Rise of the Runelords Group #1 - adopted by DM Dr Evil (Inactive)

Game Master DM DoctorEvil

Tunnels Under Sandpoint map


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Glassworks and Goblins - Round 8

19 Adjinakou
19 Purple Goblin
17 Slaynn
11 Zephir
10 Qorinae
10 Tiberiu (unconscious, stable)
8 Green Goblin

Adjinakou up with a goblin threatening him. Once again have a teammate down, but at least he's stable.


Male Human (Mwangi) Witch 2 l HP: 16/16 l AC: 12 (16 MA) [T: 12, FF: 10 (14 MA) l Fort: +2, Ref: +2, Will: +4 l Init: +8 l Per: +7 (+9)

Adjinakou gives the green goblin the evil eye. Evil Eye: -2 to hit, DC 15 (Will) The curse-happy witch starts cackling to increase the malingering nature of his curses and steps away from the green goblin, giving his new acquaintances space to fight.


Glassworks and Goblins - round 8 - continued

Adjinakou throws another Evil Eye curse at Green. He begins cackling extending the duration of the negative effect.

Purple Goblin continues moving, swinging his dogslicer at Qorinae. Still affected by the evil stare of the witch, the attack fails.

Green Dc 15 Will: 1d20 - 1 ⇒ (9) - 1 = 8
Purple slicer, Evil Eye: 1d20 + 2 - 2 ⇒ (10) + 2 - 2 = 10

Our remaining and conscious heroes are all up next.


hit points: 14/15 Init +6; Perception +8 AC 16, touch 14, flat-footed 12 hp 15 Fort +0, Ref +7, Will +1; +2 vs. enchantments

1d20 + 2 ⇒ (1) + 2 = 3 Nice, two in a row.

Bellowing heroically, Qorinae swings his sword across in a chop that would have beheaded a man. Sadly, it whistle's through the air above the goblin's head.

There is obviously some curse at play here, he thinks to himself.They're not THAT quick,


male human Wind Oracle 2 | HP's: 22/22 | Ac:13. T:10, Ff:13 | F:+2, R:+1, W:+4 | Init.:+4 | Perception:+1

Moving for a clear shot, Zephir will again try to stab a little beastie, ringed in purple.
" Hold still , you!"
attack with longspear: 1d20 + 2 ⇒ (12) + 2 = 14
damage: 1d8 + 2 ⇒ (2) + 2 = 4


Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4

Tiberiu's nostrils flare slightly as he stirs, struggling to regain consciousness...

It really hasn't been a good day for him. Or us, for that matter...:P

Grand Lodge

Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1
XP:
654 of 1300
| HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Skills:
Acrobatics: +3| Appraise: +2| Climb: +0| Craft (Alchemy): +7| Bluff: +1| DD: +3| Diplomacy+1| Intimidate: +1| Heal +0| K.Nature: +6| Sense Motive: +0| Stealth: +0| Spell: +2| Survival: +5|

Slaynn attempts to bring his own efforts into the fray, tired as he already is.

Bash or attempt too 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 141d6 + 4 - 2 ⇒ (6) + 4 - 2 = 8


Glassworks and Goblins - Round 8 - continued

As Tiberiu continues to lie unconscious, the rest of the party whiffs on their attacks versus the apparently invulnerable goblins.

Having seen enough of this fight, Green Goblin opens the door to the south, while turning to defend himself mightily against Qorinae or any other foe.

Move action to open the door then Total Defense (+4 to AC) as Standard Action

End of Round 8


Glassworks and Goblins - Round 9

19 Adjinakou
19 Purple Goblin
17 Slaynn
11 Zephir
10 Qorinae
10 Tiberiu (unconscious, stable)
8 Green Goblin (+4 to AC, -2 to hit)

Adjinakou is up again. Then Purple, then the heroes. Hopefully the dice gods are with you this round.


Male Human (Mwangi) Witch 2 l HP: 16/16 l AC: 12 (16 MA) [T: 12, FF: 10 (14 MA) l Fort: +2, Ref: +2, Will: +4 l Init: +8 l Per: +7 (+9)

Shadows gather around the green goblin as spirits of woe bedevil him. More Evil Eye: -2 to AC

The witch continues to cackle.


male human Wind Oracle 2 | HP's: 22/22 | Ac:13. T:10, Ff:13 | F:+2, R:+1, W:+4 | Init.:+4 | Perception:+1

On his turn after purple and Slaynn
Keeping his eye on the little monster, Zephir releases his spear with his right hand, reaching down to touch Tiberiu.
Small sparks wash over his body as healing energies envelope him.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Really small sparks...
Nope. No good dice gods here...

Grand Lodge

Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1
XP:
654 of 1300
| HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Skills:
Acrobatics: +3| Appraise: +2| Climb: +0| Craft (Alchemy): +7| Bluff: +1| DD: +3| Diplomacy+1| Intimidate: +1| Heal +0| K.Nature: +6| Sense Motive: +0| Stealth: +0| Spell: +2| Survival: +5|

Seeing the goblins intention to escape, Slaynn moves forward towards the doors and slams his quarterstaff down!

Attack 1d20 + 4 - 2 ⇒ (3) + 4 - 2 = 51d6 + 4 ⇒ (2) + 4 = 6 Sigh the dice gods must be laughing


hit points: 14/15 Init +6; Perception +8 AC 16, touch 14, flat-footed 12 hp 15 Fort +0, Ref +7, Will +1; +2 vs. enchantments

Qorinae takes a swing at the purple goblin.

attack: 1d20 + 2 ⇒ (14) + 2 = 16 damage?: 1d8 + 3 ⇒ (6) + 3 = 9


Glassworks and Goblins - Round 9 - concluded

Adjinakou continues to throw his baleful stare around at the capering goblins. This time the stare distracts the goblin so much that it cant' concentrate on defense.

Purple Goblin heads for the door being held by his mate, and takes a swing at Qorinae on the way out, scratching the elf for 1 hp dmg.

Slaynn's fatigued swing just misses the head of purple goblin, but distracts him enough for Qorinae's longsword to find a connection. The blade sinks deeply into the goblin's bony chest, and the creature falls by the wayside, dead.

Zephir's healing touch doesn't exactly fizzle, but doesn't work wonders either. Still it's enough to revive the constantly wounded Tiberiu who slowly regains consciousness.

Green Goblin, now the only one left, steps through the door, and then pushes it closed, trying to get distance between himself and the murderous longshanks.

Green DC 15 Will: 1d20 - 1 ⇒ (16) - 1 = 15
Purple Slicer, evil eye: 1d20 + 2 - 2 ⇒ (19) + 2 - 2 = 19
Crit Confirm, purple, evil eye: 1d20 + 2 - 2 ⇒ (6) + 2 - 2 = 6 FAIL
Purple DMg: 1d4 ⇒ 1


male human Wind Oracle 2 | HP's: 22/22 | Ac:13. T:10, Ff:13 | F:+2, R:+1, W:+4 | Init.:+4 | Perception:+1

Slapping his hand on his chest in a loud clap, Zephir again reaches out to the injured Tiberiu.
" Gozreh, give this man the vigor to fight!"
CLW: 1d8 + 2 ⇒ (4) + 2 = 6
one 1st level spell left, then I can stabilize but not cure...XD


Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4

Hey, I've made it to 7/10, so I should be ok for the moment...thanks! :P

Tiberiu's eyes flicker open as the battle still rages, and he can't make sense of it for a second. Are we still fighting the goblins? Is this some unknown form of purgatory?

As the goblins fall and the last one flees, the Varisian man picks himself up, holding his head and breathing hard. Zephir's second infusion of energy brings him fully upright, though he still seems a bit unsteady. "Thanks for that--handy trick you've got," he says to the dwarf. "Grrraaahhhh, my head is pounding...not what you would expect given the repeated stabbings." Eyeing the door the goblin fled through, he asks apprehensively, "So, do we go after it?"


hit points: 14/15 Init +6; Perception +8 AC 16, touch 14, flat-footed 12 hp 15 Fort +0, Ref +7, Will +1; +2 vs. enchantments

Qorinae's moods are as subject to the moment as ever, and having finally hit, and killed, a goblin, he is once again in Hero Mode.

"Don't let it escape!" he bellows. "For Sandpoint!"

He rushes the door, throwing a shoulder against it and (hopefully) bursting through.

Grand Lodge

Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1
XP:
654 of 1300
| HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Skills:
Acrobatics: +3| Appraise: +2| Climb: +0| Craft (Alchemy): +7| Bluff: +1| DD: +3| Diplomacy+1| Intimidate: +1| Heal +0| K.Nature: +6| Sense Motive: +0| Stealth: +0| Spell: +2| Survival: +5|

Slaynn openes the door to allow his fellow elf to rush the goblin....why slam the door shut when someone else could just open it for the others?

lol Couldn't resist..Use standard action to open door for the others.


Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4

Tiberiu, sighing, follows the overeager elf. "The things I do..." he mutters. Briefly, he considers the merits of enchanting his scarf more potently. Nah, he thinks. Just one goblin and five of us...even we can't fail with those odds...

Move up to goblin, and around to block him in if possible.


Glassworks and Goblins - round 10 - continued

19 Adjinakou
17 Slaynn
11 Zephir
10 Qorinae
10 Tiberiu (prone)
8 Green Goblin (-2 on attacks)

As Slaynn moves to the door opening it again, Zephir passes more healing energy to the prone but conscious Tiberiu. The fallen Varisian rises up and gets in line behind Qorinae who has gone through the door to face the fleeing goblin.

Need action from Adjinakou, and an attack roll from Qorinae, since Slaynn was kind enough to get the door for him. Tiberiu, who stood and moved already, is out of actions until next round.


hit points: 14/15 Init +6; Perception +8 AC 16, touch 14, flat-footed 12 hp 15 Fort +0, Ref +7, Will +1; +2 vs. enchantments

attack: 1d20 + 2 ⇒ (6) + 2 = 8

Thrown off by Slaynn opening the door for him, Qorinae stumbles through and swings his sword ineffectually at the goblin, who must be at least a little amused by now.


Male Human (Mwangi) Witch 2 l HP: 16/16 l AC: 12 (16 MA) [T: 12, FF: 10 (14 MA) l Fort: +2, Ref: +2, Will: +4 l Init: +8 l Per: +7 (+9)

Adjinakou follows and keeps cackling to keep up his curses.

Grand Lodge

Male Elf Barbarian 1 / Alchemist (Rage Chemist) 1
XP:
654 of 1300
| HP: 21/21 (24/24) | AC: 16/12/14 (14/10/12) |Init: +4 | Perc: +5 | Fort: +5 (7) | Ref: +4 | Will: +0 (2)| CMB: +4 (6) | CMD: 16 (18) | Quarterstaff: +4 (6); 1d6+4 (7)| | Sling: +3;1d4+3 (5)| Bombs: 3;1d6
Skills:
Acrobatics: +3| Appraise: +2| Climb: +0| Craft (Alchemy): +7| Bluff: +1| DD: +3| Diplomacy+1| Intimidate: +1| Heal +0| K.Nature: +6| Sense Motive: +0| Stealth: +0| Spell: +2| Survival: +5|

Slaynn blinks as his fellow elf stumbles....

It couldn't be...his race as it was were nimble and graceful weren't they??


hit points: 14/15 Init +6; Perception +8 AC 16, touch 14, flat-footed 12 hp 15 Fort +0, Ref +7, Will +1; +2 vs. enchantments

Not so much, apparently


Goblins and Glassworks - Round 10 - concluded

As the cackling witch extends his hex effect on the sole remaining goblin, Qorinae stumbles through the door held by Slaynn, his attack turning into a big mess which misses badly.

The Green Goblin does not return the attack, but steps backwards and opens the door on his right, which appears to lead to a set of stairs descending into a dark cellar. He takes a defensive position re-doubling his efforts at protection.

End of Round 10

Goblin takes Total defense as Standard Action, move action to open the door, and 5' step to mvoe away from Qorinae for now.


Goblins and Glassworks - Round 11

19 Adjinakou
17 Slaynn
11 Zephir
10 Qorinae
10 Tiberiu
8 Green Goblin (-2 on attacks, +4 to AC)

All the hero types are up now in this round before the Goblin has a turn.


Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4

Tiberiu charges forward, teeth gritted, scarf whirling. "Why. Won't. You. Die!"

Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d6 ⇒ 5

C'MON DICE. DON'T MAKE ME CAST TRUE STRIKE TO KILL A F*%%ING GOBLIN.


Male Human (Mwangi) Witch 2 l HP: 16/16 l AC: 12 (16 MA) [T: 12, FF: 10 (14 MA) l Fort: +2, Ref: +2, Will: +4 l Init: +8 l Per: +7 (+9)

Adjinakou keeps piling on the curses.

Hex: Evil: -2 Saves; Move Action: cackle.

The witch is giving the goblin -2 to saves, AC, and hit.


Goblins and Glassworks - Round 11 - continued

More curses fly from Adjinakou, causing the Goblin to weaken even further. But even his arcane curses aren't enough to allow Tiberiu to hit the defensive minded goblin with his scarf.

Green Will DC 15: 1d20 - 1 ⇒ (18) - 1 = 17

Attacks still pending for Slaynn, Qorinae, and Zephir before the goblin gets to act.


male human Wind Oracle 2 | HP's: 22/22 | Ac:13. T:10, Ff:13 | F:+2, R:+1, W:+4 | Init.:+4 | Perception:+1

Squeezing past his companions, Zephir grips his spear in his right hand and again tries a backhand with his spiked gauntlet.
attack: 1d20 + 2 ⇒ (16) + 2 = 18
damage: 1d4 + 2 ⇒ (1) + 2 = 3
Gob gets an AoO on me...


hit points: 14/15 Init +6; Perception +8 AC 16, touch 14, flat-footed 12 hp 15 Fort +0, Ref +7, Will +1; +2 vs. enchantments

Qorinae heroically slashes at the evil, runty little @#%&.

1d20 + 2 ⇒ (6) + 2 = 8


Male Human (Mwangi) Witch 2 l HP: 16/16 l AC: 12 (16 MA) [T: 12, FF: 10 (14 MA) l Fort: +2, Ref: +2, Will: +4 l Init: +8 l Per: +7 (+9)

I think you may habe to NPC Slaynn, right?


hit points: 14/15 Init +6; Perception +8 AC 16, touch 14, flat-footed 12 hp 15 Fort +0, Ref +7, Will +1; +2 vs. enchantments

Or, we can trade in the Saga of the Heroes of Sandpoint for the Tale of the Toughest Goblin in the World.


Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4

Many years later, as Adjinakou is telling the tale to his grandchildren: "And then, after the goblin had killed Tiberiu for the FIFTH time..." :P


What Grandchildren? you guys will still be in this combat 40 years from now...

Glassworks and Goblins - Round 11 - concluded

Slaynn, though fatigued, is getting sick and tired of this goblin hanging about. He pushes past the others in doorway, getting to a spce where he can wreak some havoc. Unfortunately, he draws the goblin's ire as he does so. Luckily, the goblin is so hemmed in now that his attacks are random and miss badly. Slaynn lines up the little bugger with his staff , but the dodgy goblin survivies again.

Zephir also pushes through in the storerrom and stabs the goblin, piercing his side for 3hp damage. The Goblin howls in pain and clutches his side, but doesn't succumb.

Qorinae, bumped from behind by Slaynn, misses yet again.

The goblin still surrounded begins withdrawing down the stairs into darkness. Back slowly down until the darkness takes the vision of the PC's.

Goblin AoO vs Slaynn, evil eye: 1d20 + 2 - 2 ⇒ (4) + 2 - 2 = 4
Slaynn staff, fatigued: 1d20 + 3 ⇒ (7) + 3 = 10

End of Round 11


Goblins and Glassworks - Round 12

19 Adjinakou
17 Slaynn
11 Zephir
10 Qorinae
10 Tiberiu
8 Green Goblin (3 hp dmg, -2 on attacks and AC)

Not sure who has darkvision or the ability to light up the stairs, but it is pitch black where the goblin has retreated to. Anyone going after?


Male Human (Mwangi) Witch 2 l HP: 16/16 l AC: 12 (16 MA) [T: 12, FF: 10 (14 MA) l Fort: +2, Ref: +2, Will: +4 l Init: +8 l Per: +7 (+9)

The witch calls up light and cackles to continue the curse.


hit points: 14/15 Init +6; Perception +8 AC 16, touch 14, flat-footed 12 hp 15 Fort +0, Ref +7, Will +1; +2 vs. enchantments

"Watch it, I'm trying to fight, here!" Qorinae mutters at Slaynn as he pushes past. "Almost had him that time, too," he adds, fooling noone.

attack: 1d20 + 2 ⇒ (16) + 2 = 18
damage: 1d8 + 3 ⇒ (3) + 3 = 6

With Adinakou's light ... lighting the way, Qorinae leaps after the goblin and swings, determined to end the vicious, nasty, evil little runt.


male human Wind Oracle 2 | HP's: 22/22 | Ac:13. T:10, Ff:13 | F:+2, R:+1, W:+4 | Init.:+4 | Perception:+1

Following Qorinae's lead, Zephir will rush behind him, stabbing at the goblin around his companion.
attack with longspear: 1d20 + 2 ⇒ (13) + 2 = 15 Plus whatever penalties and bonus', possible cover from Q and +1 for higher ground....
damage: 1d8 + 2 ⇒ (7) + 2 = 9


Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4

Tiberiu glances at Slaynn, who, though still breathing heavily, is far the more prepared to tackle goblins in the dark. "Go on, I know you want to," he says with a sigh.

Since at the bottom of init anyway, not technically delaying...just bringing up the rear.


Goblins and Glassworks - Round 12 - concluded

Adjinakou the witch doctor, continues cackling, whether at his teammates feeble melee skills or not, no one can tell. The effect continues to vex the remaining goblin. The caster also brings forth light, illuminating the staircase that leads to the cellar.

Slaynn stands back for a moment, while Qorinae and Zephir jump to the fore. Both hit the cursed goblin, and their frustration is abated as the target falls to the ground dead.

End of Combat

Finally, you kill off all the 8 goblins in the glassworks. Doing so earns you each 270xp. This brings your cumulative total to 1392 or enough to move to Level 2! Congratulations! I will have some instructions for leveling in the Discussion tab. I will also have a re-cap of wounds etc.


male human Wind Oracle 2 | HP's: 22/22 | Ac:13. T:10, Ff:13 | F:+2, R:+1, W:+4 | Init.:+4 | Perception:+1

" We should search the rest of this floor. Make sure we didn't miss Ameiko."
Zephir seems to get an epiphany. He looks at his hand as it seems covered in sparks, then touches the end of his longspear. It glows like a torch! Smiling he whips it around. Planting the butt end on the ground he angles the light around him.
" Hah! That's great! I just figured out how the master did that!"


Male Human (Varisian) Kapenia Dancer/2; HP 10/16; AC 13(15 w/scarf), T 13 (14), FF 10; CMD 12; F +5, R +2, W +2; Init +2, Per -1; Arcane Pool: 2/4

"Congrats," Tiberiu murmurs distractedly, still nursing a number of wounds. "I think you're right--we need to investigate the rest of this place." He turns to trudge back upstairs, then pauses. "As long as you're doing that lighting-up trick, we should make sure there's nothing else in this basement...especially not a hole that goblin might have been fleeing to."

Twitching his hand and muttering an incantation, Tiberiu summons a small ball of light of his own, balancing it on his open palm, and takes a good look around the basement.

Perception: 1d20 - 1 ⇒ (7) - 1 = 6

Alright, a quick look.


With dual light sources now going, the basement is quickly illuminated for the heroes to examine. The room off the stairs appears to be underground storage and hold piles of sand and other raw materials for glass making. Two wheelbarrows sit against the wall (no holocaust cloaks however...). Just east of the stairs, the broken in remains of a brick wall like in shambles. The hole in the wall reveals an older passage heading away to the south. Another passage farther west leads down a hall with a few doors in it.

Map has moved to the small inset in upper right of page.


Male Human (Mwangi) Witch 2 l HP: 16/16 l AC: 12 (16 MA) [T: 12, FF: 10 (14 MA) l Fort: +2, Ref: +2, Will: +4 l Init: +8 l Per: +7 (+9)

Perception: 1d20 + 9 ⇒ (4) + 9 = 13

Adjinakou follows along.


hit points: 14/15 Init +6; Perception +8 AC 16, touch 14, flat-footed 12 hp 15 Fort +0, Ref +7, Will +1; +2 vs. enchantments

Qorinae sheathes his sword and draws his bow.

"More useful with this," he says, readying an arrow.

perception: 1d20 + 8 ⇒ (12) + 8 = 20
stealth: 1d20 + 9 ⇒ (9) + 9 = 18

Putting a finger to his lips, he slips over the broken wall and advances down the passage to the south, stepping carefully and keeping a close eye out for anything that looks like it might hurt him.


male human Wind Oracle 2 | HP's: 22/22 | Ac:13. T:10, Ff:13 | F:+2, R:+1, W:+4 | Init.:+4 | Perception:+1

"Alright then. Let's check the basement first."
Zephir holds his spear up to light the room.
perception: 1d20 + 1 ⇒ (6) + 1 = 7
Meaning to look around the room, he finds himself examining Tiberiu's wounds instead.
" Heh. Sorry Tiberiu, in the excitement I forgot you were hurt."
He says as he reaches out and touches the man on the shoulder, sending an electric shock of healing down his back.
CLW: 1d8 + 2 ⇒ (6) + 2 = 8


Peering through the broken in brick wall, Qorinae sees the passage turns the corner to the west just beyond. Carefully picking his way through the rubble, the elf leads the group around the corner. There a passageway stretches for about 30'. There are two doors on the south wall, and another knocked in brick wall, about 20' ahead. The passage then turns back north, where a third door sits on the western wall.

Zephir doses Tiberiu with another charge of healing restoring nearly all his vitality.

Tiberiu at 9/10 hp. Zephir used up 3 1st level spells today so far, one left.


Male Human (Mwangi) Witch 2 l HP: 16/16 l AC: 12 (16 MA) [T: 12, FF: 10 (14 MA) l Fort: +2, Ref: +2, Will: +4 l Init: +8 l Per: +7 (+9)

"Let's try the southern wall first."

exploring going clockwise.


Opening the first door on the south wall, the group sees a small 10x10 square room with a long tunnel leading from the room. Goblin-sized footprints litter the room seemingly leading from the tunnel into the room. The tunnel winds off as far as you can see into the bedrock below Sandpoint.

Let me know if you want to follow the tunnel or stay and explore this area.

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