RotRL: The Alkenstar Expedition (Inactive)

Game Master drbuzzard

Guns vs. Magic in Rise of the Runelords.

Current map

Xin Shalast Map

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Male Gnome HP 37/38, AC 21 (TAC 15, FFAC 17), Fort +6, Ref +8, Will +0, CMD 16, Init +4, Perc +7, Bombs 8/11, Mutagen 1/1: 50 Minutes Chirurgeon Alchemist 5

Flik will take his Identify elixir and a Keen Senses elixir before he sits at a table at Williamson's. He will look over the deed to see if there is any magic or other details that he needs to notice about it.


The deed is just a mundane piece of paper.


Male Gnome HP 37/38, AC 21 (TAC 15, FFAC 17), Fort +6, Ref +8, Will +0, CMD 16, Init +4, Perc +7, Bombs 8/11, Mutagen 1/1: 50 Minutes Chirurgeon Alchemist 5

Flik decides to match the ink and try his hand at copying the deed with a "slight" change so it says the deed reverts to Williamson.

Alchemy: 1d20 + 14 ⇒ (14) + 14 = 28

Linguistics: 1d20 + 13 ⇒ (13) + 13 = 26


It looks quite convincing. However since the deed is several years old (decades), the paper does not match.


Male Gnome HP 37/38, AC 21 (TAC 15, FFAC 17), Fort +6, Ref +8, Will +0, CMD 16, Init +4, Perc +7, Bombs 8/11, Mutagen 1/1: 50 Minutes Chirurgeon Alchemist 5

Practice :)
Would I be able to come up with an alchemical mix that could "age" the paper?


I imagine it would be possible. Problem with the whole scheme is that it is likely that the other party to the deed also has a copy since it would be in their interest.


Male Gnome HP 37/38, AC 21 (TAC 15, FFAC 17), Fort +6, Ref +8, Will +0, CMD 16, Init +4, Perc +7, Bombs 8/11, Mutagen 1/1: 50 Minutes Chirurgeon Alchemist 5

Alchemy: 1d20 + 19 ⇒ (9) + 19 = 28

I'm assuming this counts as creating an "alchemical" item. If not, then the result is 5 less.


It would be an alchemical treatment to age the paper, so I'd say it works. However as I said before, I doubt it will amount to anything other then generating a dispute in court over a house infested with haunts.

Though the considering the other party to the dispute will likely be on the receiving end of the classing D&D 'kill things and take their stuff' nobody is likely to survive to make the dispute.

This process will take several hours so you know.


Male Gnome HP 37/38, AC 21 (TAC 15, FFAC 17), Fort +6, Ref +8, Will +0, CMD 16, Init +4, Perc +7, Bombs 8/11, Mutagen 1/1: 50 Minutes Chirurgeon Alchemist 5

After finishing the process, Flik brings it to Williamson.

"Here you are, sir. If we succeed, this may make it look like we were just protecting our property. If we fail, it can help with delaying, or derailing, their objectives. Here is the original also."


Still kinda waiting on someone to debrief with him (as in before you did your alchemical jiggery pokery).


Male Gnome HP 37/38, AC 21 (TAC 15, FFAC 17), Fort +6, Ref +8, Will +0, CMD 16, Init +4, Perc +7, Bombs 8/11, Mutagen 1/1: 50 Minutes Chirurgeon Alchemist 5

Hmm... I was kind of hoping someone else would have done that by now, but I suppose I could give him the run down before working on the deed.

"Sir, we're back. The house was interesting. It is haunted by the servants. We found evidence that points to the Brothers of the Seven as being behind this. We found a deed that they helped pay for and that is supposed to revert back to them after 100 years. I think I can at least make sure that doesn't happen, as it would displace those nearby that settled too close."


Human Fighter (Weapon Master) 4, Monk (Master of Many Styles) 1, AC 22, HP-39, F +7 R +8 W +6, Initiative +5, Perception +8, CMD- varies a lot

The transfer is not due to happen for another 20 years. However, with the most current member of the Foxglove family dead, I would guess that would change things."


"Did you find any indication as to how to find this Brotherhood of the Seven?"


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

"We didn't find any direct evidence of where to find the Brotherhood, but there is reference to a payment transfer at the Sawmill. It may be related to the Brotherhood. We need to investigate."


Male Dwarf Cavalier 4 / Gunslinger 1 - HP 49/49,- AC 17/T: 11/FF: 16 - Perception +11 - F: +9*/ R: +7/ W: +4* - CMB: +5 - CMD: 19*, Speed: 20, Init. +4

"We'll go take a look at this sawmill," says Shenderik. "I'm sensing something bigger going on here."


"Ahh yes, the sawmill I can get you directions on how to get there. "


after an aide comes back with a map of Magnimar and the location of the sawmill (located up the river a bit out of the city) "Is there anything else you need from me?"


Male Dwarf Cavalier 4 / Gunslinger 1 - HP 49/49,- AC 17/T: 11/FF: 16 - Perception +11 - F: +9*/ R: +7/ W: +4* - CMB: +5 - CMD: 19*, Speed: 20, Init. +4

Shenderik looks around at his companions, then says "I wouldn't think so. We'll be gearing up and heading over soon."


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage

"Have you any contacts in the town guard that may know about the Brotherhood?" Billy asks the agent.


"The name is not known to me personally. I can try to ask around with my contacts if you like. "

You wait around for a reply to that, and he turns up no information.

"Oddly enough, they appear to be an unknown quantity, At least among the people I know. "


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage

Off to the mill then.


You head as indicated in the directions provided by Williamson.

Built over the mouth of the Yondabakari River, this wood building sits on massive wooden pilings driven into the riverbed below. A wooden boardwalk wraps around the northern rim of the building, and a flight of stairs leads down to a door on the east side just above the water level. The churning of four large waterwheels under the mill fills the air with sound and mist.


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

"Be ready for trouble."

Urga draws his sword and circles the outside of the sawmill looking for anything suspicious.

Perception: 1d20 + 8 ⇒ (11) + 8 = 19


You don't notice anything odd about the place. There is no outside activity.


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage

"I can try to scout ahead," Billy says and putting his words into action he attempts to quietly and without notice open the east side door. If he succeeds, he will then scan the space on the other side of the door and then report back to the squad his findings.

Stealth: 1d20 + 8 ⇒ (1) + 8 = 9

Perception: 1d20 + 9 ⇒ (13) + 9 = 22


What time of day are you doing this? If you did it during daylight, it's pretty hard to sneak up on a place without cover. You can attempt to be quiet though.

The door is locked.


Male Dwarf Cavalier 4 / Gunslinger 1 - HP 49/49,- AC 17/T: 11/FF: 16 - Perception +11 - F: +9*/ R: +7/ W: +4* - CMB: +5 - CMD: 19*, Speed: 20, Init. +4

Given our encounters with undead, Shenderik has no intentions of approaching in the night!

He waits a little ways off for Billy to signal any discoveries.


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage

Daytime it is then

Billy slinks back to the group and reports..."Doors locked. We better check around that boardwalk."


You head around to the boardwalk and follow it to the river side of the building. There you find a large set of double doors, but again, they are locked.


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

Urga looks around for any windows that he can climb up to.

"Shall we just bash in a door then?"


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage
Urga the Ogre wrote:

Urga looks around for any windows that he can climb up to.

"Shall we just bash in a door then?"

"Maybe...didn't the evidence say something about midnight meetings? Should we watch the building until midnight and see if anyone shows or try to break in and position ourselves for an ambush?"


Human Fighter (Weapon Master) 4, Monk (Master of Many Styles) 1, AC 22, HP-39, F +7 R +8 W +6, Initiative +5, Perception +8, CMD- varies a lot

"Yes, I agree. Let's watch the place until tonight. Perhaps, we will be able to garner more information while waiting."


You all head back for cover and get a good vantage point. It is late afternoon, but a shipment of wood comes while you watch and it is taken into the building through the double doors on the deck by workers from the inside of the mill. You can hear sawing noises from inside as it is processed.

Night falls eventually, but you see no lights approaching the structure. You do see some lights under the cracks of the doors indicating that the building remains occupied. What does seem odd though is that nobody seems to leave once it gets dark, but the saw has stopped working, so evidently the work day is done.


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage

"Alright then, my suggestion was a huge failure. We can either go straight in or try to open one of the doors. My vote is to have Urga try to open the lower level door with the rest of us helping as much as we can."


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

Urga nods at Billy's suggestion, "Aye, let's do it."

Urga sheaths his weapon and attempts to shoulder the door open.

Strength Check: 1d20 + 4 ⇒ (19) + 4 = 23


Does anyone have any adamantine equipment? just a suggestion.


Urga rams the door quite forcefully with his shoulder making a loud cracking noise, bursting it open.

This is a place of mist and noise. Four immense waterwheels churn steadily in the northern part of this large room, while to the south, whirring belts of leather, gears, pulleys, and thick ropes spin and churn, using the eternal motion of the river below to power pistons that rumble along the southern wall.


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage

Billy looks around the room for potential foes and for other exits out of the room.

Perception: 1d20 + 9 ⇒ (17) + 9 = 26


GM stuff:

stealth: 1d20 + 8 ⇒ (19) + 8 = 27
stealth: 1d20 + 8 ⇒ (8) + 8 = 16
stealth: 1d20 + 8 ⇒ (9) + 8 = 17
stealth: 1d20 + 8 ⇒ (5) + 8 = 13

You notice 3 people hiding in the room.


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage

Billy nonchalantly turns to the others and makes hand motions pointing out the number and location of the people hiding in the room. He casually pulls the rifle off his shoulder and pretends to check it even as he keeps an eye on the hiders. Once the squad is ready he whips his rifle around and points it directly at the nearest hider.

"Come on out where we can all see you, nice and slow with your hands over your head," he commands in a voice loud enough to be heard over the racket in the room.


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

Urga draws his sword and approaches the hiding figures cautiously.

Perception: 1d20 + 8 ⇒ (4) + 8 = 12


We should probably just do initiative then.

baddies init: 1d20 + 3 ⇒ (12) + 3 = 15


Male Gnome HP 37/38, AC 21 (TAC 15, FFAC 17), Fort +6, Ref +8, Will +0, CMD 16, Init +4, Perc +7, Bombs 8/11, Mutagen 1/1: 50 Minutes Chirurgeon Alchemist 5

Init: 1d20 + 2 ⇒ (19) + 2 = 21


M Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3 Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage

Initiative: 1d20 + 8 ⇒ (3) + 8 = 11


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

Initiative: 1d20 + 2 ⇒ (15) + 2 = 17


Human Fighter (Weapon Master) 4, Monk (Master of Many Styles) 1, AC 22, HP-39, F +7 R +8 W +6, Initiative +5, Perception +8, CMD- varies a lot

initiative 1d20 + 5 ⇒ (6) + 5 = 11

Btw, my sword is adamantine


A stealthier approach might be cutting your way in next time though maybe not by much since it would be hacking away

Shenderik init: 1d20 + 4 ⇒ (5) + 4 = 9

Map is updated. Flik then Urga are up.


Male Gnome HP 37/38, AC 21 (TAC 15, FFAC 17), Fort +6, Ref +8, Will +0, CMD 16, Init +4, Perc +7, Bombs 8/11, Mutagen 1/1: 50 Minutes Chirurgeon Alchemist 5

Flik moves up and drinks his Mutagen for a Dex boost. (+4 Dex, -2 Wis, +2 Natural AC, lasts 50 Minutes)


Male Dwarf Cavalier 4 / Gunslinger 1 - HP 49/49,- AC 17/T: 11/FF: 16 - Perception +11 - F: +9*/ R: +7/ W: +4* - CMB: +5 - CMD: 19*, Speed: 20, Init. +4

Sorry for the absence.


Urga will swing at the target in front of him.

to hit: 1d20 + 7 ⇒ (9) + 7 = 16 damage: 2d6 + 15 ⇒ (6, 4) + 15 = 25

and lops a large gash into his side spraying blood across the inside of the mill.

Initiative list

Flik
Urga
Baddies
Billy
Thomas
Shenderik

Baddies:

2 pull out short swords and chop away at Thomas.
first one moves into position and attacks around the corner full of machinery.
to hit: 1d20 + 7 ⇒ (2) + 7 = 9 miss

the one adjacent takes out a short sword and chops away
to hit: 1d20 + 8 ⇒ (18) + 8 = 26 damage: 1d6 + 5 ⇒ (1) + 5 = 6 (Thomas is flat footed so no combat styles are up yet, as he doesn't have combat style mastery)

The millworker on Urga also takes out his sword and swings a blow.
to hit: 1d20 + 7 ⇒ (12) + 7 = 19 damage: 1d6 + 3 ⇒ (1) + 3 = 4

The millworker behind that one casts a spell. He looks at Urga and says in a very strange tone of voice "Fall!". Need a will save from Urga.

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