Yet Another ... Rise of the Runelords PBP

Game Master ziltmilt

Starting in the sleepy coastal town of Sandpoint, danger lurks.


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8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

I'm OCD enough to want to clear off that last bit of the fog of war, and Lleidr would like to see that front door trap from this side. Also, I would feel kinda bad about burning the place with more treasure additional prisoners still inside.


Female Asimar Bard 2/Monk 2 | HP ?/? | AC 18; T 18; FF 14 | CMD 18 | F +3 R +9 W +8 | Init +4 | Perc +9 | Active: None

I second what Lleidr says... lead the way, trapfinder! Or I could re-summon my eidolon to scout ahead.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

If there are no objections?

"It's a decent enough scout, but I don't mind taking the lead for traps and whatnot."

Lleidr will head back into the L-shaped hallway and examine the door that presumably leads into the front room.

Detect Magic
Detect Poison
Perception (Trapfinding): 1d20 + 15 ⇒ (3) + 15 = 18


The door appears safe enough.

A mangy bearskin rug lies before a tremendous hearth set into the wall, its pained visage still snarling at whatever cruel hunter took its life. A huge couch haphazardly upholstered in animal hide and human flesh, replete with a collection of talons, monstrous hairy spider’s legs, fox heads, and human hands and feet, sits to the west.

MAP


Ranger (guide) 8| AC 18(22) | HP 86/86

"I can't imagine why these folks had such a poor reputation with the locals.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Lleidr will give the room a once over with Detect Magic and regular searching, just to make sure we don't miss anything. He'd like to try and disarm the trap on the front door, too.

Detect Magic
Perception: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25
Disable Device: 1d20 + 16 + 2 ⇒ (6) + 16 + 2 = 24

If nothing stands out, up the stairs?


The sofa is trapped ... it's obvious to your trained eye that the floor around it is triggered to do *something*.

However, the trap at the front door seems to no longer be a danger to anyone entering.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Lleidr knows that the group's eager to move on, so he'll point out the area that might trigger the trap for anyone moving around while we're in here, but not spend a lot of extra time.

"Hmm...maybe a trap door or something? I'll try to figure it out from the cellar side if I can."

Upstairs next?


Female Asimar Bard 2/Monk 2 | HP ?/? | AC 18; T 18; FF 14 | CMD 18 | F +3 R +9 W +8 | Init +4 | Perc +9 | Active: None

Upstairs works for me.


The stairs leading to the upper floor lead to a filthy narrow hallway lacking any natural light. A short passage ends with 2 opposing doors: one to the east, one to the west.

There are no signs of magic or traps. Indeed, you notice no noise at all.

MAP


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Thanks for saving some rolls. West is best cause it rhymes. Lleidr will cautiously open the door to the left.


This room is filled with large, filthy beds. Human skulls with antlers fixed to them are mounted on the bedposts and headboards. Against the west wall sits a large cedar chest.

MAP


Female Asimar Bard 2/Monk 2 | HP ?/? | AC 18; T 18; FF 14 | CMD 18 | F +3 R +9 W +8 | Init +4 | Perc +9 | Active: None

Selia stands ready as she waits for Lleidr to check out the chest.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Sweetie, I thought you'd never ask! :)

Zilt, as Lleidr moves over to the cedar chest, he'll compare the beds to the ogre-kin we'very encountered so far. Two outside and three in the barn make...five, probably. Do a couple of the beds look like the kids sleep in them?

Perception: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31

Over at the chest, the usual:

Detect Magic
Detect Poison
Perception (Trapfinding): 1d20 + 15 ⇒ (4) + 15 = 19


Female Asimar Bard 2/Monk 2 | HP ?/? | AC 18; T 18; FF 14 | CMD 18 | F +3 R +9 W +8 | Init +4 | Perc +9 | Active: None

Perhaps I should have chosen my words more carefully... :)


You notice no traps, but the chest's lid is stuck. Can someone give me a STR check to open? Or perhaps, you have another way to pry open the contents?


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Just for giggles...
STR: 1d20 - 1 ⇒ (13) - 1 = 12

...and with a bemused shrug, Lleidr will get out of the way.


Init +2|AC15(17)/Touch10/Flatfoot15|CMD 12||HP 13[13]| Fort:+4 ;Ref:+0 ;Wil:+5|Percept +9/Sense Motive +9. Longsword +10 1d8+4 CMB +6 Channel (4d6) l 0/[3] Male Half Varisian Human Cleric of Iomadae/1 (Favoured Class)

Nicolae leans in.

Str: 1d20 + 2 ⇒ (5) + 2 = 7


Sorry, to answer your question, yes. Two of the bed appear to have been used by a pair of smaller ogre-kin.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Cool, so it sounds like we don't have to worry about alerting other residents when we have to smash this thing open. Unless you want to flex your muscles, Selia?


Ranger (guide) 8| AC 18(22) | HP 86/86

st: 1d20 + 3 ⇒ (9) + 3 = 12


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5
Ned Rodan wrote:
[Dice=st]d20+3

Good job, old man ;)


Ranger (guide) 8| AC 18(22) | HP 86/86

Maybe I should use something as a pry bar. Something 2'10", 22lbs or so... :-)


Pry bar would probably work ... needless to say, none of the prior attempts have succeeded in opening the chest.


Ranger (guide) 8| AC 18(22) | HP 86/86

I don't thing Llieidr is stiff enough. Ned will try again...
st: 1d20 + 3 ⇒ (18) + 3 = 21


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5
Ned Rodan wrote:
Maybe I should use something as a pry bar. Something 2'10", 22lbs or so... :-)

Damn, Ned, brag much?

Oh, you mean me :)


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5
Ned Rodan wrote:

I don't thing Llieidr is stiff enough. Ned will try again...

[dice=st]d20+3

Maybe if Selia had kept up the chest talk...


Ned frees the stubborn lid, and when raised, it reveals a single object sitting neatly in the middle of the chest's inside: a green sack the size of a melon seemingly bulging with coins.


Female Asimar Bard 2/Monk 2 | HP ?/? | AC 18; T 18; FF 14 | CMD 18 | F +3 R +9 W +8 | Init +4 | Perc +9 | Active: None

"After seeing you boys struggle with that chest, I am not letting you near mine..."


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Apparently Lleidr doesn't quite understand foreplay yet...

However, this bag o' coins feels like a trap. Lleidr will run through his standard routine.

Detect Magic
Detect Poison
Perception (Trapfinding): 1d20 + 15 ⇒ (7) + 15 = 22


A cunning blade hidden in an inner wall of the chest is primed to slide out with sudden force horizontally. And, the bag of coins appear to rest on some kind of pressure plate.

Numerous dried, dark stains line the inside walls, a testament to this trap's effectiveness.

You see no evidence of magic, though the blade is laced with poison of some kind.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Good lord, these paranoid freaks got traps on their traps!

Lleidr will attempt to disable the trap.

Disable Device: 1d20 + 18 ⇒ (19) + 18 = 37


Carefully jamming the blade, it should be stuck enough now not to spring even if the plate is triggered.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Awesome! What's in the bag?


Init +2|AC15(17)/Touch10/Flatfoot15|CMD 12||HP 13[13]| Fort:+4 ;Ref:+0 ;Wil:+5|Percept +9/Sense Motive +9. Longsword +10 1d8+4 CMB +6 Channel (4d6) l 0/[3] Male Half Varisian Human Cleric of Iomadae/1 (Favoured Class)

Dont look in the bag man... don't look in the Bag!


Well, again, it appears the bag contains coins but there's some hesitation on your side. Who's going to reach in and grab the bag?


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Lleidr was raised not to grab, but he'll reach in and remove the bag.


The bag holds around 250 coins -

- 121 cp
- 110 sp
- 23 gp

and 17 mostly skeletal severed fingers!


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Lleidr ain't so great with math, so he's not embarrassed when he wonders aloud, "I wonder if these belong to 17 different people or if one person fell for the trap 17 times?"


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

If we're done with this room, it looks like there's another door across the hallway. Lleidr will stop counting his fingers trying to get past ten and head across the way to check out the next door.

Detect Magic
Detect Poison
Perception (Trapfinding): 1d20 + 15 ⇒ (12) + 15 = 27


Tables strewn with beakers, glass vials, old tin cans,
rope, animal traps, bits of twisted metal, spikes,
bones, and all manner of junk litter this area. In one
corner sits some old furniture and other keepsakes.

MAP


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Keeping an eye out for varmits and vermin, Lleidr will give this big storage space a quick once over for anything of note. We're still trying to find those rangers' equipment, right?

Detect Magic
Perception: 1d20 + 13 ⇒ (2) + 13 = 15


Anyone wanna try Perception?

Nothing demonstrates magical auras, however, you see a couple of finely made metal tool on one table that would fit quite nicely in a thief's kit. A couple other tables show similar promise.

Under another table rests a flask of acid.


Init +2|AC15(17)/Touch10/Flatfoot15|CMD 12||HP 13[13]| Fort:+4 ;Ref:+0 ;Wil:+5|Percept +9/Sense Motive +9. Longsword +10 1d8+4 CMB +6 Channel (4d6) l 0/[3] Male Half Varisian Human Cleric of Iomadae/1 (Favoured Class)

Perception: 1d20 + 7 ⇒ (18) + 7 = 25


Several more acid flasks (4) are under a couple other tables. A few minutes spent scrounging around would likely fill out a masterworks-level kit of tools for a thief.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Lleidr already has a masterwork set of thief's tools, but putting together a second for back up or to sell couldn't hurt. He'll work with Nich to get the pieces pulled together.


You end up with enough paraphernalia for 3 masterworks quality sets of thieves' tools.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Well, that's a neat 300 gp value! Does that include the vials of acid?

Still no sign of the rangers' equipment. I guess that just leaves the basement?


Bwa ha ha ha ... yes, that just leaves the basement :)


This is the section of basement you've explored already:

MAP

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