Treasurefox's Rise of the Runelords (Inactive)

Game Master TreasureFox

Sunday, the 5th of Kuthona, 4711AR
Cloudy, strong wind (northwards).


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Hp:45/54 AC21, touch 15, flat-footed 18 CMD: 20 Fort: 5 Ref: 5 Will: 9 Init: 6 Percep: 5 F Varisian Human Thassilonian (Sin Magic) Specialist Transmuter 8

"Yes... better preparations against these magics are warranted." Andreste agrees, sharing what she knows about the curses and dangers she see from the doorway.


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

the temples waited this long... One more day won't make any difference


Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

Well we should meet with Saila then. Perhaps our shopping trip might better prepare us for this.


Perhaps some magic can be bought to help cleanse it.


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The group decides maybe charging headlong into a cursed temple without the proper spells might not be the best idea, so they retreat for another day.

These are guesses for where you're headed. If you'd like to go somewhere else, let me know. If you're done for the day, also please let me know.

Saila:
Saila isn't at work today, so Janis finds her at her home. She lives in a home in Keystone, which Janis remembers from his earlier days with Saila. It's a decently-sized home for the bachelorette, kept squeaky clean with minimal furniture. She has a proper hearth burning low with a pot of soup cooking. The only real luxuries Saila keeps are her bookcase of arcana, history, and poetry. Her pantry with several cheeses, a slab of salted beef, baskets of fruits and vegetables (some of which are preserved in honey jars), and some dried spices from Tian Xia. Her closet contains six outfits, one of which is a proper courtier's outfit with jewelry, another is a traveler's outfit with riding boots, another is a stereotypical wizard's robe with a pointy hat, there's her proper uniform, another is a durable hunter's or gatherer's outfit, and the final one is a very simple peasant's outfit. Saila is out of her uniform, and now wears a multi-layered dress of light blue, with drooping sleeves. She's about to have lunch, and invites anyone into her home lit by magical light.

The Kaijitsu Townhouse:

Outside the townhouse is a carpenter, who appears to be making a wooden window blind. Ameiko and Amaya are cleaning up the house while singing, and an unseen servant is helping in the effort. Ameiko mentions that Brelin has left the house, feeling a need to return to Sandpoint post-haste. With everything going on, Ameiko endures, but wrinkles threaten her otherwise stunning youthful shine. She talks a bit about selling the townhouse, the potential buyers, and the question of money. Ameiko does want to get a little bit out of the estate, but is more concerned about who she sells to. She quite dislikes the majority of noble houses, and refuses to sell to them.

Searching for Magic:

As Furnok had suggested, perhaps there are priests in Magnimar capable of casting the hallow spell. After asking around, it seems that only two are capable of it, but neither are Sarenites. These two are the Priestess of Desna, and the High-Priest of Abadar. They could use their magic to dispel the curse, but they could not properly hallow the temple without converting it to the cause of their own faith. The hallow spell is a very lengthy ritual, taking an entire day and night to complete. The spellcasting costs would probably be about a thousand and a half gold pieces.
Other spellcasting options would be Remove Curse, and Consecrate. Both are temporary fixes with limited scope, but can deal with the problem for several hours. Cleo is capable of both spells, but one could potentially hire a priest with additional spells prepared.


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

Wabbit is pretty much done for the day and will help the Sarenite priest with the kids

re Saila after cleansing the temple Wabbit will want to inform her that beneath the Gull and Derro that exchange drugs for children. Actually Wabbit may want to unleash holy justice himself upon them now that I think about it. However as a player I'm very willing to let Saila handle that if everyone wants to get back to the main quest (AP)...Regardless he's curious about the upper floor thassilion room that we didn't thoroughly explore due to kids needing attention and would like to check that out b4 informing Saila if that's what we want to due

re:temple can we cleanse it without paying an outside priest to Hallow it. Seems to me the Sarenite church should be gladly willing to send a priest to consecrate the temple after we've removed any evil curse haunts baddies etc...


Since those Derro are still lurking about, we should get the orphanage here properly secured. Good locks and the windows and doors fixed. Maybe turn one room into a safe room where the children can be kept in case of intruders.


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Wabbit:

If you're going to tell Saila what you've been up to, would you please make a diplomacy check? You're admitting to a minor crime to a ranking officer. Fortunately, a helpful officer with a Good alignment, but an officer nonetheless.

Yes and no. You can cleanse it by destroying whatever evil figure is being used to focus the spell. That brings the ground from unhallowed to neutral, permanently (until someone hallows it). This information would probably be revealed with an arcana/religion/spellcraft check, which I'm sure Andreste could clear without issue. You'd be looking for an unholy symbol, which could be as small as an amulet, or as large as a statue.

Furnok may be happy to know that the money already donated would cover such renovations.


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I plan to move on tomorrow


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

Cleo spends the day helping out with the kids.


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

Wabbit thinks twice about notifying Saila, thinking she'll be trapped by the strictures of her position.

He spends the day with the kids and is ready to go to the temple the next day


Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

Janis head to Saila's house for their planned rendevous to find the magic man that's been giving the guard so much trouble. Ahh, Saila, How are you this wonderful day.


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"Actually, pretty good." Saila smiles. She welcomes Janis into her meagre abode. "I was about to have a bite of lunch. Would you care for a peasant's meal, Lord Scarnetti?" She teases as she opens up the pot of soup, slices some cheese, and cuts into a hunk of rye bread.

Since this is a side conversation/adventure while others wait, I'd like for it to move pretty quickly. We'll probably have to do some spoiler posts while the group moves on the next day.


Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

I'd love to. Janis sits down. I'm afraid The Cobbled Shield will not be joining our hunt for the store. We got involved with a dispute about some Orphans and are preparing to cleanse the Sarenite temple tomorrow so they can be raised in safety. Janis tells her what clues they gathered over lunch.

As he gets ready to take his leave he stops. I want you to consider something. Come with us to Turtleback, it sounds like they could use a good sheriff out there than Magnimar needs an Honor Guard. And, I wouldn't hate the company. Well, let me know if you have any ideas about his shop.


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"Huh, that sounds like quite the job. No doubt you're doing this because of the two rascals you picked up after raiding Xanesha's tower." Saila replies as she sets the table and gets ready to eat. Just beforehand, she waves three black crow feathers over the dishes, then sets them down.
"I only know bits and pieces of how divine magic works, but be careful, Janis. It sounds like whoever's down there will be attacking your mind, not your body. You should definitely talk to me after you're done, so I know you managed to survive."
As Janis finishes and gets ready to leave, Saila follows after him. "Well we still have plenty of daylight left, and I thought we would work together on this. I have magic sight, you have... you. Do you want to investigate the baths, or the sewers? I'd prefer the baths, marginally."

We'll keep going in the spoilers. Sometime today I'll post again for the next day, with everyone present.


Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

Janis smiles. I suspect that the sewers are more likely, but I am pleased to start with the baths. Just make sure you wear clothes you don't mind having to throw out, I shall replace them if necessary.


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"Alright, just a moment then." Saila says as she ducks back into her house. After a few minutes she returns in basic peasant's garb, with a knee-length tunic, slacks, and sturdy boots. She's also carrying a walking stick. "I feel safer with a weapon on me, but I don't get to use the Guard's items when I'm off duty, not even their spellbook." She explains.

It's nearly an hour trip up to the Alabaster district where the baths are located. As they walk from Keystone, each district gets more and more posh. By the time they reach Alabaster, even Janis looks underdressed. They reach the gates of the public baths, where an honour guard watches.
"Sergeant Vulso?" The guard says, baffled.
"And Lord Scarnetti." Saila replies, defensively.
The guard grins wide and says "The shared baths are to your right. It's 5 gold pieces per person to enter through these gates."

More posts soon. Keep going, Janis.


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Sunday, the 7th of Neth, 4711AR

Cold morning winds waft a light sprinkling of rain, and fog undulates through the city streets like a meandering slug. Sunday is a day of worship, and by dawn, services are already underway and will repeat well into the afternoon. Those who's faiths are not represented in the city (which is rare, given the diversity of temples and shrines throughout Magnimar) will likely remain home, or worship with a small group of friends.

No penalties due to weather. The rain is too light, and the wind is very calm.

Liberty's Edge

Male Human Commoner 2

Andreste studies her spellbook, preparing for the day's journey. Skrate runs along the tables, grabbing what snacks he can to stuff into his cheeks, occasionally returning to turn a page for Andreste.

My spells are more about the body than mind or soul, but the spell to remove curses may come in real handy in a descrated tomb. If I can pritect myself and my allies from fire, I should be able to cut loose on the fireball should opportunity arise. These orphans need a chance. I wonder if any of them have talents for magics. Perhaps I should look into tutors.

As she muses, she nibbles on bread.

Spell lkist updated in profile and repeated below.

Spells:

Spell-Like Abilities (CL 8th; concentration +9)
. . 3/day—mage hand
Arcane School Spell-Like Abilities (CL 8th; concentration +14)
. . At will—change shape (beast shape ii or elemental body i, 8 rounds/day)
. . 9/day—telekinetic fist (1d4+4 bludgeoning)
Transmuter Spells Prepared (CL 8th; concentration +14)
. . 4th—controlled fireball[UI] (DC 20), elemental body I (2), remove curse, stone shape
. . 3rd—blink, fly, haste (2), communal resist energy[UC], slow (DC 20)
. . 2nd—bull's strength, cat's grace (2), darkvision, glitterdust (DC 18), telekinetic volley (2)
. . 1st—burning disarm (DC 18), enlarge person (2, DC 18), feather fall, long arm[ACG], mage armor, magic missile, shield
. . 0 (at will)—light, mage hand, mending, open/close (DC 17)
--------------------


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

Cleo fell asleep in a chair that night. It had been a long long night, with a lot of pain seeping from these children but occasionally a smile or a burst of laughter. Wabbit is made for this, she smiles her thanks for her cousin, time and again. She prays that night, tells stories, makes dinner, cleans up messes, helps mend clothes, all she can. Then she sits down and is OUT.

That morning it is quiet, as the children are huddled in piles all about, fast asleep. She kneels and prays quietly, telling her god what she plans to do today, and asks for the help she'll need to do it.

Then she finds her arms and armor, wakes her goblin and cousin, then heads out to meet up with the others.

spells in her profile, did 2 consecrates, and 2 remove curses


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The kids are an insane handful, and Cleo gets a newfound appreciation for anyone crazy (and selfless) enough to care for hoards of children for a living. It's clear to her and anyone else that the current shack is nowhere near enough, obviously. The kids huddle together for warmth, and the rundown shack only provides moderate protection from the elements.

The group wakes up and prepare new spells for their special delve, then eat up and get ready to head out. Given that they're all coming from different districts, they meet up at the haunted temple in Underbridge. Janis is the last to arrive, which may be from just who he is as a person, or because he's coming from the opposite side of the city.
Now Janis COULD just stroll into Capitol district, then jump off a cliff to arrive in Underbridge in no time, but much more likely he walks through no less than 4 districts to arrive.

Due to both weather and the bridge itself, it's difficult to ascertain time in Underbridge. The temple lies in perpetual shadow. Straight ahead is the broken down door and entrance, and to the right instead is the small graveyard.


Furnok casts Lead Blades and Barkskin on himself and Magic Fang on Bacon.


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

Wabbit leads the group through the temple doors evil-dar active


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

if anyone was still hurt yesterday, Cleo had plenty of spells and would have healed you all.

She casts a quick barkskin on herself, holds her shield ready, gives her goblin a nod, and follows Wabbit in.


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Wabbit's evil-dar has little use at this time, since the entire space radiates a moderate evil aura. He leads the party into the ruined temple, stepping over broken glass, rubble, and trash. Mist lingers within, showing strange forms as if wafts around. A feeling of gloom hangs over everyone, and gnaws at their sanity. In just a short period, Furnok gets distracted and wanders off on his own. As he looks before him, the mist coalesces into two swirls, which grow into horns, which grow into a head. In a moment, a giant ram forms out of the mist, and with a terrible ethereal bay, it rises on its hind legs to attack!

Everyone's turn. All squares here count as difficult terrain. Visibility is dim light (or regular light if someone casts an appropriate spell).

Will Saves:

Cleo: 1d20 + 11 ⇒ (16) + 11 = 27
Wabbit: 1d20 + 9 ⇒ (12) + 9 = 21
Furnok: 1d20 + 4 ⇒ (5) + 4 = 9
Janis: 1d20 + 3 ⇒ (16) + 3 = 19
Andreste: 1d20 + 9 ⇒ (6) + 9 = 15
Aggah: 1d20 + 8 ⇒ (17) + 8 = 25
Bacon: 1d20 + 8 ⇒ (12) + 8 = 20

Initiative:

Cleo: 1d20 + 3 ⇒ (4) + 3 = 7
Janis: 1d20 + 5 ⇒ (11) + 5 = 16
Wabbit: 1d20 + 4 ⇒ (4) + 4 = 8
Andreste: 1d20 + 4 ⇒ (13) + 4 = 17
Furnok: 1d20 + 6 ⇒ (19) + 6 = 25
Dire Goat: 1d20 + 2 ⇒ (2) + 2 = 4


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

Wabbit moves 10ft, swift action activating reach scarf and attacks

+6bab +4dex +1size , -2 piranha striking, +1 waveblade Agile -2FD
attack #1: 1d20 + 8 ⇒ (9) + 8 = 17
damage: 1d4 + 4 + 4 ⇒ (4) + 4 + 4 = 12

AOO #1: 1d20 + 8 ⇒ (20) + 8 = 28
damage: 1d4 + 4 + 4 ⇒ (2) + 4 + 4 = 10

likely immune to crits, but posting anyway
CRIT CONFAOO #1: 1d20 + 8 ⇒ (3) + 8 = 11
CRIT damage: 2d4 + 8 + 8 ⇒ (4, 3) + 8 + 8 = 23

will remember to deploy Tinkerbell after this encounter


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

Anything we can do to identify it?
knowledge: 1d20 ⇒ 13 plus something

Cleo thinks. Goats out of mist, seems like this will be more than what is seems. While she thinks she casts bless on the group.

Aggah shoots it of course!

attack, pbs, bless: 1d20 + 5 + 1 + 1 ⇒ (5) + 5 + 1 + 1 = 12
damage: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8


Furnok bashes the ram while Bacon moves up to see which is the greatest animal!

Hammer,Lead Blades,FE: 1d20 + 13 ⇒ (11) + 13 = 243d6 + 6 ⇒ (6, 6, 6) + 6 = 24
Hammer,Lead Blades,FE: 1d20 + 8 ⇒ (10) + 8 = 183d6 + 6 ⇒ (3, 6, 2) + 6 = 17


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Cleo has no idea what's going on here, but Goats coming out of the mist to attack is not natural. Given that this temple is unhallowed, she wonders if this is perhaps some sort of curse.

Wabbit dashes forward overtop of the orchids, which burst in radiating colours. Using his magic scarf, he elongates his waveblade and tries to attack over the remnants of the stone wall, but the goat gets just a bit too much cover from his attack. Aggah fires a shot into nothing, but Furnok steps forward and bashes the goat twice with his hammer.

Cleo, Andreste, and Janis' turn

Furnok, Wabbit, and Aggah:

You can see how translucent this giant goat is. You're pretty sure it's an illusion, and that it can't hurt you now that you don't believe it. More information can be given upon a successful Arcana check.

Dice Rolls:

Wabbit Fort: 1d20 + 12 ⇒ (20) + 12 = 32
Wabbit Will: 1d20 + 9 ⇒ (20) + 9 = 29
Furnok Will: 1d20 + 4 ⇒ (17) + 4 = 21
Bacon Fort: 1d20 + 11 ⇒ (17) + 11 = 28
Aggah Fort: 1d20 + 10 ⇒ (14) + 10 = 24
Aggah Will: 1d20 + 4 ⇒ (17) + 4 = 21


This dern thing isn't real! Just some magic image.


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Now that everyone knows, Cleo, Andreste, Janis, and Bacon can make a Will save vs Illusion to disbelieve.


Hp:45/54 AC21, touch 15, flat-footed 18 CMD: 20 Fort: 5 Ref: 5 Will: 9 Init: 6 Percep: 5 F Varisian Human Thassilonian (Sin Magic) Specialist Transmuter 8

Before entering, Andreste will have cast the following long-term buffs: mage armor, darkvision. If I missed the opportunity, she will do so after this encounter.

Will save 1d20 + 9 ⇒ (12) + 9 = 21

"Right, Illusions, conjured to confuse us and waist our resources." nevertheless, she draws her giant-sticker in case a real enemy appears.


Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

Janis pulls a dagger ready to let it loose into a goat before Furnok reveals they're fake. disbelieve: 1d20 + 3 ⇒ (15) + 3 = 18


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

will save: 1d20 + 11 ⇒ (16) + 11 = 27

"Oh! That makes more sense, since it came out of the mist like that." the halfing says. Aggah fires another arrow at it for the fun of it.


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With everyone managing to disbelieve the illusion, the group lets down their guard in thinking that the apparition would just cease to exist or bother them. This is not the case, as the giant goat bays and charges Furnok, and although whatever was supposed to happen fails, he gets the unnerving impression that the thing is still dangerous. Thankfully, as it moves, Furnok and Wabbit slice it to pieces. It vanishes it a puff of mist.

Combat over. You may want to watch yourselves around that patch of orchids.

The group notices at the back of the room a statue of Sarenrae. It has been altered by mundane means to wear the horns of a ram, and her shoes have been carved into hooves by an amateur stoneworker. To the left is an opening to the graveyard, but there's also a heavy steel door guarding what must be a way into a cellar. The door is closed.

Arcana DC20:

This is a complicated curse and illusion. The dire goat is capable of hurting those who fail to disbelieve. Those who succeed on the saving throw to disbelieve are immune to damage from the apparition, but only gain a +4 morale bonus against supernatural and spell-like effects. Those who fail to disbelieve can only deal half damage to the apparition, which has hit points.
The apparition can be 'killed' by slaying it in combat, dispelling it by means of remove curse, or destroying the source of the curse. Destroying the source of the curse is the only way to permanently remove it, otherwise it returns in 1d4 hours.

Spellcraft DC14:

Furnok was just targeted by a Phantasmal Killer spell.

Dice Rolls:

Bacon disbelieve: 1d20 + 4 ⇒ (12) + 4 = 16
Furnok Will: 1d20 + 4 + 4 - 2 ⇒ (19) + 4 + 4 - 2 = 25


Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

Saila was right. She warned me that with divine magic at play it was likely the attacks would be against our minds.

Spoiler:
Janis ignores the comments and hands the guard ten gold. Janis puts out his arm for Saila if she wishes to take it.


Shall we check the graveyard for walking dead?


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

spellcraft: 1d20 + 5 ⇒ (2) + 5 = 7


Hp:45/54 AC21, touch 15, flat-footed 18 CMD: 20 Fort: 5 Ref: 5 Will: 9 Init: 6 Percep: 5 F Varisian Human Thassilonian (Sin Magic) Specialist Transmuter 8

Arcana 1d20 + 22 ⇒ (9) + 22 = 31
Spellcraft 1d20 + 17 ⇒ (10) + 17 = 27
"Whatever caused that curse, it is very powerful, and could be quite deadly. Perhaps there are unquiet or desecrated bodies buried where the orchids grow, or the orchids themselves are somehow curse." Andreste suggests.

She examines the statue. "While I may not be able to re-consecrate this statue, I believe my stone shaping magic may be able to repair some of these deformities."


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

"I can consecrate the statue while you repair it. It will only be temporary, but it is something." she looks at the wizard and nods whenever she is ready. Then the little cleric with kneel, grasping her holy symbol in both hands, head lowered, and eyes closed. Then she will pray "Please Grandfather of us all, help me to help this temple. Whatever happened here needs to be cleansed, so little children can grow and flurrish."


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

Wabbit stands guard over(well as much as a halfling can)while the casters do their thing


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The corrupted statue of Sarenrae is consecrated in the name of Erastil. A translucent illusion forms over the statue, warping her goat horns into proud antlers, and her hooves into hunting boots. She suddenly carries a bow at her side. A heavy weight is released from the party's shoulders, and the sun shines brightly over the originally dim and misty temple. Yet it does not affect the orchids, and a light mist still makes navigation obnoxiously hazardous. To the right lies the graveyard, as well as a door leading beneath the ground into a cellar-like area.

Arcana or Religion DC20:

This is not the location of the unhallow effect, fore the statue does not contain any sign of an unholy symbol. Cleo's consecration did some good work, but it wasn't strong enough to suspend all the curses, which will still return once her spell is over. In the future, it may be wise to use consecration or remove curse during a fight.

Dice Rolls:

Cleo CL: 1d20 + 7 ⇒ (16) + 7 = 23
Cleo CL: 1d20 + 7 ⇒ (14) + 7 = 21
Cleo CL: 1d20 + 7 ⇒ (7) + 7 = 14
Cleo CL: 1d20 + 7 ⇒ (3) + 7 = 10


HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9 Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

Looks like that wasn't enough. Let's check the cellar. Janis can you get that metal door open?


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I totally forgot about you, Janis. Sorry.

Janis yesterday:

Saila does not take Janis' arm, being fairly pissed off. Still, being removed from the situation helps ease her mind. The public baths are a wealthy crowd of patrons, all of which are men. These baths are pools of water shaped by stone-warping magic, and usually heated magically as well. It isn't exactly a clean environment though, as manners and professionalism are quite absent. Men gather here to talk about politics, problems with their wives, sports or war, hunting, and many other topics considered 'manly' by the elite. All the while they are fed, washed, and otherwise doted upon by the workers here.

"Chelish lilypads upon a bubbling swamp
Tended by tempting tender touch
Their filth drained where none of sense can dwell"

"Any ideas, Janis?" Saila asks


Female Halfling Cleric 8 | AC:22/14/19 HP:42/57 F:+9 R: +7 W: +12(+2 vs fear) Init: +3 Perception: +5, channel 1/5 | conditions: magic circle against evil | Aggah AC:20/15/16 HP:51/51 F:+6 R: +9 W: +4(+4 vs enchantment) Init: +4 Perception: +6 darkvision (conditions:shield other)

knowledge religion: 1d20 + 11 ⇒ (9) + 11 = 20


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Just in case you don't know, Cleo. If you match the DC, you beat it, meaning you got the knowledge within.

I'll move us along sometime tomorrow. Weekends are free.


Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

Janis goes to the door and checks it for traps.

Trapfinding: 1d20 + 14 ⇒ (11) + 14 = 25

Disable Trap: 1d20 + 14 ⇒ (7) + 14 = 21

Unlock Door: 1d20 + 14 ⇒ (10) + 14 = 24


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Janis sees that this door is in very good condition considering the rest of the estate, and is far more protective than one would expect for a temple's cellar. Made out of steel, the door has a pretty strong locking mechanism attached. Janis notices that there's some sort of magical trap attached to the door, and while he doesn't know what the effect is, he knows that the trap is triggered if the door is left open or unlocked for more than a minute. He tries to unlock the door, but it looks like it'll take more time than a few seconds.


Hp: 46/46 AC: 16+2 CMD: 17 FF: 15 Touch: 11 Fort: 3 Ref: 8 Will: 3 Init: 5 Percep: 11 Character Sheet

There's a spell on the door. I can try removing it alternatively we can just move in quickly and close the door behind us. What do you guys want to do? I'm also pretty sure this dooor is newer than the temple, probably put in since the temple was abandoned.

Janis takes twenty on the disable device check for unlocking the door, being careful to make sure the door stays closed.


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I'll wait a moment should anyone come up with a plan.

Those who want to try to identify the magical trap can do so with detect magic and k.Arcana.

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