RotRL: The Alkenstar Expedition (Inactive)

Game Master drbuzzard

Guns vs. Magic in Rise of the Runelords.

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Xin Shalast Map

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Just to keep things moving, assuming the cleric in development is with you. This part can be talked though so stats aren't too important yet.

Yap leads you on through the swamp for a while. It's really quite an unpleasant place, far worse than any other swamp you have travelled. It seems that you always seeing things out of the corner of your eye that are a threat, but are no longer there when you turn to get a proper look. as you move on you get positively jumpy.

The tangled swamp gives way to a relatively large clearing, a calm pool of unnaturally still water ringed by twisted, decayed willow trees. Wind blows, but the trees do not sway. It is as if the very land has died.

Yap speaks up.
“We’re here... my lady waits for you within. I dare not go any closer...”


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

that's fine. So tell is what is wrong with her. Everything you can think of.


"She isn't herself anymore and she scares me. I just don't understand. You'll need to see for yourself. You can see how it has affected the land. This was a cheerful place once. "


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Is she hurting people and creatures or just the land? Is she all alone or are there others that have been effected like her?

Says the shockingly astute hobbit...for a hobbit


"She is alone. I don't know that she has actually hurt anyone. She sure scared everyone off though. "


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

"What is see? Another Fey creature?"


"Well she was a nymph...I'm not really sure what she is now..."


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Sp you want us to kill her?


"No, don't kill her! She's always been so good to us. You have to help her!"

Bloodthirsty little hobbitses


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Bo casts a quick spell, guidance, and then ponders on Nymph's..

Know Nature on Nymph: 1d20 + 6 ⇒ (14) + 6 = 20


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

well if she is poisoning the land and is not the same.... Bander sees a dragonfly and tries to catch it.


Bo:

Nymph
CG Medium fey

Many have lost their lives in vain search of the beauty of the nymph, and many more to the madness and obsession their grace has upon minds and bodies unprepared for their companionship. Yet the nymph herself is not a cruel creature—a guardian of nature's purest places and most beautiful realms, she treats those who respect her and her abode with kindness, and may even favor someone who takes her fancy with magical gifts. Yet those who would seek to abuse or harm her or her home quickly find that behind her beauty is a fierce protector more than capable of defending her charge.

You don't get any goodies with that roll.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

"While I Have no clue of her power's it is said that Nymph's are extremely beautyful. They also appreciate respect of their lands, but who knows what to expect with her being mad."

Bo casts Heightened Awareness before continueing on.


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

Our friendly neighborhood cleric should through up Prot from evil and Will save boosters if we are going up against a corrupted nymph


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

shame we haven't met him yet


Technically you have, we're just handwaving that part to keep moving.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

oooo I see. I misunderstood. Then let's get that cast!

Bander will follow the critter and then when they arrive at the location of the nymph it is stealth time.
Take 10


dude halfling

"Does she love hairy toes?"

Tirion will also go for cover when they get closer (taking 10)...


As you move among the willows into the glade, you approach a pool in the center.

As you near the pool an apparition rises from the pool.

Need will saves DC 24 this is not an attack, it is an unconscious effect

Once soul-shakingly beautiful, the nymph princess Myriana is now a haggard, ghostly horror. Her disembodied arms float at her sides, exposed bone and sinew stretching toward her torso but ever too far out of reach. Her lower torso fades away to smoke, savaged too cruelly by the ogres for even her insane ghost to retain. But her most terrifying feature is her eyes: wells of hellish horror, crying out silently in an agony beyond anything a mortal creature could ever know. They reduce those who try to hold her gaze to gibbering children. She is beauty undone, and torment incarnate.

She howls in anguish and then speaks:

"Why did you fail Lamatar? Why did you let Fort Rannick fall? Why did you let the ogres take Lamatar up to their lair on Hook Mountain? They must have tortured him to death up there! He was my true love! How could you let this happen?"

Lamatar was the commander of Fort Rannick


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

She can actually surpress the effect if she wishes too..

Will: 1d20 + 16 ⇒ (3) + 16 = 19


She would have to be sane enough to do that.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

1d20 + 8 ⇒ (3) + 8 = 11 +2 if it is fear


not fear


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Gonna have a hardtime saving her hubby when the whole party is blind..


no, they are just stunned for a little while


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

The stunning thing is a standard action and deffinitely offensive.. The blinding one is the one thats always on, but can be turned off as a free action. Although im not b*%$@ing because perma blindness out in the wilderness would not be good.


This is a modified version of that ability because this is a ghost nymph.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Understand and completely ok with not be blinded atm..

After his stunning is over.. Bo will talk.. "We we're not a part of his fall, or the forts. We have only just recently reclaimed the fort and slayed the Ogre's there. If you can point us in the direction of the Hook Mountain lair we would be happy to try and save Lamatar! I am a Paladin of Sarenrae, my word is stronger than oak!"

Diplomacy: 1d20 + 15 ⇒ (19) + 15 = 34


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Wow. That was something! We are here to help. Hobbits are helpful!

1d20 + 9 ⇒ (13) + 9 = 22 Diplo to Aid


"I truly do not think Lamatar lives anymore, but if you can at least bring me his remains, I think I can find peace. "

She will describe which of the Hook Mountains actually has the Kreeg Clanhold where she believes her lover was taken.

I suppose you probably should head back to town to report on the Fort sooner or later as well (the small local town).


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

agreed on the reporting. handwaiv it? I will try to get s few scrolls made, of some basic level 1 spells like shield etc


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

If it is on our way fine, if not i vote we continue on the mountain! Also are the ranger's tagging along? I would have burned LoH's to heal them full between the 2 days..


The rangers will be tagging along. We'll assume the town is enough on the way to make it worth a stop.


Unnamed

want to get scrolls of shield, obscuring mist, fireball, alter wind and reduce person. any available?


In Podunkville? No. I already rolled up the quite limited selection of things found in such a one horse town a while back and iirc, you bought them out. You have not been gone any significant length of times, so nothing has replenished.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Well was hoping you had forgotten that lol


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

Will Save: 1d20 + 3 ⇒ (1) + 3 = 4


That was impressive.


dude halfling

Tirion's Will save: 1d20 + 5 ⇒ (12) + 5 = 17 stunned -- but well-hidden, so nobody knows about it!

Tirion listens from his hiding place, noting the description of how to get to the kreegs lair...


As you head back to Turtleback Ferry, a pretty nasty storm hits with lighting and severe rain. It just won't seem to let up and the roads are reduced to a sodden mire. It takes a couple of days to make the trek, and the raid simply will not let up.

As you approach the village, you note it is really taking the brunt of the storm.

The village of Turtleback Ferry is drowning. The muddy, surging waters of the Skull River tear through the center of the community to fill Claybottom Lake with a terrible fury—many of the buildings that once sat comfortably on the river’s banks are already flooding and in danger of collapsing from the rushing water. A group of children and a woman huddle aboard one of the old turtleshell ferryboats, the tiny flood-bashed vessel lodged up against the general store and threatening to capsize at any moment. Beyond, the town’s church stands solid, its foundations already three feet deep in floodwaters. Frantic movement is visible in the upstairs windows as townsfolk trapped inside rush about in a desperate attempt to save scriptures, comfort the sick, and pray for deliverance.


dude halfling

drenched as he is, Tirion starts pulling out his rope, and squinting across to the marooned ferryboat with the stranded children on it; it's obvious he's estimating the distance across the water. His next words are certainly meant to mock his clear intent to attempt a rescue:

"I reckon we oughta just head back to Magnimar, and leave these losers to their fate..."

he has a 100' length of silk rope, and plans to tie it to a sturdy-looking tree that's close to the boat: he should have at least 90' left. How far does it look like from stranded boat to the nearest sturdy tree on this side of the flow?


You are more inside the town, so there aren't any trees (in those days nearby trees became firewood). You can find a post on a building to anchor to if you like. Call the distance 40'.


dude halfling

After securely tying off the rope, Tirion will use his Light Steps Ninja class feature to dash across the surface of the water. He'll pop a ki point for extra movement, just for good measure. He'll tie the other end of the rope to a sturdy feature on the boat.

How stuck does the boat look? Could a hobbit kick it off into the flow, letting the rope pull it across as it goes downstream-- so it winds up 50' downstream of the anchor point?


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

Bah, Hands me da rope Draingore pops some crystals into his mouth and runs his spider into the water. He rams his Spyder throttle into high gear and runs headlong into the deep waters. He climbs up the side of the general store and throws the silk rope to them. He tells them to tie it off. Draingore will use it to pull them to safety

Air crystals:

Price 50 gp; Weight —
Category Alchemical Remedies
Description
These unpleasant-tasting, alchemically grown crystals release breathable air when chewed. A pouch of air crystals provides 1 minute of breathable air. Placing air crystals in your mouth takes a standard action; chewing them each round is a free action. Any attempt to speak while chewing air crystals negates any remaining duration.


The boat is too suck for halfling strength (9) to budge it.

How big is the spider thingy exactly? I need to decide if it can avoid the force of rushing water (comparable amounts of water have carried off small cars for PCs the swim check is DC 25).


Giant Black Widow Spider Riding Mecha

Construct
Init +3

DEFENSE

AC 15, touch 13, flat-footed 12 (+3 Dex, +3 natural, –1 size)
hp 38 (7d8+7)
Fort +2, Ref +5, Will +6
Defensive Abilities: Zombies lose their defensive abilities and gain all of the qualities and immunities granted by the undead type. Zombies gain DR 5/slashing

OFFENSE

Speed 40 ft., climb 40 ft.
Melee bite +10 (1d8+7)
Space 10 ft.; Reach 5 ft.

STATISTICS

Feats: A zombie loses all feats possessed by the base creature, and does not gain feats as its Hit Dice increase, but it does gain Toughness as a bonus feat.

Str 21, Dex 17, Con -, Int —, Wis 10, Cha 10
Base Atk +5; CMB +10; CMD 23 (35 vs. trip)
Skills Climb* +20, Stealth* +3


Ok, I guess the ability to climb means it can keep it's footing in the torrent. You should be able to drag the ferry free.

Or at least if it weren't for the giant boa that rears up its ugly head and attacks you.

I'll need inits.

init: 1d20 + 3 ⇒ (9) + 3 = 12


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

well played buzz

1d20 + 6 ⇒ (2) + 6 = 8


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

init: 1d20 + 11 ⇒ (5) + 11 = 16


dude halfling

Tirion's Initiative roll: 1d20 + 7 ⇒ (5) + 7 = 12

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