Stoneford Campaigns

Game Master CrystalSeas

Stoneford is a small village on the Turandarok River in Varisia, just east of the Tickwood,

Current Map


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HP 8/8 | AC 18 | F:3 R:2 W:1 | Perception +8 | Init +4 Female Elf Rogue 1

I'm not surprised, not only am I no longer thirsty I seem to have been healed. Maybe we should all toss a coin & take a sip. Eleanor, you got a bit banged up back there, care to try?


HP 8/11 | AC 12 | F:2 R:2 W:4 | Prc +2 | Init +6 Female Human Wizard 1

Approaches fountain.
I think I will, my hurts are paining me a bit.
Tosses a gold coin into the fountain and drinks from it.


Eleanor:
1d10 ⇒ 1
nothing happens

Eleanor glows softly for a few seconds.


HP 8/11 | AC 12 | F:2 R:2 W:4 | Prc +2 | Init +6 Female Human Wizard 1

Well, that was less than impressive. I'm still as banged up as before.


HP 8/8 | AC 18 | F:3 R:2 W:1 | Perception +8 | Init +4 Female Elf Rogue 1

More light than heat, one might say. Cort, Pastorgrym, care to give the fountain a spin?


HP 11/11 | AC 17 | F:2 R:0 W:2 (+2Poison, All spells) | Prc +4 | Init +2 Male Dwarf Cleric 1

Perhaps faith is an advantage. Seems that there is little risk, in any case.
Approaches fountain, tosses a gold coin in, cups his hands scoops up some water and sips.


Oh, dang, did that wrong

Larcenara:
You get a +2 bonus on all attack rolls in the next combat.

Eleanor:
You are healed full hit points.

Pastorgrym:
1d10 + 5 ⇒ (4) + 5 = 9 You get a +2 bonus on all attack rolls in the next combat

And Cort, once you toss your gold piece in

Cort:
1d10 + 5 ⇒ (2) + 5 = 7You get a +2 bonus to Armor class in the next combat.


HP 11/11 | AC 19 | F:3 R:2 W:1 | Perc +1 | Init +6 Male Human Fighter 1

Shall we see what's down this passage?

Moves toward passage, others follow.


HP 11/11 | AC 19 | F:3 R:2 W:1 | Perc +1 | Init +6 Male Human Fighter 1

puts bow away straps on sheild

I'll take the lead. Would you serve as rearguard Pastorgrym?

With Pastorgrym's nod, Cort leads the party into the passage.


The walls of this large cavern are covered with crude drawings of goblins. The ceiling is about 20 feet high, and the room itself is about 30 feet wide.

In the southwest corner is a throne made from animal bones, with a goblin wearing a crown of bones and feathers.

Four more goblins are nearby, arguing violently with each other. The goblin on the throne appears annoyed, and is covering his ears as the four other goblins shove and scream at each other.

When Cort enters the room, the arguing goblins stop and stare at the intruders.

The chief composes himself, sits up straight, and attempts to impress his goblin minions by addressing the scary heroes in a loud voice, saying,
“Who you? This throne room of me, King Fatmouth!”


HP 8/8 | AC 18 | F:3 R:2 W:1 | Perception +8 | Init +4 Female Elf Rogue 1

Enters the room with the others.

Your name is known to all King Fatmouth. Please pardon the intrusion. We are a band of adventurers who seek to defeat a dragon which plagues our village.

diplomacy: 1d20 + 4 ⇒ (7) + 4 = 11


Introductions:
Pastorgrym: 1d20 + 2 ⇒ (9) + 2 = 11
Eleanor: 1d20 + 1 ⇒ (20) + 1 = 21
Cort: 1d20 + 1 ⇒ (12) + 1 = 13

If each of you introduce yourself, Eleanor will catch the eye of Fatmouth

"Ho, nice pretty lady! Me sister Bucktooth stole dragon toy. Her missing now. These idiots too scared to go find toy. If you go find toy, me let you live. And me let you go through throne room as much as you want!”

He turns to the still-arguing goblins and waves his bone scepter at them.
"Shut you not-so-fat mouth"

King Fatmouth sighs.
"She love that dragon toy. It move! It wings flap and mouth make like fire come out."

He waves his arm toward the north east corner of the cave. "She go there. She no come back."


HP 8/11 | AC 12 | F:2 R:2 W:4 | Prc +2 | Init +6 Female Human Wizard 1

Looks to each member of the party with an inquiring raised eyebrow, all nod very slightly.

Great King Fatmouth, we accept your bargain and will attempt to recover this Precious for you.


HP 11/11 | AC 19 | F:3 R:2 W:1 | Perc +1 | Init +6 Male Human Fighter 1

Heads for the NE corner.

Same order as before, campers?


HP 8/11 | AC 12 | F:2 R:2 W:4 | Prc +2 | Init +6 Female Human Wizard 1

Same order, different direction.

turns to address Fatmouth

Great King Fatmouth, we must fill our water bottles from a trusted source, we will do that & return to recover the Precious.


HP 8/8 | AC 18 | F:3 R:2 W:1 | Perception +8 | Init +4 Female Elf Rogue 1

What was that about Eleanor, and why are we going away from our quest for a toy?


HP 8/11 | AC 12 | F:2 R:2 W:4 | Prc +2 | Init +6 Female Human Wizard 1

Call it wizards intuition, I think we may find, or learn things that will be of use.


HP 11/11 | AC 19 | F:3 R:2 W:1 | Perc +1 | Init +6 Male Human Fighter 1

Leads party down passage from fountain room


You skirt the fountain and head toward the other door which opens with a gentle push. You see a rectangular room with a door at the southwest corner.

The chamber is bathed in red light. On the east side of the room, a pair of stone statues stand on either side of a dusty altar that is inscribed with runes. Atop the altar sits a large red gemstone. The creepy read light comes from this gemstone.

As soon as someone enters the room, a booming voice seems to come from the statues, "Approach with humility and live!"

Map updated, you can see the layout of this room.


HP 11/11 | AC 17 | F:2 R:0 W:2 (+2Poison, All spells) | Prc +4 | Init +2 Male Dwarf Cleric 1

Examines statues & runes, at a distance.
knowledge religion: 1d20 + 5 ⇒ (17) + 5 = 22


HP 8/11 | AC 12 | F:2 R:2 W:4 | Prc +2 | Init +6 Female Human Wizard 1

Also examines runes.
there is no language skill in beginner character sheets, call this roll a knowledge language roll?

knowledge languages: 1d20 ⇒ 2


Pastorgrym:
You know of no religion that is related to anything in this room. However, the statues and the gem glow with a magical aura.

Eleanor:
Nothing in the room looks like a language you know.

Squad Goals: avoid the trap, retrieve the gem


HP 11/11 | AC 19 | F:3 R:2 W:1 | Perc +1 | Init +6 Male Human Fighter 1

Well, I don't do humility very well. Larcenara could you, with great humility, look around for traps?


HP 8/8 | AC 18 | F:3 R:2 W:1 | Perception +8 | Init +4 Female Elf Rogue 1

Do not test very high on it myself - but I can fake it well enough. As for you, if we spoke of archery skills...

walks about the room, examining.

perception: 1d20 + 9 ⇒ (19) + 9 = 28


Larcenara:
The statues are trapped. They seem to be set up to emit a cone of fire about 15 feet, but you notice that the opening for the flame seems to be fairly high, abut 3 feet above the floor. Perhaps "humility" means by kneeling or crawling.

You can make a Disable Device skill check on either one of the statues to try to disable the trap so it doesn't go off.

Also, you're not walking about the room. No, no, no. You are examining the room from where you stand.

If any of you leave your positions by the door, please adjust your token on the map to show me where you are.


HP 8/8 | AC 18 | F:3 R:2 W:1 | Perception +8 | Init +4 Female Elf Rogue 1

OK, I don't do humility - I do self preservation.

drops to her belly on the floor

There are traps in each of those statues about 3 feet off the floor. I'm going to take a whack at disabling them.

Crawls to the statue on the right.

disable device: 1d20 + 10 ⇒ (19) + 10 = 29


Larcenara fiddles with the trap for a few moments and finally locates a lever that she can lock into position. The trap is now disabled and will not reset

The gem still gleams brightly on the altar.


HP 8/8 | AC 18 | F:3 R:2 W:1 | Perception +8 | Init +4 Female Elf Rogue 1

Worked once, ought to work again - right?

Crawls to the other statue.
You might all want to step to the right, in case I mess this up.
Begins to work on disabling the trap as the party moves right.
disable device: 1d20 + 10 ⇒ (3) + 10 = 13


As Larcenara inspects the other statue, she realizes that the trap mechanism has already been latched into place, and cannot be set off.


HP 8/8 | AC 18 | F:3 R:2 W:1 | Perception +8 | Init +4 Female Elf Rogue 1

Huh, looks like I disabled both from the right side.
Stands up.
Eleanor, lets take a closer look at this glowing gem.
Steps to the altar, Eleanor joins her.


HP 8/11 | AC 12 | F:2 R:2 W:4 | Prc +2 | Init +6 Female Human Wizard 1

Nice bit of rogue-ing, Larcy
Closely inspects gem.
detect magic: 1d20 ⇒ 16


HP 11/11 | AC 19 | F:3 R:2 W:1 | Perc +1 | Init +6 Male Human Fighter 1

"Larcy"? Umm... nevermind, perhaps we can speak of it later.


At first glance, the gem appears to be a large, flawless ruby
Anyone with the Appraise skill can try to ascertain its value

Eleanor:
As you examine the gem, you realize that it is an Energy Heart, which helps protect the bearer against damage from acid, cold, electricity or fire attacks.

Be sure to let me know who is carrying the gem when you leave this room


HP 8/11 | AC 12 | F:2 R:2 W:4 | Prc +2 | Init +6 Female Human Wizard 1

This stone has some magical properties. Wizards call it an energy heart. Among other things, it provides protection against fire attacks. As we're after a dragon, and Cort will most likely take point against the scaly scourge, I suggest we have him carry it.

The party agrees, Eleanor gives the stone to Cort.


HP 11/11 | AC 19 | F:3 R:2 W:1 | Perc +1 | Init +6 Male Human Fighter 1

Well and graciously done - Ellie Cort bows slightly as he speaks.
Shall we continue? And which way?


HP 11/11 | AC 17 | F:2 R:0 W:2 (+2Poison, All spells) | Prc +4 | Init +2 Male Dwarf Cleric 1

I suggest we exit, stage right.
Party agrees.


HP 11/11 | AC 19 | F:3 R:2 W:1 | Perc +1 | Init +6 Male Human Fighter 1

Onward, then.
Cort takes point, followed by Larcenara, who is followed by Eleanor, Pastorgrym takes rearguard duty.


HP 8/8 | AC 18 | F:3 R:2 W:1 | Perception +8 | Init +4 Female Elf Rogue 1

Pokes Cort in the ribs. Ellie? What's up with that?


HP 11/11 | AC 19 | F:3 R:2 W:1 | Perc +1 | Init +6 Male Human Fighter 1

We are all a bit busy now - let's talk about it later... 'Larcy'.


This webs hang from the corners and ceiling of this room. Dozens of tiny spiders crawl about on the webs, but they're far too small to be the source of the large webs.


HP 11/11 | AC 19 | F:3 R:2 W:1 | Perc +1 | Init +6 Male Human Fighter 1

I don't like this at all, these spiderlings could not have spun these webs. Larcenara, Eleanor, I think it would be prudent if you readied you bows.
Larcenara knocks an arrow on her shortbow, Eleanor loads her X-bow as Cort cautiously advances taking care to avoid contact with webs.

Best avoid touching the web, we may not want to face the music begun by plucking that string.

Party follows Cort.


Everyone make a Perception check

GOD:
Spider Stealth: 1d20 + 11 ⇒ (15) + 11 = 26


HP 11/11 | AC 19 | F:3 R:2 W:1 | Perc +1 | Init +6 Male Human Fighter 1

Perception: 1d20 + 1 ⇒ (20) + 1 = 21


HP 8/11 | AC 12 | F:2 R:2 W:4 | Prc +2 | Init +6 Female Human Wizard 1

Perception: 1d20 + 6 ⇒ (13) + 6 = 19


HP 8/8 | AC 18 | F:3 R:2 W:1 | Perception +8 | Init +4 Female Elf Rogue 1

Perception: 1d20 + 8 ⇒ (9) + 8 = 17


HP 11/11 | AC 17 | F:2 R:0 W:2 (+2Poison, All spells) | Prc +4 | Init +2 Male Dwarf Cleric 1

Perception: 1d20 + 4 ⇒ (2) + 4 = 6


None of you saw the spider hiding in the web, so none of you were expecting the attack. You are all caught flat-footed for this surprise round.

You'll need to roll for initiative after the spider attacks.

Spider: 1d20 + 2 ⇒ (12) + 2 = 14
Fortunately, the spider misjudges the distance and misses Pastorgrym

Initiative (spider): 1d20 + 3 ⇒ (4) + 3 = 7


HP 11/11 | AC 19 | F:3 R:2 W:1 | Perc +1 | Init +6 Male Human Fighter 1

Initiative: 1d20 + 6 ⇒ (19) + 6 = 25


HP 8/11 | AC 12 | F:2 R:2 W:4 | Prc +2 | Init +6 Female Human Wizard 1

Initiative: 1d20 + 6 ⇒ (1) + 6 = 7


HP 8/8 | AC 18 | F:3 R:2 W:1 | Perception +8 | Init +4 Female Elf Rogue 1

Initiative: 1d20 + 4 ⇒ (5) + 4 = 9

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