Rise of the Runelords AE

Game Master Vuvu

Map of Sandpoint

Loot Sheet


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Acrobatics +17 | Appraise +8 | Bluff +21 | Climb +10 | Disable Device +20 (+3 vs Traps) | Know: Local +13 | Perception +20 (+3 vs Traps) | Prof (merchant) +7 | Sense Motive +13 | Sleight of Hand +10 | Swim +5 | Stealth +16 AC: 26/T: 17/FF: 21 F: +9/ R: +12/W: +7 HP: 92/92 Init +5 Percept: +16 Polearm Master Fighter 5th/Scout Unchained Rogue 5th

GM:
Vinny watches the man for a moment, trying to read him as best he can, then he tries to find a time to speak to the man...alone.

"Sir...I...uh...I noticed you have an interesting tattoo. Think I could ask you about it?" he says with a nod to the man's arm.


Unnamed

The man is obviously working vinny want to pull him aside or speak in the open?


Acrobatics +17 | Appraise +8 | Bluff +21 | Climb +10 | Disable Device +20 (+3 vs Traps) | Know: Local +13 | Perception +20 (+3 vs Traps) | Prof (merchant) +7 | Sense Motive +13 | Sleight of Hand +10 | Swim +5 | Stealth +16 AC: 26/T: 17/FF: 21 F: +9/ R: +12/W: +7 HP: 92/92 Init +5 Percept: +16 Polearm Master Fighter 5th/Scout Unchained Rogue 5th

Vinny will offer to help for a few minutes to pull him aside to chat.


Unnamed

Dozens of crates to move

Make and STR AND CON chexk


Acrobatics +17 | Appraise +8 | Bluff +21 | Climb +10 | Disable Device +20 (+3 vs Traps) | Know: Local +13 | Perception +20 (+3 vs Traps) | Prof (merchant) +7 | Sense Motive +13 | Sleight of Hand +10 | Swim +5 | Stealth +16 AC: 26/T: 17/FF: 21 F: +9/ R: +12/W: +7 HP: 92/92 Init +5 Percept: +16 Polearm Master Fighter 5th/Scout Unchained Rogue 5th

Vinny begins working, something he is not unaccustomed to.

Str: 1d20 + 1 ⇒ (18) + 1 = 19

Con: 1d20 + 2 ⇒ (14) + 2 = 16


Unnamed

At first the man starts to protest, but after a few minutes he accepts the help

At the end he puffs Thanks friend. To what do I owe the honor?


Acrobatics +17 | Appraise +8 | Bluff +21 | Climb +10 | Disable Device +20 (+3 vs Traps) | Know: Local +13 | Perception +20 (+3 vs Traps) | Prof (merchant) +7 | Sense Motive +13 | Sleight of Hand +10 | Swim +5 | Stealth +16 AC: 26/T: 17/FF: 21 F: +9/ R: +12/W: +7 HP: 92/92 Init +5 Percept: +16 Polearm Master Fighter 5th/Scout Unchained Rogue 5th

He smiles, "Well, I saw a tattoo and I was curious where you got it...I have seen it before, I think. It's there...just on your arm...," Vinny gives a nod.


Unnamed

He blanches visibly and looks around nervously


Skills:
Diplomacy +8, Heal +14, Knowledge (arcana) +8, Knowledge (planes) +9, Knowledge (religion) +11, Perception +22 (+23 to determine if surprised), Sense Motive +13, Spellcraft +14
M Human (Chelaxian) Cleric of Cayden Cailean 10
Vitals:
HP 83/83 | AC 24 (27), T 12 (15), FF 24 | F 13 R 6 W 14 | CMB 10 CMD 22 | Init + 6 | Perc +22

Are we aware of Vinny or blissfully ignorant?


Unnamed

Ignorant. He didn't tell you anything. I see you all as being split up ATM


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

I have to agree. Thanks Vinny :-P Just remember, if you get eaten by doppelgangers, that's all on you!


Acrobatics +17 | Appraise +8 | Bluff +21 | Climb +10 | Disable Device +20 (+3 vs Traps) | Know: Local +13 | Perception +20 (+3 vs Traps) | Prof (merchant) +7 | Sense Motive +13 | Sleight of Hand +10 | Swim +5 | Stealth +16 AC: 26/T: 17/FF: 21 F: +9/ R: +12/W: +7 HP: 92/92 Init +5 Percept: +16 Polearm Master Fighter 5th/Scout Unchained Rogue 5th

Hard to ask the tough questions with a band of misfits around ya ;)

"Look...I'm just curious where you got it from. I won't tell anyone from town, just want to know how that symbol is all the way out here. I saw it in Magnimar...or at least...that's where I started..." he trails off, not really sure how to explain all the teleportation involved and sure that he shouldn't.

Bluff: 1d20 + 16 ⇒ (5) + 16 = 21


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

They'd just kill him and hide the body. They're not cannibals...


Acrobatics +17 | Appraise +8 | Bluff +21 | Climb +10 | Disable Device +20 (+3 vs Traps) | Know: Local +13 | Perception +20 (+3 vs Traps) | Prof (merchant) +7 | Sense Motive +13 | Sleight of Hand +10 | Swim +5 | Stealth +16 AC: 26/T: 17/FF: 21 F: +9/ R: +12/W: +7 HP: 92/92 Init +5 Percept: +16 Polearm Master Fighter 5th/Scout Unchained Rogue 5th

We hope ;)


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Well, either way, you'd be dead, so I'm not sure it matters. ;)


Unnamed

I dunno what you are talking about...I appreciate the help and all, but this is a weird question...

sorry post eaten, I was just coming to yell at you guys...i need diplomacy on this fellow. You get a bonus for working with him of course


Acrobatics +17 | Appraise +8 | Bluff +21 | Climb +10 | Disable Device +20 (+3 vs Traps) | Know: Local +13 | Perception +20 (+3 vs Traps) | Prof (merchant) +7 | Sense Motive +13 | Sleight of Hand +10 | Swim +5 | Stealth +16 AC: 26/T: 17/FF: 21 F: +9/ R: +12/W: +7 HP: 92/92 Init +5 Percept: +16 Polearm Master Fighter 5th/Scout Unchained Rogue 5th

"Not that weird. You clearly have a star on your arm, I'm curious about it. I have seen some interesting people with them and if you are one of them, I would like to get to know you and be on your good side."

Bluff in place of Dip: 1d20 + 16 ⇒ (8) + 16 = 24


Unnamed

Promise not to start any trouble...just keep it quiet like...

The diirty truth:

he quietly admits that he got the
tattoo 2 months ago at Paradise, a floating barge converted
into a gambling and drinking hall that recently sank.
The villager sullenly explains that by allowing Paradise's
owner, the lovely and silken-tongued Lady Lucrecia, to
place the tattoo on him for a small fee, he could then show
the tattoo at Paradise's door and avoid paying the cover
fee to board. Further, those who got "Paradise's Mark"
(the Sihedron Rune) were often rewarded with additional
gambling chips and other perks, and were told that only a
select few regular patrons had been chosen for the honor.
The villager admits he was coy about the tattoo because
his wife would be furious if she found out he'd been
gambling, but defensively points out that he's not the
only one in town with the mark. In fact, ofTurtleback
Ferry's population of 430 citizens, 210 secretly bear the
mark-far more than anyone in town suspects, since
Lucrecia told them all to keep their tattoo s a secret.


Skills:
Diplomacy +8, Heal +14, Knowledge (arcana) +8, Knowledge (planes) +9, Knowledge (religion) +11, Perception +22 (+23 to determine if surprised), Sense Motive +13, Spellcraft +14
M Human (Chelaxian) Cleric of Cayden Cailean 10
Vitals:
HP 83/83 | AC 24 (27), T 12 (15), FF 24 | F 13 R 6 W 14 | CMB 10 CMD 22 | Init + 6 | Perc +22

Wow, there's some loose behavior in Turtleback Ferry.


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

Sounds like they need a paladin to visit.


Acrobatics +17 | Appraise +8 | Bluff +21 | Climb +10 | Disable Device +20 (+3 vs Traps) | Know: Local +13 | Perception +20 (+3 vs Traps) | Prof (merchant) +7 | Sense Motive +13 | Sleight of Hand +10 | Swim +5 | Stealth +16 AC: 26/T: 17/FF: 21 F: +9/ R: +12/W: +7 HP: 92/92 Init +5 Percept: +16 Polearm Master Fighter 5th/Scout Unchained Rogue 5th

"I won't let on to anyone...though, I may have to check into this Paradise place. Do you know much about Fort Rannick? I actually came to town to look into it."

More Bluffing, cause he's a lying Liar who lies: 1d20 + 16 ⇒ (6) + 16 = 22


Unnamed

Fort Rannik...thats where those rangers stay. Occasionally one comes into town, sometimes with the head of some monster...I think they just do it to impress the girls in town myself. But don't know much. Why you heading there?


Skills:
Diplomacy +8, Heal +14, Knowledge (arcana) +8, Knowledge (planes) +9, Knowledge (religion) +11, Perception +22 (+23 to determine if surprised), Sense Motive +13, Spellcraft +14
M Human (Chelaxian) Cleric of Cayden Cailean 10
Vitals:
HP 83/83 | AC 24 (27), T 12 (15), FF 24 | F 13 R 6 W 14 | CMB 10 CMD 22 | Init + 6 | Perc +22
MiniGM wrote:
Why you heading there?

The man does make a good case for visiting the floating barge.


Acrobatics +17 | Appraise +8 | Bluff +21 | Climb +10 | Disable Device +20 (+3 vs Traps) | Know: Local +13 | Perception +20 (+3 vs Traps) | Prof (merchant) +7 | Sense Motive +13 | Sleight of Hand +10 | Swim +5 | Stealth +16 AC: 26/T: 17/FF: 21 F: +9/ R: +12/W: +7 HP: 92/92 Init +5 Percept: +16 Polearm Master Fighter 5th/Scout Unchained Rogue 5th

"Heard there might be trouble...so we are being compensated to check it out..."


Unnamed

Trouble. Well that sounds...well...like trouble I guess. 'spose you knew that. So anyhow, if that is all... He looks meaningfully toward the bar...


Acrobatics +17 | Appraise +8 | Bluff +21 | Climb +10 | Disable Device +20 (+3 vs Traps) | Know: Local +13 | Perception +20 (+3 vs Traps) | Prof (merchant) +7 | Sense Motive +13 | Sleight of Hand +10 | Swim +5 | Stealth +16 AC: 26/T: 17/FF: 21 F: +9/ R: +12/W: +7 HP: 92/92 Init +5 Percept: +16 Polearm Master Fighter 5th/Scout Unchained Rogue 5th

Vinny gives the man a smile and a nod, claps him on the back and then goes to find his companions to fill them in on everything he has learned.


Male Elf Wizard (Admixture-Evoker) AC: 15/15/13 w/magic 23/15/20 Init:+9 Perc:+10 F:+7 R:+7 W+8

sounds like something fishy going on at that boat. We should check it out before going to the fort. What do you all think?


Unnamed

Those of yo that ask around find out that the gambling barge caught fire and sank a few weeks back


Skills-Mut:
(Acr +5; Apr +11; Blf +1; Cr(Alc) +19|+33; Dipl +1; DisDev +25; Disg +1; EA +18; Fly: +17; Heal +4; Intm +1; Kn(Arc) +21; Kn(His) +16; Kn(Nat) +12; SenMot -1; SoH +18; Splcft: +15; Stlth +26; UMD +14)
Gnome Alchemist (Beastmorph): 10
Vitals-Mut:
(HP: 85/85; AC: 24/17/19 (+4 vs. giants); Percep: +14; Init: +6 ; Fort +13[+17], Ref: +15, Will: +5; CMD: 21; CMB +7; Speed: 20, Fly: 60)

Tarinhil chuckles, " Guess that lead's a bit out of date...".

He then pauses, cocks his head, then says tentatively, "Of course, what happened could be related to the troubles and it might be worth looking at the wreckage. I can mix up some extracts to help us breathe water, though I'm thinking that Darin's magic might be more efficient... "


M
Vital:
60/60 HP; F +4 R +9 W +10; DR5/CI; init +7, AC 16/15/13
Goblin Cat Oracle of Life 7 Spells 1st: 7/7 2nd 7/7 3rd 5/5 Channel 5d6 6/6 Exclude 3, Energy Body 7/7 (1d6+7)

Phooka turns into his face from. You are on your own on that. Cats and Birds are not fans of water.


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

"Me neither Phooka," Fernus says as he strokes Phooka's back, "Halfling aren't strong swimmers by nature."

"It does sound like the vice of greed has been lived here alright. I wonder why'd it burned down. What I wonder is, did it burn down accidentally or was it set on fire purposefully? It might be from those who hated the gambling, but also could be on purpose due to sacrifical terms. We know they wanted to harvest energies."


Skills:
Diplomacy +8, Heal +14, Knowledge (arcana) +8, Knowledge (planes) +9, Knowledge (religion) +11, Perception +22 (+23 to determine if surprised), Sense Motive +13, Spellcraft +14
M Human (Chelaxian) Cleric of Cayden Cailean 10
Vitals:
HP 83/83 | AC 24 (27), T 12 (15), FF 24 | F 13 R 6 W 14 | CMB 10 CMD 22 | Init + 6 | Perc +22

Darin will shrug at Tarin.

Good to be needed. Too bad though, that barge sounded like a good opportunity to cause and break up a fight.

Then he'll look at Phooka.

What about penguins, or cranes, or herons, or ducks? Or geese? Or sea cats?


M
Vital:
60/60 HP; F +4 R +9 W +10; DR5/CI; init +7, AC 16/15/13
Goblin Cat Oracle of Life 7 Spells 1st: 7/7 2nd 7/7 3rd 5/5 Channel 5d6 6/6 Exclude 3, Energy Body 7/7 (1d6+7)

Do I look like a penguin, crane, heron, duck or goose? Or a sea cat? And shouldn't you be fall down drunk as a priest of Cayden?


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

"Why don't we ask around town a little more. Learn if anyone was killed and what they know of it."
Diplomacy to gather more info: 1d20 + 19 ⇒ (10) + 19 = 29


Unnamed

Unalaq learns that the recent rains have been heavier and causing animals to become restless, lots of cougars and bears around the edges of the town of late. Not coming in but restless. He also learns that a patrol was sent to the fort but that it never returned.

Everyone from here out can roll a d12 everyrtime they do a gather info of about 20 to see what else you learn. I will give you yours unalaq

1d12 ⇒ 6

H eard a few months ago, before all these rains started, that some of the hunters who brave the Valley of
Broken Trees for boar found a bunch of enormous footprints. Giant-sized footprints! I t's bad enough we've
got ogres, but if a giant's moved into the valley, I sure hope the Black Arrows take care of it soon!


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

Diplomacy to gather info: 1d20 + 7 ⇒ (4) + 7 = 11

Fernus tries his best to get some rumours and flitting around company, but mostly he is just not noticed at all, perhaps he is too small or his voice too weak for anyone to pay good attention to him and what he's asking.


Acrobatics +17 | Appraise +8 | Bluff +21 | Climb +10 | Disable Device +20 (+3 vs Traps) | Know: Local +13 | Perception +20 (+3 vs Traps) | Prof (merchant) +7 | Sense Motive +13 | Sleight of Hand +10 | Swim +5 | Stealth +16 AC: 26/T: 17/FF: 21 F: +9/ R: +12/W: +7 HP: 92/92 Init +5 Percept: +16 Polearm Master Fighter 5th/Scout Unchained Rogue 5th

Vinny talks around town, quietly looking into the gambling that was to be had.

Know Local Gather: 1d20 + 13 ⇒ (10) + 13 = 23

1d12 ⇒ 6


Acrobatics +17 | Appraise +8 | Bluff +21 | Climb +10 | Disable Device +20 (+3 vs Traps) | Know: Local +13 | Perception +20 (+3 vs Traps) | Prof (merchant) +7 | Sense Motive +13 | Sleight of Hand +10 | Swim +5 | Stealth +16 AC: 26/T: 17/FF: 21 F: +9/ R: +12/W: +7 HP: 92/92 Init +5 Percept: +16 Polearm Master Fighter 5th/Scout Unchained Rogue 5th

If necessary since its a duplicate... 1d12 ⇒ 10


Unnamed

nope you just get the same info Vinny.


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

I'm going to roll for Darin, Tarin, and Elorin to keep things moving...
Diplomacy (Darin): 1d20 + 8 ⇒ (14) + 8 = 22
Rumor: 1d12 ⇒ 12
Diplomacy (Tarin): 1d20 + 1 ⇒ (3) + 1 = 4
Rumor: 1d12 ⇒ 4
Diplomacy (Elorin): 1d20 + 0 ⇒ (18) + 0 = 18
Rumor: 1d12 ⇒ 2
After regrouping, Unalaq suggests, "I think we should spend a few more hours asking around. Then we can decide if we go diving or head for the fort."
Assuming everyone is ok with another round of gathering info...
Diplomacy (Unalaq): 1d20 + 19 ⇒ (19) + 19 = 38
Rumor: 1d12 ⇒ 11
And rolling for Tarin since he is out of town...
Diplomacy (Tarin): 1d20 + 1 ⇒ (20) + 1 = 21
Rumor: 1d12 ⇒ 8


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

"Perhaps... Maybe I've better luck this time. Maybe I should stand on a table so I get noticed."

Diplomacy attempt 2: 1d20 + 7 ⇒ (18) + 7 = 25 Rumour: 1d12 ⇒ 8


Unnamed

Been some weird lights across the lake in the Shimmerglens lately. They don't show up all the time, but now
and then you can see them in the early dawn hours, mavin' around like they was a bunch of people over there
carryin' around lanterns and dancin' and stuff. Place is haunted, I tells ya!

The dam up north, between the Storval Deep and Skull River, is haunted by all of those who have drowned
hereabouts. The skulls carved on the dam let the ghosts watch you when you approach!

No one believes me, but that leader of the Black Arrows- Bayden's his name, I think-he's got something
going on over across the lake. I seen him com in' and gain' from Whitewillow, and so's my friends. I 'm pretty
sure he's up to no good. Nothing friendly lives in swamps, after all!


Skills:
Acrobatics +1, Climb +6, Diplomacy +21, Escape Artist +1, Fly +1, Ride +1, Sense Motive +2, Stealth +1, Swim +6
Suli (native outsider): Paladin (Oath of Vengeance)
Vital:
HP 136/136, AC 29 T 19 FF 26, Resist 7 (acid, cold, electricity, fire), Per +0 Init +2, F +14 R +9 W +10, CMB +14, CMD 29, Speed 30, Javelins: 3

Prior window rolling for Darin, Elorin and Vinny...
Diplomacy (Darin): 1d20 + 8 ⇒ (2) + 8 = 10
Rumor: 1d12 ⇒ 11
Diplomacy (Elorin): 1d20 + 0 ⇒ (15) + 0 = 15
Rumor: 1d12 ⇒ 11
Diplomacy (Vinny): 1d20 + 13 ⇒ (2) + 13 = 15
Rumor: 1d12 ⇒ 1
"Let's make one more pass through the village, then regroup and determine our next steps."
Assuming everyone is ok with another round of gathering info...
Diplomacy (Unalaq): 1d20 + 19 ⇒ (16) + 19 = 35
Rumor: 1d12 ⇒ 4
And rolling for Tarin since he is out of town...
Diplomacy (Tarin): 1d20 + 1 ⇒ (13) + 1 = 14
Rumor: 1d12 ⇒ 12
That leaves Darin, Elorin, Fernus, and Vinny to roll a 3rd round of gathering. Sorry for the bad rolls last time guys. Why don't you try your own and then weigh in on what you want to do next. Unalaq wants to go to the fort. I am still a little confused by the sunken barge. Not sure if it just sank or if it took a bunch of people with it.


Unnamed

People been disappearin' lately. And not just them who's been going into the deep woods. I 'm talkin' fishermen, travelers, people just out on the roads. My money's on them Grauls-that family's got ogre blood It in them, and once you get ogre blood in you ... you just ain't right!

Consider it time to stay the night now as well. Gonna cost you 2 silver per person.


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

Fernus has the same problem Unalaq, he thinks it might be a ritualistic sacrifice/burning. Also do the weird light around the lake also scream: Will-O-Wisps! to anyone?

Diplomacy round 3: 1d20 + 7 ⇒ (5) + 7 = 12 Yet again Fernus doesn't seem to stand ut, this time it's not because of his size, his voice has become sore through the shouting he tried earlier that day.


M
Vital:
60/60 HP; F +4 R +9 W +10; DR5/CI; init +7, AC 16/15/13
Goblin Cat Oracle of Life 7 Spells 1st: 7/7 2nd 7/7 3rd 5/5 Channel 5d6 6/6 Exclude 3, Energy Body 7/7 (1d6+7)

As Fernus plops down unsuccessfully getting any attention Phooka flaps over to him in raven form and then changes to fae form.

How are you doing friend? obviously worried if there are lingering effects from that whole being dead thing...


Unnamed

did you guys bring Xorn with you? Make sure you pay his loading as well if you did


Male Elf Wizard (Admixture-Evoker) AC: 15/15/13 w/magic 23/15/20 Init:+9 Perc:+10 F:+7 R:+7 W+8

Should we check out some of these things first or go to see the Rangers? They seem to be the peacekeeping force of this area.
Maybe they already have already addressed some of these rumors? I will follow where the rest of you lead.


Skills:
Diplomacy +8, Heal +14, Knowledge (arcana) +8, Knowledge (planes) +9, Knowledge (religion) +11, Perception +22 (+23 to determine if surprised), Sense Motive +13, Spellcraft +14
M Human (Chelaxian) Cleric of Cayden Cailean 10
Vitals:
HP 83/83 | AC 24 (27), T 12 (15), FF 24 | F 13 R 6 W 14 | CMB 10 CMD 22 | Init + 6 | Perc +22

Diplomacy: 1d20 + 8 ⇒ (5) + 8 = 13
Rumor: 1d12 ⇒ 2

Rumor concentration:

Been some weird lights across the lake in the Shimmerglens lately. They don't show up all the time, but now and then you can see them in the early dawn hours, mavin' around like they was a bunch of people over there carryin' around lanterns and dancin' and stuff. Place is haunted, I tells ya!

The dam up north, between the Storval Deep and Skull River, is haunted by all of those who have drowned hereabouts. The skulls carved on the dam let the ghosts watch you when you approach!

No one believes me, but that leader of the Black Arrows- Bayden's his name, I think-he's got something going on over across the lake. I seen him com in' and gain' from Whitewillow, and so's my friends. I 'm pretty sure he's up to no good. Nothing friendly lives in swamps, after all!

People been disappearin' lately. And not just them who's been going into the deep woods. I 'm talkin' fishermen, travelers, people just out on the roads. My money's on them Grauls - that family's got ogre blood in them, and once you get ogre blood in you ... you just ain't right!

Unalaq learns that the recent rains have been heavier and causing animals to become restless, lots of cougars and bears around the edges of the town of late. Not coming in but restless. He also learns that a patrol was sent to the fort but that it never returned.

Heard a few months ago, before all these rains started, that some of the hunters who brave the Valley of Broken Trees for boar found a bunch of enormous footprints. Giant-sized footprints! It's bad enough we've got ogres, but if a giant's moved into the valley, I sure hope the Black Arrows take care of it soon!

So we've got giants and ogres and bears, oh my!

Darin will look at Phooka with a raised eyebrow before it (Darin respects Phooka's privacy so he's not checking for gender) flies off.

Actually very, very few clerics of Cayden Cailean are drunks - we actually have a good number of support groups to help people who have problems controlling their drinking. Here, take this pamphlet.

Darin produces a pamphlet that's titled "Sobriety and You: How to Stay Away from the Demon Alcohol".


Status:
HP: 41/41; AC: 18, T: 17, FF: 14; CMD: 16; Fort: 5, Ref: 10, Will: 6 +1 vs Fear; Init +5; Perception +0, Low-light vision
Halfling Sorcerer (Crossblooded, Shaitan and Deep Earth) 6/ Arcane Savant 2

"I'm fine... I guess... It still feels strange, like waking up from a nightmare. It also felt like I met familiar people after that initial shock and horror. Val being one of them actually. But before I joined them to reminisce, they said goodbye and I fell into a dream yet again. I'm not sure what those dreams were about but I heard strange voices, strange languages like I could understand them, but haven't heard either before."

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