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

Sometime during the night, Guiness wakes up and relieves himself, coughing up some remaining gunk from Tentamort poison out of his lungs. Feeling somewhat better, he heads back to rest, though his dreams are troubled still (down to 1 point Con damage).

That morning, Guiness hears Kargas’ comments and responds, ”You too? I dreamt of demon dog madness as well, but I just figured it was due to nearly dying yesterday—twice. That’s a new record for me, by the way.”

Guiness continues, ”So, perhaps a new plan for me today in combat...more standing and protecting, rather than rushing in and dying.”


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)

Kellek puts down his newly acquired spell book at mention of the dreams. "Fascinating. Tell me more." He grabs up his journal and a pen to take notes.

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

Considering a moment, Guiness waxes uncharacteristically poetic, "My dreams were strange, turbulent visions of darkness, wetness and warmth; of blood, bile, pooling phlegm and other fluids; and of my body being twisted and changed, growing limbs and fur and eyes and all manner of putrid extremities."


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

*The GM throws a small book at Guiness*


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 feeds the animal and prays for his spells. He then eats some of his own rations while he listen to the conversation between Guiness and Kellek. While he is starting to warm up to the dwarf, he still doesn't know about the wizard. The man is still a mystery to him and he seems to be a hard book to read. Once he feels the everyone should be ready, he stands to get his bow ready and then turns toward the group. "Everyone ready to go back in there?"


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 shrugs. "I slept fine." He hates to have to say that, but he can't help that he's a good sleeper. "Ready when you are."


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)
Colvyn "Slick" Dashtail wrote:
Colvyn feeds the animal and prays for his spells. He then eats some of his own rations while he listen to the conversation between Guiness and Kellek. While he is starting to warm up to the dwarf, he still doesn't know about the wizard. The man is still a mystery to him and he seems to be a hard book to read. Once he feels the everyone should be ready, he stands to get his bow ready and then turns toward the group. "Everyone ready to go back in there?"

"It would probably be better if I had time to prepare more scrolls." Kellek says pointedly. He sighs and rises to his feet. "But, I suppose...."

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 nods and shakes himself out of his vivid recounting of the dream. ”Aye, let’s go.”


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

Pushing himself to his feet with a grunt, Kargas checks his weapons and gives a satisfied nod. "Let's go.

Back to that southern door?

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

Southern door works for me. Also, Guiness would slightly benefit from a +1 breastplate versus his current armor, but he is too proud to wear midriff-bare armor, even if it magically adjusts to fit.


2 people marked this as a favorite.
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

If it didn't slow him down Kargas would 100% rock midriff baring armor. Behold these abs!


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

Southward it is! I've updated the lowest floor map by moving your tokens down towards that area. Make sure all your spell selections are locked in and all your daily resources refreshed.

You prepare your spells, complete your prayers, and do your best to put any strange nightmares behind you. Your descent back into the ancient halls inside Thistletop is uneventful. Once you get to the lowest floor, you hop over the disabled trap, avoid stepping on Nualia's beheaded body, and file down the southern hallway.

The short hallway emerges into an L-shaped room. To the room's southern end, a pair of stone doors have been carved with the depictions of two skeletons reaching out to clutch a skull between them. These doors don't appear to be locked, but the handles to open them are carved to look like the femurs of some large creature.

To the east the room narrows down to a pillar that appears to be made of tens of thousands of big and chunky gold coins stacked atop of each other. The coins glitter in the light from whatever lantern or light spell you're using, and you notice that their edges are carved with tiny, spiky runes.


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

Desna, grant me more spring in my step as we descend again into this evil place. "I'm ready as well!"

"Kellek, would you give those coins a once over for magic? If not, we might have hit a little lottery here..." Flo says as she checks the other end of the hallway for traps. "How thematic," she comments dryly at the femur handles.
________
Perception (Traps): 1d20 + 11 ⇒ (7) + 11 = 18
Longstrider cast, spells prepared. Traded out detect magic for stabilize (didn't think about this, but I don't have spellcrarft trained anyways, so...)


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)

Kellek inspects the coins first with magic and then by more mundane means.

Kellek speaks: Common, Draconic, Elven, Goblin, Kelish, Skald, Thassilonian, and Tien. He Takes 10 on any knowledge check that might help (see above).


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

GM Screen:
1d20 ⇒ 10
While Flo fails to find any traps at the other end of the hallway, Kellek carefully examines the coin stack with his magical senses. What he finds is that the stack radiates a pair of strong magical auras, but despite his training he's not able to work out what school of magic they belong to. Whatever this magic is, it's very advanced.

(Kellek, since you're examining the coins, give me a perception check.)

Kellek also recognizes the tiny spiked runes as Thassilonian symbology. He looks over the coin stack and realizes that the same runes appear over and over. After a moment to recall his knowledge of Thassilonian, he realizes that the edges of the coins all say 'Prosperity Beyond Death'.

KN History DC25:
You recognize this ancient Thassilonian phrase as common on coinage from the Thassilonian nation of Shalast.

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 stands, hammer and shield at the ready, watching carefully as the smart ones investigate. He is alert for any threats to his companions/rescuers.

Perception: 1d20 + 5 ⇒ (14) + 5 = 19


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

Trapfinding: 1d20 + 10 + 3 ⇒ (17) + 10 + 3 = 30
Trapfinding: 1d20 + 10 + 3 ⇒ (19) + 10 + 3 = 32

Colvyn first studies the big door for any signs of a trap. If he doesn't find anything, he moves to the pile of gold coins. He looks for traps there too, not trusting such obvious pile of treasure. "Whatever you do, don't touch that gold. I find it hard to believe that no one claimed it before we got 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

Peering curiously over the shoulders of the others, Kargas frowns at the runic writing on the coins. "So what's it do? Blast us with magic? Turn us to stone? Oo! Maybe gold just sticks to it..."

Reaching into his belt pouch, Kargas fishes out a coin and rests in on his thumb. Aiming carefully, he flicks the coin through the air to touch the pillar.


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

GM Screen:
1d20 ⇒ 12
1d20 ⇒ 18

While Colvyn doesn't find any traps, his careful inspection of the pillar made of golden coins does turn up two interesting points that Kellek missed. First, the coins of the pillar appear to be fused to one another rather than just stacked on top of each other. It wouldn't be easy to extract all this gold without breaking them apart. Second, at about chest height for a human there are two small and well disguised slots in the pillar or coins, one on the left and another on the right. Each slot is about half an inch wide and one and a half inches tall. Peering into the slots, your darkvision helps you make out that they run about half a foot into the pillar.

Kargas' coins tumbles through the air and strikes the pillar, clinking loudly before dropping down to the ground. No gold-based magnetism going on 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

”What have you found, Colvyn? Do we go through the door or loot the pillar of gold?”


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 is odd. The coins seem to be fused together. It would take quite a lot of time and effort to extract those." Colvyn continues his inspection for a few more seconds. "Ah! look here, there is a small opening... and there's a second one. Did we find anything that could fit in there? If not, maybe we missed something."

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 takes a look at the size and shape of the slots and considers his knowledge of weapons and metalworking to think what might fit inside.

Craft Metalworking: 1d20 + 10 ⇒ (11) + 10 = 21

”The slots look like they could take short blades, like daggers or short swords; perhaps a two pronged spear or military fork would do it too.”


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

"Or a coin," Rig says pointing at the stack of coins. "Prosperity beyond death?"

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

”That makes sense, Rig. Colvyn, are the slots slanted downwards such that a coin would slide in?”


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

After careful inspection, Colvyn concludes that the slots are slanted ever so slightly downward, just enough to overcome the overall tilt of this floor towards the west.

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 pulls out a gold piece and picks up the gold piece thrown by Kargas, then hands them to Colvyn. "Worth a try," he says.


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 take a few steps back.


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 takes the coins from Guiness. He looks at then for a second, then at the slots. "Sure, why not." He moves toward the pillar and place one coins in each slot. He hols his breath as he is half expecting something bad to happen.


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

Colvyn slips coins into both slots. You hear them rolling down into the pillar and then drop... and then suddenly silence. You don't hear them moving anymore. If they fell, there wasn't any sound of them hitting anything.

For a few seconds, you think this was all a huge waste of time. But then the pillar begins emitting a grinding sound as ancient mechanisms begin to turn. The whole pillar shakes and then slowly lowers itself into the floor. As it moves, you see that the gold coins were just a facade and the rest of the pillar was stone.

The chamber beyond is cold, dark and dusty. Stone walls arch up to a ceiling inscribed with ornate imagery of coins, gems, and other treasures. This t-shaped chamber has three sets of doors. The ones to the north and east are simple stone affairs with carved stone handles. The ones to the south are also made of stone, but bear no handles. Instead, an indentation in the shape of a seven-pointed star lies at the spot where a handle should be. The indentation is filled with a seemingly random array of hollows and narrow slits.

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

"Nicely done, Colvyn--and great idea, Rig," says Guiness as the path to the room opens. "Which door first? The north one?"

Guiness follows the perceptive ones into the room once they determine it is (relatively) safe, then sets up on whichever door is chosen.


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'll make sure it's safe," With the scrape of leather against steel Kargas draws his falchion and steps into the room.


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)

While he waits for the screaming to begin, Kellek turns and looks to the doors around the corner to the south.


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

Hmmm... no perception checks... how nice *rubs hands together*

With none of his allies protesting his choice of door, Guiness opens up the way north. The stone door is as heavy as it looks, and it takes plenty of strength from Guiness to get it open. Inside, you see a cold and barren stone room with a cavernous ceiling. At its northern end sits an imposing marble throne upon an upraised dais. To either side of the throne are statues of a man clutching a book and a glaive.

A spectral figure sits on the throne, his appearance matching that of the statues. As you watch, he moves with hazy stutters. He seems to be addressing an audience as he moves his hands about, his fingers decorated with hooked rings. At the same time, barely audible words issue forth from him, though their sounds don't quite match up to the movements of his mouth.

Thassilonian:
The message is garbled and fragmented, but there is one section that you're able to understand.

"-is upon us, but I command you to remain. Witness my power, how Alaznist's petty wrath is but a flash compared to my strength. Take my final work to your graves, and let its memory by the last thing you-"

Kellek doesn't see anything changing with the doors to the south in the L-shaped chamber.

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

So, Guiness hadn’t planned to open the door before Colvyn checked it, just to be in position—but no worries, especially if it helps move the plot along...

After opening the door, Guiness draws his hammer and holds his position defensively outside the room. Calling softly over his shoulder, he says, ”Floredana, is that some kind of ghost?”


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

"Ghosts?" Rig asks he tries to peer around the others to look into the room. "What's it saying?" Thinking that ghosts might also try some sort of scare tactic, and having had his fill, Rig starts humming a little ditty to bolster his allies courage, and his own. (Starting a rallying cry, so that even if I stop, it will linger for a bit)


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 also comes up behind Guiness, staring at the flickering image on the throne with mouth agape. "Is it dangerous? It seems...broken, can it even see us?" The half-orc waves an arm to see if the figure reacts. If it doesn't, he leans carefully forward to check left and right of the doorway without actually entering the chamber.

Perception: 1d20 + 6 ⇒ (12) + 6 = 18


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

While Rig hums, Kargas peeks cautiously around the corner. Both sides of the room appear to be bare, if dusty. While you're waiting for Flo, Kellek and Colvyn to come over from their inspection of the L-shaped room, the rest of you notice that the spectral figure is going through an identical set of motions and words on about a one-minute cycle.

His performance always ends with him extending his hand out towards you while an imperious expression builds on his face, before suddenly snapping back to his initial vaguely irritated cast.

(Giving the rest of the group some time to chime in, but which otherwise, feel free to decide which way you want to try next.)

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

Unless Kellek wants to come study this repetitive apparition, Guiness is ready to move on. Perhaps the door to the east...after Colvyn checks it?


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

With one door opened, Colvyn inspect the other two. He is a bit unnerved by the talking image of the man in the north room and tries not to stare at it.

Trapfinding vs eastern door: 1d20 + 10 + 3 ⇒ (8) + 10 + 3 = 21
Trapfinding vs southern door: 1d20 + 10 + 3 ⇒ (12) + 10 + 3 = 25


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

Colvyn checks the eastern door and doesn't find any kind of trap associated with it, leaving Guiness free to open the way onward.

The eastern room is a far more humbly decorated location than the northern chamber. It contains three low tables, their tops covered with a strange and chilling selection of tools: saws, long-bladed knives, corkscrew-like devices, multi-pronged probes, and other objects whose purpose is even less apparent. A strange collection of ancient bones lies near the southern table - with too many bones to be a single human skeleton, but too few to be two.

If you inspect the skeleton:
It seems as though the skeleton belongs to some kind of aberrant monstrosity. A two-headed man with an additional partial skeleton of a smaller man growing from the small of his back.

As you come close to inspect it, the errant breeze of your movement is enough to disrupt the skeleton and it crumbles to dust.


If you inspect the tools:
The tools are slightly soiled with ancient stains, but they're exquisitely made. (Worth 100 gp on pure art value) In addition, among the tools you notice an odd device. A silver and gold seven pointed star; one surface studded with nodules and blades, while the other features a thin curved handle.

Colvyn also takes a look at the southern door. It appears to be secured closed in some kind of fashion (perhaps by magic), but it doesn't appear to have any traps on 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

Looking through the room with the others, Guiness remarks, "Hey, that seven pointed star device looks like it could fit in that indentation on the southern door. A key, perhaps, or is that too obvious?"

When they are done with the room, Guiness offers to be the one to try the star in the southern door (once everyone is ready). First, though, he wants to make sure the northern door is closed, because that apparition gives him the creeps...


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

Stepping cautiously into the eastern room, Kargas briefly examines the various instruments. When the bizarre skeleton does move he slowly inches closer and nudges it with the tip of his blade, grunting in surprised satisfaction when it crumbles to dust instead of leaping up to attack him.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

After a few moments he steps back into the central hall to rejoin the others. Guiness' speculation about a key draws a shrug from the half-orc. "I don't have a better idea."


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)
Brother_Guiness wrote:
Unless Kellek wants to come study this repetitive apparition, Guiness is ready to move on. Perhaps the door to the east...after Colvyn checks it?

"Well? What are you all doing in there?"

Once things are explained. Kellek comes in and inspects the situation. He inspects the spook.

"'-is upon us, but I command you to remain. Witness my power, how Alaznist's petty wrath is but a flash compared to my strength. Take my final work to your graves, and let its memory by the last thing you-'" says the wizard repeating the ghost's muddled message in the Common tongue. "Interesting."

knowledge (Alaznist?!?; bonuses above): 1d20 ⇒ 14


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

Kellek recognizes Alaznist's name from his studies as that of one of the ancient 'Runelords', the rulers of ancient Thassilon. Her domain was that of evocation, which back in those old times was referred to as "wrath magic" for is great destructive power and the way the wizards of the time fed powerful evocation spells using the sin of wrath.

It's clear that this room and the apparition that sits within it are relics of that age. It's also quite likely that the apparition is an image of some great ruler or general from that time - maybe even one of the other Runelords!

Guiness heads over to the southern door with the star-shaped tool and holds it up to the socket. It looks like it'd be a perfect fit.

(Two votes for opening the locked door, so I'll proceed with that option tomorrow unless other folks chime in with opposition.)


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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

When Guiness suggests the star-thing may be a key, Rig holds up a hand. "Whoa there. Let's not be too hasty. I seem to recall the scary lady trying to free something locked up. On the off-hand chance that she didn't recognize that as a key, let's take a beat and think." He looks over to Colvyn. "Does that door look like it's been opened recently?"

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 freezes, the implications of Rig’s words falling on him. He lowers the “key” and turns to allow Colvyn to further investigate the door.

”I will wait while we consider.”

He listens to the door, trying to hear anything that might indicate a bound beast behind it.

Perception: 1d20 + 5 ⇒ (20) + 5 = 25


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

"I don't think anyone made it in here for a long time, but I will take a closer look." Colvyn heads back to the locked door and tries to find any clues that someone might have passed here recently or even used the door.

Perception: 1d20 + 10 ⇒ (18) + 10 = 28
Survival: 1d20 + 7 ⇒ (11) + 7 = 18


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

Colvyn and Guiness carefully check the southern door. From the trails in the dust on the floor, Colvyn deduces that his party are the only people who have been in these rooms in an incredibly long time. If Nualia had gotten in here, she's done a fantastic job at hiding her tracks. He follows the party's trail back out into the L-shaped hall and notices that this area is much more trafficked. Very likely Nualia and her allies had never made it past the pillar of gold.

Meanwhile Guiness puts his ear up against the heavy stone door. He hears absolutely nothing beyond as his ear presses against the cold stone.

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

"I didn't hear anything behind the door," reports Guiness. "Colvyn, does it look like demon girl has been trying to open this door to set something free?"

Assuming Colvyn confirms that she hasn't, Guiness will prepare to open the door once people are ready.


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)

"Let's remember that Nualia may have only just gotten past us." Kellek says, recalling the carefully concealed door down to this level of the dungeon.

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