Rise of the Runelords - Pathfinder Society (Inactive)

Game Master JCServant


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Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

Hardegon completes his business at the shop feeling all shiny with his new armor and swords. He eventually finds his way back to the Rusty Dragon...

Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

Whilst the newcomer was out equipping himself...

So what do you think of the kid? He seems unsure of himself around us, maybe that's nerves. If we keep an eye on him I think he'll be a great addition.


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

"Big eyes of lost child. That is honest. When he is more sure, danger maybe. But in that time, we make him friend, or show him we are strong." Megekki laughs. "Strong, or friend, or too poor, or dead. We will be some of that."

Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

Listening to Megekki's sage words of caution Emrys adds;

True. Nevertheless, there are certain skills we lack as a team and if he is half so skilled with a blade as they claim he is with a lock-pick then the Thistletop goblins have much to fear.


Belor Hemlock, Human, Fighter, Sheriff of Sandpoint

Shalelu heads up to Ameiko's room as the Sheriff continues.

Very well. I'll leave you men to it while I get the watch here prepared and update the mayor.

He walks out for a moment, and walks back in. Bloody hell. Almost forgot. While Magnimar couldn't give me men to assist with the goblins, they didn't leave me empty handed. However, these would probably be more useful in your hands, seeing that you're going to face them head on.

He snaps his fingers and one of his men brings in a bag. It has the following.

+1 Arrows of Bane Vs. Goblinoid x 18
3 Potions Cure Moderate Wounds
Scroll of Dispel Magic x2
Bracers of Armor +2

Good luck, men.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Oh my....


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

Hardegon returns to the Rusty Dragon as the sheriff finishes his last...

It looks we all have new toys to play with, holding up his two new blades. So what's the plan?

Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

Emrys examines the items and says:

You scouted the area Zeriax, what are your thoughts on the goblins.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Zeriax reconvenes the information they had discussed the day before after his foray with Shalelu.

Quoted for simplicity.

Shalelu_JCS wrote:
Zeriax wrote:

Zeriax nods at the group decision, and with their permission follows along with Shalelu.

As Shalelu leads you to Thistletop, she shares some information with him.

The ancient site known as Thistletop has long served as a den for Goblins. Based on what you told me from Tsuto's journal, it may not serve as something more. I've avoided a direct confrontation with it for decades, because of the sheer number of goblins holed up there. But, it now seems that in order to protect the town from future attack, and to confront the one responsible for bringing the goblins together to attack Sandpoint, it may be necessary. I must warn you, you and your friends must be prepared.

You follow the lost coast east for about 6 miles before arriving, and Shelelu takes you through the woods.

There's a secret goblin trail leading to their stronghold through the woods here. Though, one must be careful. Its easy to get lost and the thorny, poisonous plants around this area add to the danger. There's also the main pathway in, but that would be better guarded.

As she shows you the parameter where you see several goblins 'guarding, she whispers, Thistletop is a curiously round island about 60 feet off shore, connected to the mainland by a rope bridge. The thorns that comprise the “walls” here are quite damp; the fog every morning and evening ensures that. As a result, the brambles don’t burn well. An attempt to smoke out the goblins or burn down their thistle maze would only results in a slow-burning smoky fire. You can certainly attempt reach Thistletop by the sea or by traveling along the beaches, but you would need to need to navigate the treacherous sea cliffs to get to the stockade built atop the island. She points to the cliffs as you draw close. I estimate the cliffs themselves at about 80 feet high, and the damp sea air would make those walls slick. I saw a goblin try once. It was pathetic, and somewhat humorous at the same time (though not for...

"I suggest we take the secret goblin trail" - Zeriax states as a conclusion.


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

While Zeriax recounts what he saw with Shaelelu, Megekki moves about the room, stuffing arrows into Zeriax' quivers, and putting one of the potions into the pockets or pouches of Zeriax, Emrys, and Hardegon. He seems a proper squire as he laces the bracers onto Zeriax, and affects an arrogant librarian head-tilt (made ridiculous from the presence of his juju mask...) as he passes the scrolls to Emrys, one hand gripping a phantom pen, furiously scribbling...


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

"Thank you friend Megekki... You don't need to do that... I can..." - Zeriax seems disconcerted at the situation


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

"Helpful. Megekki.", the orc voice gruffs.

:)

Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

Always. laughs the wizard and claps Megekki on the shoulder.

Tactically, the secret trail seems the best choice. Although the thought of getting lost among poisonous undergrowth is somewhat disconcerting. How confident are you of finding the path Zeriax? Or better still, will Shalelu lead us? She knows the hidden ways better than anyone.


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

"Elf goes to talk to Ameiko. If choosing, choose Ameiko. Better magics, better fighting, than Megekki. And pretty."


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

Brenton listens to the others.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

"I cannot be completely sure, but the fact is that the alternatives do not seem much better - I know nothing about navigation, and taking the main entrance seems simple folly... We can inquire if Shalelu will accompany us up to the entrance to the bramble overgrowth, but then I believe it will be up to us to navigate the way - I doubt our elf friend has ever been in there..."


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

Poisonous overgrowth? Heck, even poison ivy could ruin your day, much less something less inane...


Shalelu returns.

Ameiko is well. Or, at least she will be with some rest. I think she over-exited herself.

The Sheriff catches her up on the discussions.

Of course, I can lead you there. Then I will leave you to confront that evil, while I insure the Sheriff remains informed on any other movements of the other tribes.

Shalelu lowers her voice and looks even more serious than normal. There is not telling what evil festers within Thistletop. If a necromancer is working with the goblins as you suspect, it could lead to unexpected dangers.


Belor Hemlock, Human, Fighter, Sheriff of Sandpoint

I trust Shalelu in this. No one knows the goblins better than she does. Take every precaution. If what you find there is overwhelming, then return the town and we'll discuss other options. My Iomedae guide your swords!

Grand Lodge

Each player has until next posting time to let me know if there are any concerns with leaving...or last minute preparation. Otherwise, the group moves forward.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

GM-JC, I believe the "Group" file in Rise of the Runelords Dropbox folder is incorrect, as in... there's another group there :D


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

Hardegon thinks of a few more items to pick up and tells everyone, I'll be back in a bit. I forgot something...


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

"Many mirrors, Megekki has. Many faces, Megekki mirrors. Friends always know Megekki, Megekki stand one foot, scratch leg. Remember, stand one foot, scratch leg, is Megekki. Or is itchy leg. Is bad sign..."

Megekki begins to argue with himself in Orcish and Varisi and Goblin, and wanders around the room.


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

Brenton is prepared to leave

Grand Lodge

Shalelu escorts you through the forest to the front of woods of Thistletop.

The briars and thistles that grow so rampantly in Nettlewood are even more dense and tangled here, close to the shore. Although not quite dense enough to block the sound of waves crashing on the unseen shores to the west, the undergrowth is certainly thick enough to block sight and access to the coast. Few trees grow this close to the edge of the sea, but the briars themselves often reach heights to rival them; here, the patch is nearly twenty feet high.

New Map in shared folder: Thistletop

Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

Spells prepared

Level 0
Daze
Prestidgitation
Light

Level 1
Color spray
Magic missile
Snowball
Grease

Level 2
Create pit
Flaming sphere

Proper update when I get home


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

I see a map called Thornkeep. Are we at the blue arrow?

Brenton is ready to move in when others are.


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0


Spells:
Witch 2: (All Witch spells ASF Breastplate:25% Shield:15%)
Prepare: 4x0th, DC 13, and 3x1st, DC 14
Cast: -/2
0th: Detect Magic
0th: Detect Poison
0th: Message
0th: Light
1st: Unseen Servant
1st: Mage Armor
1st: Mount


Cleric 1:
Spells:
Prepare: 3x0th, DC 11, and 2+1x1st, DC 12
Cast: -/2
0th: Enhanced Diplomacy, +2 one Dip or Intim check w/i 1 minute
0th: Guidance
0th: Mending
1st: Bless 1SA, 1min/lvl
1st: Protection from Evil 1SA, 1min/lvl
1st Domain: Arcane Lock OR Disguise Self

Grand Lodge

Yup. You are the arrow. It shows where you are at and the general direction you are looking/heading.


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

"Ameiko is not coming.", Megekki observed sadly as they set out from town.

Is Shalelu staying with us? If not:

"Wait, take this.", Megekki says, untying from his castoff cord belt the scabbard of Ameiko's fine dagger. "It is Ameiko's. Tell her I tried, to take good care of it."


Ameiko does not fight much since her last adventure some years ago. It ended a bit...tragically. However, I have known her for some time, and Ameiko acts with honor. If her skills are needed to save lives, you can count on her.

Detecting a bit of sadness from Megekki, she adds, Do not worry, my friend. Ameiko does not hold harsh feeling towards friends for long. Give it time. A week or a month for now, I would be surprised if she even remembers the incident.

She refuses the dagger. You give it back to her personally, upon your return. To do so, with respect, is considered honorable in her culture. Not to mention, you may a more immediate need for it.

Shalelu leaves after showing you the way in. The Sheriff has asked her to patrol the other known tribes to insure they are not moving against the town while you all are attacking Thistletop.


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

If I were the goblins, I would definitely set traps up on the path leading into the compound...I will keep my eyes open, but so should you all.


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

"Megekki, eyes not good. But open."


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

At the kids suggestion, Brenton starts aiding to locate traps.

Perception: 1d20 + 6 ⇒ (19) + 6 = 25

Grand Lodge

You move forward. It would normally be a hot day, however, the canopy of leaves and the breeze from the sea helps. The background noise of birds and other wildlife makes it hard to hear anything with great discernment. You see pathways to the north and east. To the west, you find a small hole in the wall a bramble, large enough for a goblins to pass through easily. You could force your way through.

Map updated


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

I really have no desire to squeeze through brambles, however I will check the pathways to the north and east for booby traps.

Find Traps (North): 1d20 + 8 ⇒ (4) + 8 = 12

Find Traps (East): 1d20 + 8 ⇒ (11) + 8 = 19


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0
Brenton Demurri wrote:

At the kids suggestion, Brenton starts aiding to locate traps.

How'd I miss that? :)

Megekki also tries to be helpful...

perc+1 to Aid Another 1d20 + 1 ⇒ (7) + 1 = 8

...and fails.

Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5
Hardegon wrote:
If I were the goblins, I would definitely set traps up on the path leading into the compound...I will keep my eyes open, but so should you all.

Smart thinking. I like this kid. No. That's disrespectful. Hardegon knows what he's doing, he should lead us through here.

I'll back you guys up. And keep my eyes peeled.

Perception: 1d20 + 5 ⇒ (10) + 5 = 15

Grand Lodge

You don't spot any traps from here. What direction do you want to go?


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

Brenton takes out a coin and flips it in the air. "Tails we go north, heads we go east."

1:north, 2: east

Coin Flip: 1d2 ⇒ 2

Silver Crusade

(RETIRED) KA+9, KD+7, KH+8, KN+7, KP+8, KR+8, Dip+4, SC+9 Elf Conjurer 3 | HP 19 | AC 14 FF 13 T12 | Saves +2/+4/+4 | Init +5 | Percep +5

When there is no logic to follow, may as well let fate decide. East it is.


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

Let me know how often I would need to make detect trap checks as we go forward. I will be taking my time as we go...

Grand Lodge

Rogues who have the Trap Spotter Rogue Talent have an automatic check to detect traps within 10'. If you don't have that talent, picking it up as as soon as you are able is the best way to deal with traps. Otherwise, you have to declare every time you approach a new area. Be aware that traps DCs are slightly modified per my house rules.

Three thistle tunnels open into a large cavelike chamber. Above, the thorny canopy grows thin enough that tiny slivers of the sky above can be seen, while below, the ground consists of trampled dirt. To the west, the distant sound of sloshing waves echoes up from a hole.


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

Under his mask, Megekki sheds a homesick tear.

"I'nit peaceful, G'reg'i?", a hobbit's voice asks from under the mask.

Megekki nods, slowly.


Male Human Rogue 4 || HP39 || AC 18 || Init +4 || Per +8 (+10 Traps) || F +5 / R +9 / W +3 ||

Find Traps:1d20 + 8 ⇒ (17) + 8 = 25 in the large cavelike chamber...

Grand Lodge

If you type {dice=Find traps}d20+7{/dice} it looks like Find traps: 1d20 + 7 ⇒ (17) + 7 = 24


Scarred Witch Doctor 2/Cleric 1 AC:16 Tch:10 F/R/W:+5/+0/+6 HP:23 Perc:+1 Init: +0

I did not know that!


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Zeriax nods to Shalelu as she leaves - "Stay safe"

While Hardegon checks the site for potential traps and similar dangers, Zeriax keeps watch, paying particular attention to the cave before them.

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

Grand Lodge

Sorry about the above...I was answering his question from discussion and it somehow ended up here, lol

The hole leads to a cavern below your feet that is both dark and deep. It appears 70' down, and there's a body of water at the bottom, though you have no idea how deep that goes.

There are also other directions you can go at this level (see map).


M Human Priest; 20AC w/shield, 20hp, Saves (4F/7R/8W); Perception +6; [3S1/0S2/3C]

Brenton uses detect magic on this adventure.

He casts light on a stone and drops it into the pool of water.

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