Yet Another ... Rise of the Runelords PBP

Game Master ziltmilt

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


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Grand Lodge

Male Half-Orc Barbarian/3 HP 20/37

This guy just doesn't want to fall does he?
Getting frustrated with the vigilance of this bugbear Hakak will take another full attack.
Axe attack: 1d20 + 8 + 2 + 1 ⇒ (10) + 8 + 2 + 1 = 21
Axe damage: 1d12 + 6 ⇒ (6) + 6 = 12
Horn attack: 1d20 + 3 + 2 + 1 ⇒ (19) + 3 + 2 + 1 = 25
Horn damage: 1d8 + 3 ⇒ (1) + 3 = 4


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)

Nice


I will stand where i am and fight the dog.


Jubrayl's going to try to heal Hakak.


[Evening, Thistletop, 7th Day After Goblin Raid, Round 6 – part 2, Thistletop]

Jubrayl steps up behind Hakak, laying on hands for 5 hp healing.

Selia slings a spear towards the last goblin dog, skewering the vile animal from nose to tail.

A celestial hound snaps and tears Bruthazmus. The way blocked by Jubrayl, Nich and another of his hounds go to the south end of the hall.

With the help of Ned’s distracting sword-play, Lleidr lands a fatal blow on Ripnugget. The so-called Scourge of Sandpoint collapses onto the ground, gasping a final curse with his dying breath. "Malfeshnekor .. awaits you .."

Hakak’s axe blows prove impossible for the embattled Bruthazmus to repel. At last, Hakak’s axe and horns gut the bugbear like a bow legged fish, and the infamous warrior falls flat on his broad back.

The celestial hounds vanish in a silvery mist.

With the fall of your last opponent, an eerie calm descends over Thistletop. All you now hear is the roar of the ocean, the chirping of crickets and an occasional snort from the courtyard.

NOTE – no map updated since you’ve got no visible opponents left.


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

Woohoo! Good job all around!


What do you want to do next?


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)

Nicholae gathers the others around in an area that the wounded and dying are not in and Channels energy.

2d6 ⇒ (6, 3) = 9

He then does so again IF people are still under half hitpoints.

2d6 ⇒ (5, 4) = 9

How do you all feel now? Are you up to greater challenges? We should check on possible repairs to the bridge and to the horse first


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

Ned was at full hp after the first channel

"Much better thanks. I don't suppose you can do anything about blood stains?" He looks down at his armor and adds, "Or brains? I think that might be a bit of spleen..."


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 is at full hp after the first channel also.

"We might want to hold off on the bridge just now. Several of the Birdpunchers went along when it fell, but there were still a handful on the other side. Letting the horse back out is the decent thing to do, but I don't want to be the one to get near it!"

"As for readiness, your healing got me feeling much better! I still have several spells left, so I'm ready to go!"

"I wonder who Malfeshnekor is and why they're waiting on us?"

Lleidr will trail off the last question as he casts Detect Magic and looks over the bodies, starting with Ripnugget, then the bugbear, the warchanter, then the other goblins, though I doubt even the toughest of those nameless goblins would have worthwhile booty.

Rolling them for mundane loot seems like a good thing to do as well!

Grand Lodge

Male Half-Orc Barbarian/3 HP 20/37

Well Hakak is going to be fatigued for 14 rounds and he only has 3 rounds of rage left. It is also sounding like we're about to go up against the big baddy so having everyone at full would probably be to our advantage. So my vote is for a little more healing over here and an eight hour nap.


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)

lets explore the rest of this camp and see where it leads us


[Evening, Thistletop, 7th Day After Goblin Raid, Round 6 – part 2, Thistletop]

Recovered Gear:
Bruthazmus – 4 magical arrows; magical potion; heavy flail; studded leather armor; masterwork composite longbow; 18 arrows; 4 pp

Ripnugget –
2 magical potions; masterwork breastplate (small); magic short sword (named ‘Gut-tugger’ by the chief); dented crown; key ring with about a dozen keys

Warchanter – magical potion; studded leather armor (small); shortbow with 12 arrows; whip

Goblin Commandos – 2 magical potions; 3 masterwork horsechoppers; 3 shortbows with 55 arrows

Goblins – various bits and pieces of grubby gear in poor condition


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

MW Composite Longbow? Hmmmm


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

As he detects and searches, Lleidr will separate the loot into piles of magical stuff (4 magic arrows; 6 potions; short sword), valuable stuff (heavy flail; masterwork composite longbow; small masterwork breastplate; 3 masterwork horsechoppers), and not-worth-much stuff (studded leather armor; 85 arrows; small studded leather armor; 4 shortbows; whip).

Although Lleidr can use the arrows, he thinks they'd do better with Ned if he takes the masterwork longbow. The short sword could be interesting, but only if no one else is taking it.

Since it looks like we'll be responsible for returning the horse to the mainland, perhaps we can use it to haul the masterwork armor and weapons back to town when we're done?

Lleidr will replace the one or two arrows he's fired from the pile in the loot. Twirling the key ring on his finger, he'll set the dented crown on his head at a jaunty angle and say, "Hopefully this many keys means there's more loot to be found! We should sweep the stockade to make sure we don't have stragglers, so might as well see if we can't find a treasure chest too!"


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)

The priest scrounges for some fodder to feed the horse and some water.


The keys fit doors in the complex. I'll go ahead and do a mass reveal and give you a description of each room tomorrow.

Can i get some ID checks on the magic items? Or, just let me know if you're taking 10.


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

Unfortunately taking 10 would only give me a 13. I made some rolls for this game day over on the discussion tab.


[Night, Thistletop, 7th Day After Goblin Raid, Thistletop]

Going clockwise around the Great Hall, here’s a summary of the rooms that you’ve newly explored as well as where you’ve already been. I’m only listing the areas around the great hall, as you’ve already explored the other parts of Thistletop. Ripnugget’s ring of keys comes in handy, and opens several locked doors with ease. Starting due north:

10 x 20 room, north of the Great Hall: Several rugs made from dog or horse hide lie strewn over the dirt floor of this room. Against the north wall stands an impressive collection of horseshoes, each nailed to the wall. To the east sits a ragged padded chair next to a rickety desk that may have once been an expensive antique. In the northwest corner sits a canopied bed covered with silk sheets and sporting an elaborately carved headboard that features nymphs and satyrs cavorting in a forest. The bed’s sheets are stained with dirt, while the headboard is bashed and battered.

Under a pillow, you’ve found a silver holy symbol of Lamashtu, featuring small garnets for its eyes. In the chair to the east, there’s a large iron key under the seat. The key is of a larger size than the ones on Ripnugget’s key ring and is obviously not for any of the doors.

10 x 15 room, NE of the Great Hall: This room contains a small armory of crudely made weapons (mostly dogslicers and shortbows) and several small goblin-sized suits of studded leather armor and ented shields. To the south stand a pair of workbenches. In all, there are 23 dogslicers, 11 shortbows, 80 arrows, 11 suits of studded leather, six light wooden shields, and two coiled whips. On the north wall hangs a single masterwork dogslicer. The armor and weapons are all small, and except for that last dogslicer, the quality of the gear appears quite poor.

10 x 10 room, E of Great Hall: This foul-smelling butchery is a horrifying affront to all the senses. Haunches of poorly smoked meat hang from hooks along the ceiling or lie heaped in and atop crates. In some cases, the meat seems to be dog or horse, but in many other cases, the meat has all-too-recognizable features, like feet, hands, or grimacing faces. With a sad realization, you’ve hit upon the fate of several merchants and travelers missing from Sandpoint.
L shaped passage SE of Great Hall: narrow corridor connecting the hall with the SE guard tower.

20 x 20 Guard Tower SE on map: already explored

15 x 15 (minus 1 square) SE of Great Hall: Six poorly constructed bunk beds, little more than hammocks slung from rickety frames, stand along the walls of this room. Each is heaped with a vermin-infested blanket and a lump of straw that serves as a frustrating pillow. Nothing of interest can be found here.

Foyer with eastern passage: already explored

Stairs S of Great Hall: a wan flickering light, much like the warm glow of a lantern, comes up from the bottom of these stairs.

(NOTE – these next 3 areas were previously explored)

10 x 10 room W of Great Hall: meeting room, with a table and some chairs

5 x 5 room NW of Great Hall: foul smelling room evidently used as a latrine.

Stairs NW of Great Hall: This short, steep stair quickly falls into darkness.

Grounds surrounding the stockade: Thick clumps of nettlewood cling to the thin soil atop this rock. In the NW corner of the island is a small clearing, evidently used by the goblins for some macabre exercise. Tracks of their dogs are all around, and you also spy the crushed bodies of several seabirds.

Thistletop

Only 3 of the ID checks worked -
Arrows: +1 elf bane arrows
Potion #3 – Cure Moderate Wounds
Short Sword + 1


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
ziltmilt wrote:
10 x 20 room, north of the Great Hall

I'm not sure if you made Perception rolls or whatever, or if this is actually all there is to find, but since we got time on our hands while a couple of people are on vacation...

Until we're ready to start sleeping again, Lleidr will suggest that Ned guard one of the flights of stairs down and Hakak the other (explaining why they're just standing around right now!)

He'll also suggest we do something with the bodies before we see what variety of rats or carrion birds this kind of place attracts. Maybe chuck 'em over the edge into the water? Before we do that, do we need to take some sort of proof of their deaths? Lleidr doesn't want to get into carrying heads around, so hopefully the crown will be enough?

Back in the 10 by 20 room north of the great hall...Lleidr will make sure to turn over the rugs (trying not to disturb too many fleas) to look for anything hidden there.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22

Since it's a free spell, Lleidr will cast Detect Magic in the room, checking the horseshoe collection to the north ('cause you never know), as well as the desk and the headboard and under the bed.

If the desk has drawers, he'll rummage through those, using the key from under the chair if needed or simply checking for traps and picking a lock if it comes to it.

Perception: Trapfinding: 1d20 + 7 ⇒ (10) + 7 = 17
Disable Device: 1d20 + 12 ⇒ (1) + 12 = 13

He'll also check the desk for any secret compartments or the like.

Perception: 1d20 + 6 ⇒ (5) + 6 = 11

Over at the bed, he'll check under the mattress (again, wary of parasites), under the bed, and the headboard for any secret stash.

Perception: 1d20 + 6 ⇒ (13) + 6 = 19

Anything found will get checked for traps before opening.

Perception: Trapfinding: 1d20 + 7 ⇒ (20) + 7 = 27

Aaand I'm done with my beer, so I guess that's enough typing tonight!


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)

Nicholae will pray over the parts and give them a mass water burial if anyone thinks that's appropriate. He also helps Lleir search the Fort and it's rooms thoroughly.

Are we doing another rest?


Yes I made PER rolls on your behalf. Instead of spending a day on each room, since there's nobody in the stockade other than the party, it made sense to list everything and assume that you're taking a few hours to check stuff out and gather your enemies' gear.


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

Ah, cool, I wasn't sure and some of those rolls sucked. Unfortunately, also poop, since that means there's nothing else up here to discover.


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

But, my afternoon cocktail prompts me to make another rambling post. Welcome to my Lost Weekend!

Since we just need to process the stuff found...

Lleidr doesn't want to handle the religious symbol too long, but he'll try to Appraise the garnets before seeing if our holy types want to destroy it.

Appraise: 1d20 + 3 ⇒ (11) + 3 = 14

If it's alright with everyone, Lleidr will hold onto the large key until we find the matching lock.

He'll go ahead and cast Detect Magic in the bedroom. My mind just boggled at the number of dirty jokes that came to mind.

From the weapons room, it looks like the masterwork dogslicer is the only thing worth adding to our loot pile.

Just to be sure, Lleidr will cast Detect Magic in here as well.

"It occurs to me that just because we've taken care of this group, another won't try to move in after we're gone. I'd hate to see them so easily armed and ready to cause trouble. What do you think of tossing these poorly made weapons and armor into the ocean?"

From the meat locker...Nich, Lleidr was wondering if we needed to take proof of death from the goblins and the bugbear and suggesting throwing those corpses over the cliff. But definitely giving last rights or whatever to the remains of the travelers in here is appropriate, and Lleidr is ok with whatever method of laying them to rest seems best to you.

There's no way Lleidr will be able to resist sneaking a peek down the stairs with the glow coming up. Just so we know what's down there.

Stealth: 1d20 + 13 ⇒ (10) + 13 = 23
Perception: 1d20 + 6 ⇒ (20) + 6 = 26

Can Selia try to ID magic items as well? Lleidr won't be able to try again for 24 hours.

Of the one's ID'd, if no one else is interested, Lleidr can't helping checking the heft and swing of the short sword +1 a time or two.

Regarding resting, I think Ned is the only one who doesn't have a spell/special ability to recharge? If he'll stand guard, since it's getting on night, Lleidr could settle in for a nap after a meal.


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)

Nicholae is okay with the materials the item is made of but not the item. He's ok with prying the stones free and melting down any valuable metals into something else of salable value. Nicholae will use a light cantrip on a stone and toss it down the dark stairways with Lleidr at his side.

He'll note the features revealed then dismiss the spell effect and go back to rest after seeing to the horse with what NON nettle vegetation and straw there is.

As for the items, nothing else holds immediete interest apart from commenting that the very fine versions of goblin weapons will hopefully bring good coin.


Lleidr wrote:
Ah, cool, I wasn't sure and some of those rolls sucked. Unfortunately, also poop, since that means there's nothing else up here to discover.

That's not necessarily true. If you'd like to enter any chamber and do another Perception check (or take 20), feel free. Hint, I also recommend checking that map image carefully.


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)

There is a blacked out triangle section... and a section near the 1st stairs


Ah,the triangle shouldn't be there ... sorry about that. I didn't move a player's token fully.


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
ziltmilt wrote:
That's not necessarily true. If you'd like to enter any chamber and do another Perception check (or take 20), feel free.

My Labor Day beer #4 says type more, so...

I guess just combine the actions Lleidr listed above:

* thoroughly search the bedroom as described, including Detect Magic along with Perception checks but going over all the items mentioned. He'll still offer to hold onto the big key, and Appraise the religious symbol before asking someone else to carry it until it can be repurposed.

* search the weapons room, separate out the masterwork item, and cast a Detect Magic along with Perception checks. He'll still suggest tossing the crap weapons and armor in the ocean.

Perception: 1d20 + 6 ⇒ (6) + 6 = 12 since I never rolled for this room

* meat locker: I think everything got resolved here

* with Nich pointing out the architectural inconsistency, Lleidr will spend some time looking for secret doors in the top square of the 5 by 15 corridor running up from the courtyard.

Perception: 1d20 + 6 ⇒ (17) + 6 = 23

If nothing turns up, he'll cast Breeze to help fight the stench and search the western wall of the privy.

Perception: 1d20 + 6 ⇒ (11) + 6 = 17


Selia and Jubrayl are going to assist you with those searches.

Part of the west wall of the privy is in fact, a sliding panel, hidden with great skill and cleverness on the part of the goblins.

Behind the panel is a 5x5 room (the exact size hidden in the black square). You find a massive chest sitting square in the middle of the floor. It's locked with a heavy iron padlock.

Can you give me an Appraise check on the idol you found earlier in Ripnugget's room?


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 rolled an 11 for a total of 14 earlier to Appraise the idol.

Lleidr will check the chest for traps before opening the lock with the big key found under the chair.

Perception: 1d20 + 7 ⇒ (13) + 7 = 20

What's in the chest?


You're not sure yet. The chest is trapped. The chest lid is rigged to set loose a shard of metal.

You can go ahead and unlock it if you'd like or perhaps do a Disable Device check.


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

Disable Device: 1d20 + 12 ⇒ (12) + 12 = 24


Success!

OK, the chest's unorganized pile of contents apparently served as the treasury for the denizens of Thistletop:

7432 cp
2490 sp
89 gp
3 pp
a leather pouch with 34 malachite gems
a Medium sized chain shirt
a Medium masterwork scimitar
a gold holy symbol of Sarenrae
a jade necklace
a fine blue silk gown with silver trim

the Lamashtu holy symbol you found earlier in the chieftan's room appears to be worth 30 gp


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)

Thats gonna be a bugger to get across the bridge along with the horse... Fingers crossed we can find ourselves some magic to help


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 cast Detect Magic and look over the contents of the chest.

He'll attempt to Appraise the gems (or at least get an idea of their average value for now), the religious symbol of Sarenrae, the necklace, and the gown.

Appraise: 1d20 + 3 ⇒ (11) + 3 = 14 gems average value
Appraise: 1d20 + 3 ⇒ (3) + 3 = 6 the religious symbol
Appraise: 1d20 + 3 ⇒ (11) + 3 = 14 necklace
Appraise: 1d20 + 3 ⇒ (20) + 3 = 23 gown

He'll add the masterwork scimitar and the chain shirt to the pile of booty, but aside from separating out the gold and platinum, he's unsure how to process the massive weight of cheaper coins.

I guess when it comes down to it, the copper and silver add up to 323 gp and some change. Maybe we can bury the cheaper coins until we can make some arrangements for moving them back in town? Heck, I'd be willing to pay a couple of in-need-of-work types (maybe people who's homes or businesses were damaged in the raid?) the copper to help move the silver across for us.


Nothing else detects as magical, other than what i've already mentioned.

Badly flawed, the gems are worth 1 gp each.
The religious symbol = 80 gp
The jade necklace = 65 gp
The gown = 150 gp


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 convey his opinions of the items values and add them to the treasure pile.


So, to keep things moving, I need to know what you're taking and what you're leaving here.

I also need to know, if you're intent on travelling into the depths of Thistletop. If you are, which stair will you first explore?


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)

#1 seems the right thing to do once we have rested again. We can decide on what we take and leave once we fully explore. As for the remaining items, I've a spell craft of +4 if you haven't rolled for me... I may get lucky.


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

Not necessarily making decisions for everyone, but I think we're taking the 7 platinum and 89 gold pieces and leaving the 2490 sp and 7432 cp in the chest in the secret room.

Ned had expressed some interest in the masterwork composite longbow. Unless someone else wants them, I don't see why the 4 +1 elfbane arrows don't go with it.

If no one objects, Lleidr will replace his old short sword with Gut-tugger, the +1 short sword. He's also still wearing Ripnugget's dented crown.

We have a Cure Moderate Wounds potion that someone should take, and 5 more unidentified. On top of Nich's offer to check, does Selia have spellcraft or whatever to try to ID as well? While whoever is at it, if they could try to get the activation word for the Wand of Shocking Grasp, that would be awesome :)

If I read the cost of masterwork stuff right, we have:
* 3 masterwork horsechoppers, 930 gp (310 gp each)
* a small masterwork breastplate 350 gp
* a medium masterwork scimitar, 315 gp
* a masterwork dogslicer, 308 gp

Unless anyone's equipping them, I recommend leaving these weapons here in the secret room.

From the other stuff, I suggest we stash these items in the secret room:
* a blue silk gown, 150 gp
* a medium chain shirt, 100 gp
* gold symbol of Sarenrae, 80 gp
* a jade necklace, 65 gp
* a leather pouch with 34 malachite gemstones, 34 gp (1 gp each)
* silver symbol of Lamashtu, 30 gp

Of the remaining stuff, if anyone wants to save anything to the secret room booty pile, cool, otherwise Lleidr is going to follow up on his own suggestion and start tossing goblin-quality weapons into the ocean.
* 15 shortbows
* 12 suits of small studded leather armor
* 23 dogslicers
* 1 suit of medium studded leather armor
* 6 light wooden shields
* a heavy flail
* 163 arrows
* 3 whips

Once everything's in the chest or piled around it, Lleidr will lock the chest and replace the secret panel.


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 agrees that sleeping out the night and continuing into Thistletop tomorrow morning sounds like a good idea.

Lleidr made a Stealth (23) and Perception (26) earlier for checking out the first bit of stairs #2 (where the glow was coming up). Nich also cast Light on stones and tossed them down. Did we see anything of note? If not, #1 is just as good with me as the other, so Lleidr will take Nich's cue.


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)

Nicholae agrees with the assessment from Lleidr on what to conceal - we can come back for it later but he is definitely of the mind it will need to be recovered. Waste offends him. He also emphatically agrees on Ned getting the bow.

Nicolae has no issues tossing the goblins sized armament but anything that is man-sized can be recovered later as well. He takes any medium items such as the armour and the flail concealing them in Ripnuggets room under his bed.

Between my own bless weapon and magic weapon spells, the short sword and the long sword, we are ok to fight most things that need a magic weapon.


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, if Nich or Selia can't or fail at ID'ing the other potions, maybe we should leave them up here in the secret room? Lleidr can't try again for 24 hours, and I don't want to risk drinking one without knowing what it does. Or if you guys want to carry them, cool, Lleidr will put one of them in his pouch. Oh, and someone should claim the Cure Moderate Wounds one.

I think we all agreed to an 8 hour rest. After that, since nothing seems noteworthy about either of the sets of stairs, Lleidr will equip Gut-tugger and head down the stairs marked #2 on the map as quietly as possible and keeping an eye out for danger.

Stealth: 1d20 + 13 ⇒ (10) + 13 = 23
Perception: 1d2 + 6 ⇒ (2) + 6 = 8


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

Crap, one more retro-thing, if you don't mind...when he was scouting for treasure, Lleidr wanted to make sure to check out the harpy wings to see if there were any salvageable feathers and the firepelt cougar skins to see if they were valuable.

Appraise: 1d20 + 3 ⇒ (10) + 3 = 13 harpy wings
Appraise: 1d20 + 3 ⇒ (15) + 3 = 18 firepelt cougar skins


No worries. The wings are pretty old and little more than some dusty feathers attached to withered tendons and bone. The pelts are worth a total of 5 gp.


[Early Morning, Thistletop, 8th Day After Goblin Raid, Thistletop Level One]

A single lantern hangs from a hook on the wall next to where the stairs enter this room from the north. Several rickety doors open into this room, and a few discarded dog pelt rugs lie forgotten in the northeast corner.

Thistletop


Not sure if it's clear from the image, but you can make out 3 doors in the south wall; one is visible in the east wall as well.


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

Peering about for danger, Lleidr will move into the room and over to the east door to listen and check for traps.

Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Trapfinding: 1d20 + 7 ⇒ (3) + 7 = 10


[Early Morning, Thistletop, 8th Day After Goblin Raid, Thistletop Level One]

More of the room is revealed as you step inside. The room is quiet, and you see 2 additional doors exiting, one on the west wall. Another in the north-west, on the north wall. There’s a faint echo of crashing surf coming through the east door. Otherwise, there’s nothing notable about the door.

There’s also a palpable odor, like a noxious stew of vinegar and rotten flowers, coming from one of the doors in the south wall. A recent memory immediately comes to you. Several of the goblin fighters you slew the prior night reeked of the smell; they were female and attired in tattered silks and gaudy sashes under their crude armor.

Thistletop

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