RotRL: The Alkenstar Expedition (Inactive)

Game Master drbuzzard

Guns vs. Magic in Rise of the Runelords.

Current map

Xin Shalast Map

Loot List


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Umm, what is the diplomacy for? You already finished talking to the sheriff.

The sheriff will give you directions to Foxglove which is southwest of Sandpoint, past the bleaklow moor. It is late enough in the day that unless you want to travel at night and arrive at night, you might as well set out in the morning (it's about 9 miles by road to get there).

If there is anything you want to take care of in town that evening, let me know.


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

Thomas walks around the town to get a sense of the feelings of the populace (i.e. fearful, normal, etc.). He will avail himself of any opportunity to catch any gossip.

Sense Motive if needed 1d20 + 7 ⇒ (12) + 7 = 19

He will then head to the Rusty Dragon to chat up the barkeep and see if she knows what the other group did before disappearing.


There is no general sense of panic. Some seem a bit concerned because they are aware some people have not been seen in a while, but the sheriff has kept a lid on the current situation so there is no panic brewing.

The other bartender was not privy to the groups plans, and merely say them go and come from the Inn sometimes with a few scrapes, but nothing major.


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

Gunner tries to get a good night's sleep and be prepared to leave at dawn.


OK, assuming nobody has anything they wish to do the evening before setting out for the manner, we'll get onto that part.

The route leading out to Foxglove Manor is a 3-mile hike along a narrow path that follows the Foxglove River from the covered bridge where it flows under the Lost Coast Road to the dark sea cliffs overlooking the Varisian Gulf. Here, wild sea birds call out to a roaring ocean that churns hundreds of feet below.

As the PCs near Foxglove Manor, it almost seems as if nature herself has become sick and twisted. Nettles and thorns grow more prominent, trees are leaf less and bent, and the wind seems unnaturally cold and shrill as it whistles through the cliffside crags. The path slowly rises, bending around a steep corner in the cliffs, and then Foxglove Manor looms at the edge of the world.

The strangely cold sea wind rises to a keening shriek as Foxglove Manor comes into view. The place has earned its local nickname of the “Misgivings” well, for it almost appears to loathe its perch high above the ocean, as if the entire house were poised for a suicide leap. The roof sags in many places, and mold and mildew cake the crumbling walls. Vines of diseased-looking gray wisteria strangle the structure in several places, hanging down over the precipitous cliff edge almost like tangled braids of hair. The house is crooked, its gables angling sharply and breached in at least three places, hastily repaired by planks of sodden wood. Chimneys rise from various points among the rooftops, leaning like old men in a storm, and grinning gargoyle faces leer from under the eaves.


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

Thomas looks at the manor and then glances down at his sword.

"Why do I get the sinking feeling that my sword will not be of much use here?" He says dejectedly.


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

Lua looks at the misshapened manor more in pity than fear.

"This place was beautiful once."

She heads up the path to the entrance to the grounds.


Male Half Orc Battle Oracle 3 HP 15/29 AC 18 Init +4 Fort +3 Ref +3 Will +2 Perception +5, Diplomacy +5, Falchion +7(2d4+6, 18-20/x2)
Tracked Resources:
Spells 5/5 1st Level Spells

Urga will walk around the house looking for any tracks or other signs of activity. He will also look into the house windows on the first level.

Perception check:1d20 + 4 ⇒ (9) + 4 = 13
Perception check:1d20 + 4 ⇒ (1) + 4 = 5


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

"What a dump!" Gunner thinks seeing the ruins of the once great manor. Gunner circles the house, rifle at the ready, moving in the opposite direction of Urga looking for anything out of place.

Perception: 1d20 + 8 ⇒ (8) + 8 = 16


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

"Once, perhaps, but now it just gives me the heebie jeebies," Dukkan says as he takes a look at the decaying manor.

"I hope its still structurally sound. Wouldn't do for it to fall on our heads while we're still investigating."

Perception: 1d20 + 9 ⇒ (20) + 9 = 29


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 stays mounted and keeps a sharp eye out as he approaches slowly.

"Looks can be deceiving. It could still be occupied."

Perception: 1d20 + 10 ⇒ (18) + 10 = 28 <- +2 to notice unusual stonework, such as traps and hidden doors in stone walls or floors

Survival: 1d20 + 7 ⇒ (10) + 7 = 17


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

"Yes doctor, that would be unfortunate."

While the others are scouting the manor perimeter, Lua studies the main entrance. She focuses her divine sight into the house and through it.

Lua activates 'Detect Evil' and begins studying sections of the manor from one side of the front stoop to the other. She checks each section for 3 rounds apiece.


The new map is linked. You are currently at the NW corner on the road from town. To your right is the burned out shell of an outbuilding of some sort (B1). There are two visible doors to the building and several windows. Oddly enough the windows currently appear to be intact, which would surprise you for a building which seems abandoned.

The building perches right on the edge of a cliff so walking all the way around it means you have to come right up next to the building.

You survival check indicates that the tracks leading up to the building came from four humanoids wearing boots.

You can scan the building from the front conveniently with your detect evil and it results in a low order emanation of evil from the whole structure.


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

"Well, here goes nothing..."Thomas says as he heads for the front door. Taking a deep breath, he reaches out and tries to open it.


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 follows behind Thomas, muttering "I didn't sign up for evil spirits".


The door is unlocked and opens easily enough.

The sound of the house straining and creaking gives this long, high-ceilinged room an additional sense of age and decay. The place smells damp, the unpleasant tinge of mold lacing the air as surely as it stains the wooden floor, walls, and furniture in pallid patches. Moldering trophies hang on the wall to the northeast: a boar, a bear, a firepelt cougar, and a stag, yet they pale in comparison to the monster on display in the center of the room. Here crouches a twelve-foot-long creature with the body of a lion, a scorpion’s tail fitted with dozens of razor barbs, huge batlike wings, and a deformed humanoid face.


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

Gunner looks over the monster. "That's ugly."


I assume everyone is going into the room?


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Dukkan follows the others clutching something on the inseam of coat that, on closer inspection, was a symbol of Sarenae and mutters a prayer of protection under his breath.


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

Lua follows the train into the decrepit manor.
She continues to detect evil as she inspects the trophy room.
Perception: 1d20 ⇒ 14


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 shrugs at the decrepit conditions, "Hmm, not so bad.".

He will cautiously approach the center display for a closer look at the creature, keeping his sword ready.

Perception:1d20 + 4 ⇒ (20) + 4 = 24


Urga:
When Urga enters the room you smell the odor of burning hair and flesh, but it immediately goes away.

Lua:
You continue to detect the background evil all over the place.


Forgot to mention I updated the map.


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

Gunner looks around to see if he can find which way the previous party had gone.

My understanding is that survival is still the appropriate skill to use to track even indoors.
Survival: 1d20 + 8 ⇒ (1) + 8 = 9


Yes survival is always the tracking skill. However exceeding 10 is usually considered important


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
drbuzzard wrote:
Yes survival is always the tracking skill. However exceeding 10 is usually considered important

Gunner looks around but is unable to spot any tracks.


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

"Evil abounds in this place, brothers. Be aware. We should move as a unit, like we did in our training."

Lua draws her greatsword and walks to the easternmost exit of the room. She waits patiently for the others before she moves on.


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 sniffs the air,"I briefly smelled burning hair and flesh. That can't be good."

Urga nods at Lua. When the group is ready he will take point, moving into B3.

Perception: 1d20 + 4 ⇒ (13) + 4 = 17


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

Gunner covers Urga best he can.


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 checks his rifle and keeps an eye on the upper stories of the buildings as he rides alongside Gunner.

Perception: 1d20 + 10 ⇒ (17) + 10 = 27


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

"Right, we clear each room, one at a time." Dukkan draws his shotgun as well. He pairs up with Lua, ready to cover the pointman.


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

Once Urga gives his signal that no foes are visible, Gunner will quickly move into the room taking the left side. He will then check for any hidden threats or other hidden information.


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

Thomas centrally locates himself so he can respond to any threat.


As you proceed into the hallway to the east you notice a rather gruesome antique—what appears to be a mummified monkey head—hangs on the northern wall here, its tiny mouth gaping. A bellpull extends from the monkey’s gaping mouth. A ratty throw rug partially obscures a foul stain of dark-colored mold on the floor.

Beyond the hallway in the room a mahogany table surrounded by chairs sits in this room. Twin fireplaces loom to the west, while to the east, stained-glass windows obscure what could have been a breathtaking view of the Lost Coast. Each window depicts a monster rising out of smoke pouring from a seven-sided box. From north to south are depicted a gnarled tree with an enraged face, an immense hook-beaked bird with sky-blue and gold plumage, a winged centaurlike creature with a lion’s lower body and a snarling woman’s upper torso, and a deep blue squidlike creature with evil red eyes.


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

"Hmm.." Lua tries to think back to any lesson she might have received on these creatures:

(Knowledge: Religion): 1d20 + 6 ⇒ (14) + 6 = 20


The monkey head does not at all appear animate, and seems to only be decoration. None of the creatures depicted on the windows bring back any memories from your lessons at the temple.


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

Thomas studies the windows.
"Does anyone recognize these creatures? And what significance is that box? I notice it has seven sides as the Sihedron consists of seven spokes as well."

Do I recognize any of the creatures? I can only identify Abberations and Oozes.

Knowledge (Dungeoneering) to identify creatures 1d20 + 9 ⇒ (19) + 9 = 28


None of the monsters really trigger any memories.

Knowledge nature and arcana are what you need here


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 shakes his head at Thomas,"No, I've never seen any of these creatures before. Yes, the Sihedron is what I was thinking also. There may be a linkage between this house and the runelords."

"Let's move on and explore the north side of the house. We can circle back and search each room in detail once we clear the house."


F Paladin of Sarenrae (Warrior of the Holy Light) 4/ AC 19/ Init +1/ HP 40/ F +11; R +8; W +10 Perception +0

"I agree, Urga."

Lua moves to the northern most door and waits for the team. She will take point this time.


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

"Creepy" comments Shenderik, eyeing the area warily.


You head through the door to the north.

This dusty room features a long couch caked with white sheets of wispy fungus. Eddies of dust skitter along the warped floorboards as if caught up by a slight breeze, yet no wind is noticeable in the air.

Perception checks please.


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

perception 1d20 + 7 ⇒ (10) + 7 = 17


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

Perception: 1d20 + 10 ⇒ (11) + 10 = 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

Perception: 1d20 + 8 ⇒ (14) + 8 = 22


Male Ratfolk; Alchemist (Chirurgeon) 3/Gunslinger (Gulch Gunner) 1; AC: 20, 14(T), 17(FF) Perception: +9; Init: +; HP:29/29; Refl: +8, Fort: +6, Will: +3; CMB: +2 CMD: 15; Spd: 20

Perception: 1d20 + 9 ⇒ (2) + 9 = 11


perception 20+:

A character who makes a DC 20 Perception check notices that the dust is being disturbed, almost as if an invisible person were pacing violently back and forth before the fireplace.


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

Gunner gives a hand signal to the others that a potential foe is located in or near the fireplace. Gunner casually eases closer for a better look.


Shenderik confirms it and covers gunner with his rifle.


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

Perception: 1d20 + 4 ⇒ (20) + 4 = 24

Urga will approach with Gunner, sword ready.

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