Treasurefox's Rise of the Runelords (Inactive)

Game Master TreasureFox

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


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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 goes first?!? Well that's a first

The spike of fear nearly shatters her concentration, that shriek echoing as it does makes it sound like hundreds of the beasties. Taking a breath she lets her pray be heard, she casts bless.


Current Status:
HP 55/63; DR: 4/8; Initiative +2; AC/Touch/FF 21/12/20; Fort/Ref/Will 9/4/6 (+4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging; +2 resistance vs. evil) ; CMD 24; Perception +8
|| Raging (controlled): 9/12
DM TreasureFox wrote:
Excellent question, Helgarr. Yes the bodies have been removed and buried. The Glassworks is always guarded by at least 1 guardsmen (preferably more, but Hemlock is short on guards). The townsfolk also refuse to walk near the building these days.

I expected it would be something like that TreasureFox, thanks for the info - I'm hoping that if we can clear the caves, we will be able to declare the Glassworks safe again ;)

"Draw it to a bottleneck" - Helgarr suggest his companions.

If Maria bails out, and the Sinspawn follows her, it will be in a spot where it can be attacked by Furnok, Azeri, and even me if I stand behind Azeri (since I have a reach weapon)

Grand Lodge

Human HP 33/33 Init +3 AC18(+2)/CMD17/FF15/TA14 Saves:F3/R8/W2 Maria's Sheet

Ha! Bail out? I get a 1 point initiative bonus plus extra damage in any surprise round I act in! This is rogue heaven right here!

Maria's arm flashes out releasing the dagger in her hand at the Sinspawn. 1d20 + 5 ⇒ (11) + 5 = 16 Damage: 1d4 + 1d6 + 1 ⇒ (1) + (2) + 1 = 4 Well that's just bullshit right there.

Maria moves back to give the rest of them a clear shot.


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)

dice hate you, truly they do


Furnok holds until more more so he can get a good strike in.

Grand Lodge

Male Human Spirit Binder 3 | HP [21/21] | AC 12, T 12 , FF 12, CMD 12 | Fort +2, Ref +3, Will +5 | Init +2 | Perception +5
Cleo Gingerberry wrote:
dice hate you, truly they do

Should we tell her about Pylos, Fox?

Unable to get near the opening, nor really wanting to, Vandra thought back to all of the close-in fighting he had been getting in lately, before quickly muttering strange syllables and moving his hand through the air. A faint, dark green shimmer covered his body for a moment before fading.

Jeaux, getting ready for the comming confrontation, readied her glaive and stood next to her son.

Cast Mage Armor on myself, my AC is now +4 higher for the next two hours.


Current Status:
HP 55/63; DR: 4/8; Initiative +2; AC/Touch/FF 21/12/20; Fort/Ref/Will 9/4/6 (+4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging; +2 resistance vs. evil) ; CMD 24; Perception +8
|| Raging (controlled): 9/12

Helgarr steps behind Azeri, and readies an attack in case the creature comes close.

Readied Trip Attack:

MW Ranseur trip: 1d20 + 5 + 1 - 4 ⇒ (15) + 5 + 1 - 4 = 17

-4 for attacking from the second line. +1 from Bless. Helgarr position updated on The Catacombs map.


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Pylos has been doing so terribly in Hell's Rebels that I had to invent an ability to reroll natural 1's.

Shalelu Bow: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
Dmg: 1d8 + 1 ⇒ (7) + 1 = 8

Maria immediately throws her dagger at the Wrathspawn, catching it off guard. The dagger pierces into it's thigh, but doesn't do much more than enrage the creature. Vandra casts protective magic upon himself, while Helgarr and Jeaux hold firm in case the creatures charge forward. Shalelu leaps up and uses the stone wall to flip over Cleo. In mid air she shoots an arrow at the Sinspawn, but it just barely misses the creature's neck. As Shalelu lands, she lowers herself to one knee in fatigue.

Maria, you see an opening at the end of the cave that you could squeeze through to get into the room with the Sinspawn. It could offer a potential flanking route. You would need to succeed on an Escape Artist check, however.

Waiting on Ali and Azeri. Furnok still has an action if he wants to use it.


Furnok steps back so there is more space to fight.Done


Male Human Unchained Summoner / Level 3 / HP [30/11] / AC 16 / T 13 / FF 13 / Fort +2 / Ref +3 / Will +4 / Initiative +2 / Perception +1

Ali sighs as he steps forward, placing a hand on Azeris back and beginning to channel energy through the Eidolon to protect him.

Ali casts Mage Armour on Azeri


Male Eidolon (Agathion) Eidolon / Level 1 / HP [25/25] / AC 17 [21] / T 13 / FF 12 / Fort +4 / Ref +1 / Will +2 / Initiative +1 / Perception +4

Feeling his body covered with a thin layer of protection, the Eidolon steps forward as Helgarr moves behind him, lashing out with his claws at the creature.

1d20 + 5 ⇒ (11) + 5 = 161d20 + 4 ⇒ (9) + 4 = 131d6 + 3 ⇒ (5) + 3 = 81d6 + 3 ⇒ (5) + 3 = 8


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With the help of Ali, Azeri wades into combat and sweeps his claws at the the Sinspawn. The first claw strikes, but the second catches only air.

Dice Rolls:

Claw1: 1d20 + 3 ⇒ (12) + 3 = 15
Dmg: 1d4 + 1 ⇒ (2) + 1 = 3
Claw2: 1d20 + 3 ⇒ (4) + 3 = 7
Dmg: 1d4 + 1 ⇒ (4) + 1 = 5
Bite: 1d20 - 2 ⇒ (12) - 2 = 10
Dmg: 1d6 + 1 ⇒ (4) + 1 = 5

Bite: 1d20 + 3 ⇒ (18) + 3 = 21
Dmg: 1d6 + 1 ⇒ (3) + 1 = 4
Azeri Will: 1d20 + 2 ⇒ (2) + 2 = 4
Time: 1d6 ⇒ 5

The first Sinspawn remains in place, clawing and biting at Azeri's magical protection. Not one attack struck. However, the second Sinspawn comes up beside and bites through the protection. While Azeri feels only minimal pain, he feels absolutely sick to his stomach. Azeri is now sickened, and takes 4 damage

Everyone's turn


Furnok steps up behind the bear and thwaks at the nasty with his polearm
Hammer: 1d20 + 6 ⇒ (11) + 6 = 171d12 + 5 ⇒ (11) + 5 = 16


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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)

People are too big, the halfling mutters, knowing there is no chance to fire a shot at the ugly beasties through her friends. She holds her action.

Grand Lodge

Male Human Spirit Binder 3 | HP [21/21] | AC 12, T 12 , FF 12, CMD 12 | Fort +2, Ref +3, Will +5 | Init +2 | Perception +5

Laying a hand of Helgarr's arm, Vandra imbued a bit of his magic into her body and gave a small smile. "To make this battle a short one," he said quietly.

Helgarr, you get +2 to Str for 1 round.

Grand Lodge

Human HP 33/33 Init +3 AC18(+2)/CMD17/FF15/TA14 Saves:F3/R8/W2 Maria's Sheet

Maria remains behind. Back up get some space. A bottleneck helps them, not us.


Current Status:
HP 55/63; DR: 4/8; Initiative +2; AC/Touch/FF 21/12/20; Fort/Ref/Will 9/4/6 (+4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging; +2 resistance vs. evil) ; CMD 24; Perception +8
|| Raging (controlled): 9/12
Vandra Geaux wrote:

Laying a hand of Helgarr's arm, Vandra imbued a bit of his magic into her body and gave a small smile. "To make this battle a short one," he said quietly.

Helgarr, you get +2 to Str for 1 round.

"It will be so" - the barbarian nods at her friend.

Thanks Vandra ;)

"Maria is right!" - Helgarr roars - "Why did you not stay back as I had suggested? This is not to our advantage!"

And waits.

Guys, the idea was to bottleneck THEM, not us :P


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Waiting on Ali and Azeri

A nasty twack from Furnok's powerful strike splits the Sinspawn's skull in two like a block of wood. Shalelu jumps up to get a shot in, but misses just barely as the arrow swishes above the remaining Sinspawn's head.

Shalelu rolls:

Bow: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15
Dmg: 1d8 + 1 ⇒ (6) + 1 = 7


Male Human Unchained Summoner / Level 3 / HP [30/11] / AC 16 / T 13 / FF 13 / Fort +2 / Ref +3 / Will +4 / Initiative +2 / Perception +1

Ali loaded his Crossbow and pulled back, waiting for a clear shot.

Hold Action to shoot an attack creature if it gets closer.

At the same time Azeri lashes out with his claws.

1d20 + 5 ⇒ (17) + 5 = 221d20 + 5 ⇒ (19) + 5 = 241d6 + 3 ⇒ (4) + 3 = 71d6 + 3 ⇒ (6) + 3 = 9


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)

Azeri has something to prove I think :)


Current Status:
HP 55/63; DR: 4/8; Initiative +2; AC/Touch/FF 21/12/20; Fort/Ref/Will 9/4/6 (+4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging; +2 resistance vs. evil) ; CMD 24; Perception +8
|| Raging (controlled): 9/12

Ali, did you read our posts above about repositioning? Just wanting to make sure :P


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It's nearly dead, but Azeri's sickened state reduces the effectiveness of his claws, rendering the Sinspawn just inches from death.

Attacks:

Claw1: 1d20 + 3 ⇒ (13) + 3 = 16
Dmg: 1d4 + 1 ⇒ (2) + 1 = 3
Claw2: 1d20 + 3 ⇒ (2) + 3 = 5
Dmg: 1d4 + 1 ⇒ (2) + 1 = 3
Bite: 1d20 - 2 ⇒ (16) - 2 = 14
Dmg: 1d6 + 1 ⇒ (2) + 1 = 3

The Sinspawn lashes out viciously at Azeri for it's life, but misses each strike completely.

Everyone's turn, it's almost dead


Furnok bashes with his hammer again
Lucerne Hammer: 1d20 + 6 ⇒ (15) + 6 = 211d12 + 5 ⇒ (3) + 5 = 8


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Ka-thunk! Furnok bashes the Sinspawn's head in.

The room itself has little of use. The skeletons in the cells look like they're about to become dust if someone so much as breathes on them. There is a passage to the right that leads down a long and narrow hallway.


To the right then


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K.Engineering or Nature DC 10:

A wooden walkway in a place this old should have rotted away long ago. The boards look ancient, but they still support the group's weight regardless.

This room contains several ancient relics of what appear to be torture implements, although their function and style seem strange and archaic. In one corner sits a spherical cage with spikes, protruding inward from its iron bars. In another stands what appears to be a star-shaped wooden frame, its surface studded with hooks. And in the center of the room is a long table covered with leather straps and a number of cranks that seem designed to rotate and swivel.

On the opposite side of the room stands an open iron door with a flight of stairs headed down. To the right of the room is a closed wooden door.


Furnok opens the right door

Grand Lodge

Male Human Spirit Binder 3 | HP [21/21] | AC 12, T 12 , FF 12, CMD 12 | Fort +2, Ref +3, Will +5 | Init +2 | Perception +5

"I don't like this room," Vandra said as they entered the torture room. "Why would there be things like this under the town?"


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)

Probably has something to do with the pool, or maybe it is all older than the town itself?


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The crumbling remnants of several chairs, books, scrolls, and a long table clutter the floor of this room. To the south stand three stone doors, each bearing a strange symbol that resembles a seven-pointed star.


Hmm.. Could you give those doors a look over, Maria?


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)

knowledgereligion: 1d20 + 6 ⇒ (9) + 6 = 15 does Cleo recognize the symbols at all?


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Cleo has never seen such a symbol before, though it does remind her of the pentagram of Asmodeus.

Grand Lodge

Human HP 33/33 Init +3 AC18(+2)/CMD17/FF15/TA14 Saves:F3/R8/W2 Maria's Sheet

Maria nods and move towards the doors looking them over for signs of traps. Wouldn't be a bad place to set up shop. She mutters while searching for signs of trip wires and pressure plates.

1st doorTrap Finding: 1d20 + 6 ⇒ (5) + 6 = 11
2nd doorTrap Finding: 1d20 + 6 ⇒ (7) + 6 = 13
3rd doorTrap Finding: 1d20 + 6 ⇒ (20) + 6 = 26


Current Status:
HP 55/63; DR: 4/8; Initiative +2; AC/Touch/FF 21/12/20; Fort/Ref/Will 9/4/6 (+4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging; +2 resistance vs. evil) ; CMD 24; Perception +8
|| Raging (controlled): 9/12

Knowledge (Untrained: 1d20 + 2 ⇒ (3) + 2 = 5

Cleo Gingerberry wrote:
Probably has something to do with the pool, or maybe it is all older than the town itself?

Helgarr nods, following along with her companions - "Who could have guessed all this would be right here, under Sandpoint" - she mutters.

Grand Lodge

Male Human Spirit Binder 3 | HP [21/21] | AC 12, T 12 , FF 12, CMD 12 | Fort +2, Ref +3, Will +5 | Init +2 | Perception +5

With Jeaux looking around with interest at the various objects, Vandra asked Ali, "Ali, do you know anything about Sandpoint's history?"


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"The town isn't very old" Shalelu mentions. "It's only been around for two to three human generations. But, this place looks ancient. This torture room makes it look like the people who once lived here weren't good people."

Maria doesn't find any traps, but the doors are indeed locked. Fortunately, they all look so old that Maria could just as easily bash them open as pick them. DC 12 disable, or deal 12 damage with a bludgeoning weapon.

Door 1:

Inside this door rests a brittle human skeleton with 3 arms.

Door 2:

Inside this door rests a human skeleton with an enormous misshapen skull.

Door 3:

Inside this door rests a human skeleton with a rib cage that goes all the way down to its pelvis - a pelvis with stunted leg bones strewn below its strangely flat girth.

As Vandra talks to Ali, Jeaux looks around at the papers and books. Most of it is written in a spiky archaic language that seems alien to anything she's seen before. Among the wreckage, she spots what she thinks might be a magic scroll.

Grand Lodge

Human HP 33/33 Init +3 AC18(+2)/CMD17/FF15/TA14 Saves:F3/R8/W2 Maria's Sheet

D.Device: 1d20 + 8 ⇒ (5) + 8 = 13

Maria opens the first door slightly and peeks in before swinging it open again.

D.Device: 1d20 + 8 ⇒ (19) + 8 = 27

D.Device: 1d20 + 8 ⇒ (4) + 8 = 12

She grimaces at the sight of the second, and at the third closing the doors. It's all the same. More deformed bodies.


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)

It might be good to transport them to the open air later, to lay them to rest properly. Might give them a little peace. Cleo suggests, thinking dying in a closet could harbor attachment violently to this realm.


Well let us keep heading east then. Furnok rustles everyone out.

Grand Lodge

Male Human Spirit Binder 3 | HP [21/21] | AC 12, T 12 , FF 12, CMD 12 | Fort +2, Ref +3, Will +5 | Init +2 | Perception +5

With a sound that somehow conveyed a pleased surprise, Jeaux reached over and grabbed what she thought might be a scroll her son could use and rushed back to him.

Taking the parchment from her, Vandra carefully unrolled it, trying to keep from tearing it, and gave it a close examination.

Perception: 1d20 + 3 ⇒ (5) + 3 = 8
Spellcraft: 1d20 + 12 ⇒ (3) + 12 = 15
And Detect Magic


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 follows Furnok's rustling.

Grand Lodge

Human HP 33/33 Init +3 AC18(+2)/CMD17/FF15/TA14 Saves:F3/R8/W2 Maria's Sheet

Maria moves ahead of the group, carefully placing her feet for maximum stealth. Taking 10


Furnok makes sure everyone's jimmies are rustled.


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 is now scared.


Male Human Unchained Summoner / Level 3 / HP [30/11] / AC 16 / T 13 / FF 13 / Fort +2 / Ref +3 / Will +4 / Initiative +2 / Perception +1

Ali frowns as he follows along, glancing around, clutching his crossbow tightly. "I know about the city, aye, but this seems older, much older. I don't think I can help us here no!"


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Vandra isn't sure what spell is written on the scroll, but his detect magic spell does reveal it to be transmutation magic.

The ceiling of this strangely cold chamber arches to a vaulted height of twenty feet. The floor contains eleven wooden lids strewn haphazardly over eleven five-foot-wide pits in the ground. From the darkness within these pits echo up strange shuffling sounds and, every so often, a low moan.


Huh, so maybe there are more of those nasties in those pits. We should finish them off so nobody from the town can stumble on them down here.

Grand Lodge

Male Human Spirit Binder 3 | HP [21/21] | AC 12, T 12 , FF 12, CMD 12 | Fort +2, Ref +3, Will +5 | Init +2 | Perception +5

Forgot about Read Magic! I wanna do that, too.


Furnok looks into a pit.

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