The tales of Caldir the Rogue

Game Master Torvald Torvaldson

Solo adventure for Mr. JAG


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Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

That was a close one my friend. Don't be dying on me now. I'm not good with people and you are the only living person I can call "friend".


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Ragnar, I thought I was gone, that damn thing hit me so hard that when I got up I was seeing double and kept trying to attack the wrong one. Thank Desna you were there."


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

cmwpot: 2d8 + 3 ⇒ (5, 8) + 3 = 16

also use cmw wand

5charges: 10d8 + 15 ⇒ (3, 3, 4, 6, 5, 7, 4, 6, 8, 4) + 15 = 65

63/71HP


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"How badly were you hit Ragnar, I was too busy dying to notice?"


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

Indeed. I think we might be even now. If it's all the same to you though, I'd like stick around. Like I said, I have nowhere else to go. Maybe I'll try and stay closer to you moving forward.

~hearing your question~

Aye, it hit me with some filthy ray of evil. Nothing a pair of potions won't fix.

glug; glug: 4d8 + 2 ⇒ (2, 8, 4, 2) + 2 = 18


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8
Ragnar "Foesbane" Gothgarson wrote:

Indeed. I think we might be even now. If it's all the same to you though, I'd like stick around. Like I said, I have nowhere else to go. Maybe I'll try and stay closer to you moving forward.

~hearing your question~

Aye, it hit me with some filthy ray of evil. Nothing a pair of potions won't fix.

[dice=glug; glug]4d8+2

the pots should be 2d8+3, so add 4 to your roll


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

Ahhhh, that's the stuff, AND I even thought to bring some wine for this trip. Care for a swig?

~sucks some down~

Don't suppose our boney buddy left us any loot, eh?


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"We can always hope."

Get up and look around.

perception: 1d20 + 17 ⇒ (6) + 17 = 23

Do I know anything else about the triceratops now that I have time to examine the body.
knownature: 1d20 + 8 ⇒ (14) + 8 = 22


You recognize the bones as probably those from the kill in the picture from the first room. It would also explain the empty display/trophy case there. You have never seen a creature like that before, but stories at the Boot describe huge dragon like creatures that are said to inhabit the Magwai expanses far to the South.

In the tank of fetid water you see several items and forms, but they are hard to make out through the glass and muck of the fluid therein.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

I will try to use my hand of the mage necklace to get any items that are within 30 feet and can be lifted with less than 5 lbs of force.

"Looks like there could be some items in the tank Ragnar but I'm not sure it would a good idea to get in, who knows what could be lurking in there, monsters or diseases and I'm not a very good swimmer."


After Ragnar telling you he could just break the glass and you quickly dissuading him from doing such you pluck out of the briny depths:

five ancient triangular
coins from Ligar worth 50 gp each, an indigo jade
bracelet worth 225 gp, a darkwood wolf ’s-head scepter
worth 20 gp, seven octagonal continual flame gems worth
120 gp each, and a gray bag of tricks


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Gather up the loot. How many exits from this room? Based on the description, I think there was another door or exit from the hallway we came down, right? If so will want to check that first, don't want to potentially leave something behind us.


There is a door to the E which you believe leads into the library, double doors in the center of the N and S walls, and a door to the W.

The door from the hallway leads outside to the grounds.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Will try the double door to the N. Listen then open.

"Time to get moving again Ragnar, no loafing around this time."

perception: 1d20 + 17 ⇒ (17) + 17 = 34


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

~grins~ Aye, no loafing; I'm the butcher not the baker and no letting you get to far away from me moving forward either.


Beyond the doors you think you hear the snuffling and chuffling of huge hounds. Warning Ragnar you quietly open the doors:

"The walls of this large display hall are decorated with numerous
small alcoves. Some of these alcoves contain bits of exotic
armor—a red-and-gold breastplate here, a plumed helm there—
but most of the alcoves are empty with bits of armor scattered on
the floor. A fully armored knight mounted on an equally armored
horse stands in the middle of the hall on a low display."

Two mastiffs, easily four times the size of an average hound, stalk the room; their forms are cloaked by smoke and shadow.

hound perception: 1d20 + 10 ⇒ (2) + 10 = 12

They don't notice your stealthy observation of them so you will get a surprise round and then initiative. It's a full move action to get to melee.

houndInit: 1d20 + 6 ⇒ (10) + 6 = 16
CaldirInit: 1d20 + 15 ⇒ (2) + 15 = 17
RagnarInit: 1d20 + 12 ⇒ (19) + 12 = 31


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

~sprinting as quietly as possible only releasing his battle cry as his sword descends~ BAD doggie!

Surprise round
move action to engage
standard action to melee 1 attack
GS 1 PA: 1d20 + 15 ⇒ (11) + 15 = 26
damage: 2d6 + 35 ⇒ (5, 3) + 35 = 43
concealment 1-50 is a miss: 1d100 ⇒ 51

He lays a might cut on the beast but it yelps and still stands!

Round 1
full attack
GS 1PA: 1d20 + 15 ⇒ (19) + 15 = 34
concealment 1-50 is a miss: 1d100 ⇒ 94
damage: 2d6 + 35 ⇒ (6, 5) + 35 = 46
GS 2PA: 1d20 + 10 ⇒ (6) + 10 = 16

His second blow sends the giant mastiff to the floor, bleeding out, but his follow up misses the canine companion.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

surprise round

rapier: 1d20 + 17 ⇒ (4) + 17 = 21
dam: 3d6 + 11 ⇒ (6, 3, 2) + 11 = 22
conceal: 1d100 ⇒ 45

round 1
rapier: 1d20 + 15 ⇒ (13) + 15 = 28
dam: 3d6 + 11 ⇒ (2, 6, 1) + 11 = 20
conceal: 1d100 ⇒ 56

dagger: 1d20 + 14 ⇒ (14) + 14 = 28
dam: 1d4 + 2d6 + 11 ⇒ (4) + (5, 1) + 11 = 21
conceal: 1d100 ⇒ 14


You give the beast a good stab after missing with your first and thrid blows, baffled by the ephemeral nature of the smoke and darkness.

It lets out a reverberating baying howl

DC 16 Will:
succeed at a DC 16 Will save or become panicked for 1d4 ⇒ 2 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected by the same mastiff's bay for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

Panicked

A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can't take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Panicked is a more extreme state of fear than shaken or frightened.

and attacks 1d2 ⇒ 1 YOU!
bite: 1d20 + 10 ⇒ (9) + 10 = 19
tail slap: 1d20 + 5 ⇒ (16) + 5 = 21

missing you twice.

Round 2!


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

will: 1d20 + 4 ⇒ (16) + 4 = 20

GS1 PA: 1d20 + 15 ⇒ (12) + 15 = 27
GS2 PA: 1d20 + 10 ⇒ (5) + 10 = 15
damage: 2d6 + 35 ⇒ (5, 6) + 35 = 46
conceal: 1d100 ⇒ 62

Another thunderous blow from Ragnar's blade ends the second mastiff's 'life'.

Stay! This place has gone to the dogs...


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

will: 1d20 + 6 ⇒ (13) + 6 = 19

"Thanks for shutting that damn thing up, very annoying! I hope that howling wasn't a signal to alert something else."

Keep an eye/ear out for anything approaching. Look for treasure.
perception: 1d20 + 17 ⇒ (15) + 17 = 32

63/71 hp


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

I think it alerted my ancestors that a headache is coming my way... To bad, I really like dogs. Just not the evil, devily, inky blackness kind.


There are several pieces of armor that appear to hold value:

A majestic set of full plate set from the pre-Thrunian monarchy and a masterwork full plate barding.

In the wall displays are two interesting bits of armor, each identified by a small bronze plaque:

"Dawnhunter" This red-and-gold breastplate is crafted and painted to look as if it had been carved from stone. The plaque says that it belonged to Commander Helmrunner of the Ever-Advancing Legion, said to have been one of the dwarven commanders to lead an army to the surface during the Quest for Sky so long ago.

"O-yori" This ceremonial armor is composed of tiny metal plates tied together by colored leather lacings-equivelent to a masterwork chain shirt. A ceramic facemask depicting the visage of a beautiful Tien woman completes the design. It apparently from Tian Xia.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Not sure I would have the space to carry full suits of armor so I guess we will leave here for now and pick up on the way out.

Any other exits to this room?


There is a door in the center of the N wall that leads outside to the grounds and a door in the SW wall that leads....?

Otherwise back the way you came where there is still a door to the W.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Check the SW door, listen then open.
perception: 1d20 + 17 ⇒ (17) + 17 = 34


The door is quiet and opens to stairs leading down into pitch black darkness...


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

Time for torches looks like...


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Not yet Ragnar, let's finish exploring this level first, I don't want to leave something behind that could sneak up on us at a critical moment."

Close the door. Head to the double doors to the South that you mentioned. Listen at those doors and then open.

perception: 1d20 + 17 ⇒ (3) + 17 = 20


The doors open to reveal a once lavish kitchen that is now filled with decay and the faint odor of rotting food. A brief search reveals nothing of interest. Doors open to the outside yard.

There is still a door to the W in the aquarium room that leads to some enclosed grounds and an additional structure.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Head to the W door.
Listen then open.

perception: 1d20 + 17 ⇒ (14) + 17 = 31


"Dozens of pillars support a wooden terrace that surrounds a
weed-choked inner courtyard. Underneath the terrace, a variety
of weapon racks rest against an outer stone wall, protected from
the outdoor weather. In the center of the open courtyard sits a
raised dais composed of a mysterious blue metal. The strange
circular stage is fifty feet across. Above, a wooden walkway
hangs suspended at a height of thirty feet, connecting the
southern and northern upper floors of the lodge in a perilouslooking
route."

On the far W side of this area you can see a set of double doors belonging to another smaller building.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

perception: 1d20 + 17 ⇒ (16) + 17 = 33

Any weapons in the racks? Anything else catch my eye?

If not head to the double doors and listen.

perception: 1d20 + 17 ⇒ (20) + 17 = 37


There actually appears to be at least one weapon of every type you have ever seen. They are all covered and secured with padding. Some of the weapons look to be of poor quality but there are a LOT of them.

1d20 + 13 ⇒ (8) + 13 = 21

Before you can get far into this area you hear rustling in the tall grasses along with a series of strange titters and tiny cries.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Who is there? Come out from the grass slowly."


The squeaking and tittering from the grass falls silent and you can just make out the sound of what must be several small creatures moving through the grass.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Are the creatures moving towards us? I wrack my memory for anything that I might have heard about small creatures that squeak and titter. If not, continue to the double doors.

perception: 1d20 + 17 ⇒ (9) + 17 = 26
knowledgenature: 1d20 + 8 ⇒ (8) + 8 = 16


1d20 + 13 ⇒ (17) + 13 = 30

You lose track of where the noise is coming from. Your mind races as you think of a hundred different dangerous things that might stalk their prey but you can't think of any that would be able to hide in 2' grass.

Heading towards the double doors you come under assault as a gout of flame burst out from the raised dais!

Small dragon toy attacks! 1d2 ⇒ 2 Ragnar must make a DC 11 Reflex (constitution based save not Dex) or take gout o' flame: 2d6 ⇒ (3, 4) = 7 of fire damage.

Stuffed bear attacks! claw attack: 1d20 + 3 ⇒ (9) + 3 = 12 on 1d2 ⇒ 1 Caldir

Girl's doll attacks! hair pin attack: 1d20 + 3 ⇒ (19) + 3 = 22 on 1d2 ⇒ 1 Caldir

Scarecrow doll attacks! pitchfork attack: 1d20 + 3 ⇒ (13) + 3 = 16 on 1d2 ⇒ 2 Ragnar

Weird totem doll attacks! dagger attack: 1d20 + 3 ⇒ (17) + 3 = 20 on 1d2 ⇒ 1 Caldir

Suddenly appearing in your midst is a crazed menagerie of small dolls whose eyes burn with strange unholy flames!

enemy init: 1d20 + 6 ⇒ (19) + 6 = 25
CaldirInit: 1d20 + 15 ⇒ (18) + 15 = 33
RagnarInit: 1d20 + 12 ⇒ (19) + 12 = 31


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

reflex: 1d20 + 4 ⇒ (2) + 4 = 6

YOWCH! What new devilry is this?

On the dragon doll.

GSA1: 1d20 + 17 ⇒ (15) + 17 = 32
GSA2: 1d20 + 12 ⇒ (10) + 12 = 22
damage: 4d6 + 40 ⇒ (2, 2, 3, 5) + 40 = 52


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Attack bear doll, if it goes down then girl doll.
(Ragnar channeling Boromir!)

rapier: 1d20 + 15 ⇒ (2) + 15 = 17
dam: 3d6 + 11 ⇒ (2, 5, 4) + 11 = 22

dagger: 1d20 + 14 ⇒ (9) + 14 = 23
dam: 1d4 + 2d6 + 11 ⇒ (1) + (3, 5) + 11 = 20


You hack the bear doll into pieces as Ragnar does the same for the dragon toy. The remaining three dolls scatter into the tall grass to the north squeaking and squealing in anger and terror.

perception DC 20:
Given the disturbances in the grass the remaining dolls appear to be fleeing North and East.

perception DC 25:
The shattered pieces of the two dolls quiver and slowly pull towards each other. It appears that they are trying to reform.


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

perception: 1d20 + 10 ⇒ (15) + 10 = 25

They've run off to the North. Looks like their friends want to come back and play some more. We should cage them or burn them. I'm all for burning...


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Burn away my friend!"

When we are done with that, head to the double doors, check for traps, and then listen.

perception: 1d20 + 17 ⇒ (8) + 17 = 25
findtraps: 1d20 + 19 ⇒ (13) + 19 = 32


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

~stares contentedly at the small pile of fire and smoke that was moments ago doll remnants~

It's more honor than you deserve, filthy little creatures...


Not hearing anything or finding any traps you open the doors:

"No doubt decisions of great import were once made inside
this splendid council chamber. A gigantic nightscape mural
blankets the domed ceiling. The mural’s bands of stars stretch
to form an outline of the Pathfinders’ famed Glyph of the
Open Road, superimposing its image over the night sky.
Wooden stairs lead up to a balcony which circles the upper
level of this great chamber. In the chamber’s center, ten highbacked
chairs ring a stone table that rests flush with the floor.
A large decorative lantern rests on the table’s center, its flame
still impossibly aglow."


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

Gorum! These Pathfinders sure know how to live a posh life. Maybe once you are done with me I will join up. Sounds a lot better than going back North and trying to put together all the pieces of my history...


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"That might not be a bad gig Ragnar, guess it depends on how much choice you get in taking assignments and such. I kind of like calling my own shots, or at the least being manipulated by folks that are so good at it, that I think I am calling my own shots. At least we're getting paid, all the treasure we can carry!"

Approach the table, looking for traps or anything else of interest.

findtraps: 1d20 + 19 ⇒ (9) + 19 = 28
perception: 1d20 + 17 ⇒ (15) + 17 = 32


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

Pickin's have been a bit slim so far, but some of that armor from earlier did look promising. I wonder what I'd look like dressed as a Chelish knight. Now THERE is some irony...


The lantern on the table looks pretty valuable (450 GP) and inside of it is a glowing glass shard with 'continual flame' cast on it. Several of the other "stars" appear to be made from smilar shards with the same spell cast on it. You could collect them all but it would take some time.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Take the lantern and a couple of the stars, they might come in handy if we make it to the lower level. Then head up the stairs keeping a wary eye out.

findtraps: 1d20 + 19 ⇒ (9) + 19 = 28

perception: 1d20 + 17 ⇒ (20) + 17 = 37

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