. Colvyn still has 2 spells he didn't use that can be converted to healing.


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

GM Screen:
Such mystery. Wow.: 1d100 ⇒ 21
10d20 ⇒ (15, 10, 4, 18, 1, 5, 10, 18, 1, 4) = 86
After spending some time discussing, you resolve to advance back up to the courtyard with Phasgan and the horse, hoping to once again secure yourselves a campsite to rest for the rest of the day and into the night. Before heading all the way to the surface, Rig heads to the area with the bedrooms to check if the prisoners need anything. What he finds is a set of burst rope bonds where Orik was left lying, and no sign at all of Lyrie. The prisoners are missing!

Not long after Rig raises the alarm, Flo spots another distressing fact... the rowboat you took to arrive at Thistletop is no longer anchored where you left it! She looks out through the vine-covered cave opening where you fought the tentamort, and her sharp eyes spot the rowboat bobbing in the waves about 200ft from the island. A large figure is rowing hard to get away from the rock as fast as he can. Next to him lies a long cloth wrapped bundle about the size of a human.


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

Colvyn draws his bow and aim at the boat. He turns his head slightly at Flo. "Feel like taking a swim?"

Grand Lodge

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

Guiness can't help but give a wry smile at the mercenary's resourcefulness. "Maybe he can tame that shrew after all", he thinks.

Aloud, he says, "As much as I'd like to give Orik a second chance, he did have the singularly bad judgement to follow demon-arm girl. And that mage Lyrie was more than willing to kill us. I'll help if I can."

Guiness goes looking for a spare crossbow or longbow that might be of use in this situation. He is certainly not going to swim for it!


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 laughs and shakes his head as he sees the former prisoners row away. "He took the sorcerer? Bad judgement indeed." He puts a hand on Colvyn's shoulder. "Could we catch them? Perhaps. But then what? Out in the middle of the water, and if she wakes up, she'll be quite an opponent on that turf. I don't feel like they'll be back anytime soon. I say let them go. We have enough to worry about here."


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

"Let 'em go, we got the one that matters," Kargas rumbles, glaring across the water at the rowboat. "But if I ever see either of them again I'll kill them."


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 could catch them quickly, but then what, as you said Rig? Tipping the boat would be my only real option, which feels a bit too close to murder for me. We fought, we won, and they escaped. May Desna bless their travels, I hope they find a better life than the ones they lived here," Flo says. "I'd be comfortable delivering a message or even healing the wizard if anyone thinks we should do so."
________
We took their stuff, right? As a player, I'm not worried about it then ;) If we need to catch them, it'd take Flo about a turn and a half to catch up.

Grand Lodge

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

After puttering around and trying to find a crossbow, Guiness gives up and goes to feed the horse, leaving the escapees’ fate in the hands of the others.


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

Colvyn, if you want to take a few pot shots despite the reticence of your allies, go for it. The rowboat is not going very fast, so lets say you have time for 10 shots before they get beyond your max range.

As for the rest of you, kinda looks like you're OK with letting them go, so I'll run with that.

As you discuss the merits of chasing after the fleeing mercenary, the little rowboat gets further and further away. Not so far away that Flo couldn't swim over and catch up, but far away enough that Rig's and Flo's arguments begin to seem more reasonable. The boat drifts away and you turn your attention back to your earlier plan.

Back on the surface, you meet up with Phasgan and the horse you rescued. The two of them seem to have learned to tolerate each others company well enough. When you arrive, you find the riding rat napping against the horse's legs. Both animals spring up excitedly when you arrive. Colvyn immediately sets about feeding and watering the two of them.

Meanwhile, the rest of you inspect the bridge leading back to the mainland. Its slats lie in the vertical and only one side of the bridge connects fully between the two sides. As far as you can tell, this is exactly the same state you left it: no one has tried to touch or mess with the bridge.
----

(Going to push us a little ahead since I think it's clear how you're going to proceed)
As the sun is still high overhead, you settle in near to the animals to recuperate for the rest of the day. You look out across the craggy shoreline and watch the gulls swoops lazily through the overcast sky. You pause, taking a deep breath as you absorb the idyllic scenery. No matter what else happens now, you can rest comfortably with the knowledge that Nualia's plans for Sandpoint have been averted. That reassuring knowledge lets you all relax in a way that you haven't been able to since you arrived at Thistletop.

The day passes uneventfully and you head into the night. You each take watch during the night, just in case another group of goblins pull together enough courage to try to brave the rope bridge.

GM Screen:
6d20 ⇒ (18, 11, 11, 7, 13, 7) = 67

----

While the goblins stay far away and out of sight, the night doesn't pass completely without incident. During Flo, Colvyn, Kargas and Guiness' shifts, each of you both feel and hear a deep rumbling emit from somewhere within the bowels of the stone head underfoot. The rumbling lasts only a few seconds, but it repeats multiple times over the course of the night, as if something within is stirring. As morning approaches, the intermittent rumbling ceases. And as the sun peeks over the horizon, you're left wondering if you didn't just imagine the whole thing.

@Guiness and Kargas:
The two of you are plagued by nightmares this night. Strange, turbulent visions of darkness, wetness and warmth; of blood, bile, pooling phlegm and other fluids; and of yourself being twisted and changed, growing limbs and fur and eyes and all manner of putrid extremities.

Each time you awake in a sweat, and the moment you close your eyes the visions begin anew. Your sleep is far from restful.


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

After the third or fourth hour or fitful sleep, Kargas rises from his resting place and takes a few circuits around the goblin compound, hoping to clear his head. He spends a while looking up at those stars Flor is always going on about, and wondering vaguely about divine intervention.

He doesn't try to go back to sleep, instead climbing up to the highest point of the goblin compound, staring at the sky and mouthing prayers to his tribe's patron spirits.


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

Strange night, but nothing stopped us from our rest! Time for the rest of this place! Hopefully we are almost done, it's been too long since we've seen Sandpoint. Rising with the sun, Flo helps Colvyn tend to the animals before praying to Desna for safe travels into the depths below. With the trauma of yesterday firmly in the past, she seems much more chipper, if perhaps just a little weary from the past days' events.

Noticing Kargas' absence, she wanders a little around the compound with her starknife out until she finds him. "You're up early!"


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

"Bad dreams," the half-orc says softly. "Did you feel that rumbling, tonight? I didn't feel it before last night but I keep thinking about that thing Nualia was trying to free. I promised the shamans a monster's head, but I think there's plenty of nasty beasts roaming free...I think I'd prefer this one stay trapped."

Sitting up, he fishes a dried loaf and some cheese from his ration pack and offers Floredana half. After eating in silence for a few minutes he looks back up at the stars. "This is a bad place, Flor. Demon temple or something. There was that other demon temple under the glassworks too. Whoever lived here before Sandpoint, they weren't decent sorts."


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 did. It was... disconcerting, but so far nothing seems to have happened and I think that's for the better. I agree, if whoever made this place decided to lock something up instead of killing it, it must be truly dangerous," Flo agrees. "Besides, we've got the Sandpoint Devil to hunt! If that lives up to it's reputation, the shamans won't have a choice!"

Taking the offered food, she bites into it before staring back up at the sky with Kargas. "We have a knack for finding them, eh?" she says jokingly. "And not just a little indecent, this whole area must have done some serious demon worshiping. Both places make my skin crawl while we are inside and I feel like something begins gnawing at the back of my mind. I'll be glad to be done with this business once Sandpoint is safe," she admits.

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