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

Is that code for dead? I want this thing to be dead.

Bad call on my part to move more'n 5 ft; glad the AoO didn't connect. But if I could ask for a change to the above, I described moving away from Ned, in part to try to flank next round. Does anything prevent Lleidr moving west insread of east?


Sure, that's fine.


The cold ocean water in the cave churns from a new source ... three sleek finned shapes cavort about, diving and splashing. The bunyip cries aloud in outrage.

Ned's blow crashes into the monster, and it sinks under the surface, leaving a crimson trail.

Several long moments pass. There's no further sign of the bunyip. Nor do you see Jubrayl or Hakak.

NOTE - I'm not including a map update since this encounter is essentially over.


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 am sorry, gang. I don't know what came over me!"

She looks around, assessing the situation. "Where are Jubrayl or Hakak?"

If there is time, Selia will try to get the dolphins to retrieve the fallen companions bodies and/or packs. At least we can give them a good burial. But if not, then she will chant some prayers for their souls and say good bye.


Sent you a PM, Selia.


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 fear our companions have drown or worst. I believe their bodies to be trapped, and am not sure we can risk trying to retrieve them. Perhaps they have left some of their belongings scattered throughout the cave, in case we want to look for mementos to take back to their families. Even that involves some risk, though."


The priest uses the rope to pull up the survivors.


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

I get why they're dead but it would be out of character to just shrug and wander off. You can just handwave the rescue/recovery effort.

Ned will do what he can to recover the two.


With great difficulty and with assistance from Nicholae holding your lifeline from above as well as from the summoned dolphins, you manage to find and free your brave companions. It takes tremendous effort to haul up their bodies, but somehow you all manage it.

But, that's not all you find. Ned brings up a small, rotted leather purse of 8 gold coins minted by the city of Magnimar. It looks like there's other treasures in the floor of the cave, scattered among piles of bleached and brittle bones.


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 unusually somber after the fight, working his hardest to help with the recovery of his fallen companions, but for the first time quiet and uninterested when treasure is found.


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

Ned will stand guard. Swimming isn't really his thing :-)


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, shoot, he's not a very good swimmer either, but nothing like cavorting with some dolphins to bring Lleidr out of his funk!

Before heading into the water, Lleidr will cast a couple of Detect Magic's from the ledge to try and zero in on anything enchanted below the waves. He'll also cast Light on a few pebbles or whatever's handy and toss them around to help illuminate the bottom of the cave.

And with that, he'll remove his equipment except for the Wand of Magic Missiles and the FoE and dive in. As mentioned, his swimming score ain't so great, so hopefully Selia can direct the dolphins to help keep him dive and surface.

Swim: 1d20 - 1 ⇒ (14) - 1 = 13
Swim: 1d20 - 1 ⇒ (5) - 1 = 4
Perception: 1d20 + 9 ⇒ (20) + 9 = 29
Perception: 1d20 + 9 ⇒ (2) + 9 = 11


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

Hmmm. Maybe Ned's swim skill isn't so bad after all. With a sigh of resignation he'll begin removing his armor.


Since there's no real time pressure at play here, you have the leisure to take as long as it takes to find many things in the cold dark waters:

92 additional gp
a deep green spinel
a rusted kukri with an intact violet garnet in the hilt
a rotted quiver with 3 arrows, each eliciting an arcane aura
a wand manufactured of bone, also featuring a magical aura

I'm not sure how much more time you want to spend in Thisletop, and that's OK. We can continue our posts focused on your recovery & identification of these objects along with carrying the dead back to town.

In the meantime, I'll start a thread where you've already returned to Sandpoint, and we can see what the reaction of the town is in regards to your return.


[Night, Sandpoint, 12th Day After Goblin Raid]

Father Zantus receives you, and without any words exchanged, knows exactly why you’ve arrived at the cathedral at this late hour. “As long as there is a Sandpoint, these young men will be remembered,” he promises. “Their sacrifice has enabled all of us to live in a world that is safer.”

The next morning Hemlock is waiting on you all to get downstairs. “After you’ve eaten, the Mayor wants a complete rundown of everything that you’ve seen.”

Several townsfolk crowd around your table, including Brodert Quink, Sandpoint’s sage-in-residence. “And, after you’ve talked to her, my friends, I’d appreciate a visit myself. I’m most curious what you’ve seen inside the catacombs of Thistletop. My guess is what you’ll tell me will confirm my theories about the place.”

Later, in town hall, as promised, Mayor Deverin hands each of you a leather pouch stuffed with coins. She then relaxes in an old fashioned, dark lacquered chair opposite you, smiling. “Well, the Scarnettis have lost a round. They can’t stir up the folks in town about a goblin threat now, can they?

"You’ve done good, although I am truly sorry about your losses. I remember those boys as they grew up here very well, and believe me, I’m as saddened as you. We’ll have a memorial service for them in a couple of days with full honors.”


A grave sacrifice of my friends Mayor but it is well their bravery will be remembered... maybe some sort of monument?


"That's a wonderful idea, Brother Nicholae, but perhaps we can build a monument to all of you, which we'll rededicate each year during the Swallowtail Festival."

Hemlock nods. "A monument is the least we can do for you, in exchange for saving this town. It'll be a reminder that whatever troubles we face in the future, we can get through it."

Mayor Deverin laughs. "Well, I doubt we'll see anything worse around here than united goblin tribes."

Hemlock grimaces. "There's always the Scarnetti clan. I think the gods put them on this earth to make my job harder."

"You're not alone in thinking that way. That reminds me ... the town could use your help with something else. The Quinns are trying to rebuild the Soggy River Mill, and if they manage it, the Scarnettis no longer have the only grain mill in the area. Would you folks mind checking in with the Quinn family? There's no rush. I'm sure you'll want to rest a bit for a few days first."

Hemlock says. "It's better if you all go, since you're not Sandpoint officials. I can give you directions, but I'm pretty sure Ned knows the way already."


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

"Of course, we will go. I like the Quinns, and it will be good to do something to get our minds off of the recent tragedy.

After the group leaves, Selia gathers the others together. "This may not be a big deal, but things in my room keep going missing. Before it was a hairbrush and some perfumes, and now some cheap jewelry and keepsakes - not valuable, but they mean something to me. Last time, I asked Ameiko, and she claims no one has entered the room. I have no reason not to believe her. I thought before maybe it was a rogue goblin that got left behind, and was long gone, but now it keeps happening."

She shrugs, and then continues. "Any thoughts?" Looking at Lleidr, "Can we set up a trap or something to alert Ameiko?"

"Or should I just try changing rooms?"


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'll be glad to take a look, see if the thief left any evidence or clues. Considering what they took, and the repeated targeting of you specifically, I'd suggest you either have a misguided secret admirer, or someone is taking your things to make their self prettier? Either way, a trap to dye their hand or whatever should suffice. I'll check around for the materials and get it set up before we leave on our next mission."


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)

I'd be happy to look in on the family, the priest says.

At Selia's words Nicolae frowns. Let Lleidr have a look but also tell Ameiko - a petty thief is something that could hurt her business if they continue. I'll keep an eye out as well.


Lleidr, after scanning Selia's room for quite some time, you spy a partial footprint near the threshold, outlined in a thin crust of dried mud. The foot was unshod and apparently human.

Setting a snare in Selia's room is a simple matter for you, and you all see how to avoid triggering it on yourselves. To the unsuspecting, it would be difficult to see this. The trap is set and you're all ready to head out to the Quinn's new mill.


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

"Thanks, Lleidr."

Even still, Selia takes any items of particular significance to her to Ameiko for safe keeping.


Due to a washed out bridge necessitating a long detour, it's early evening before you make it to the Quinn's residence. A sturdy, if small and rustic, manor house rests atop a low rising hill. As you approach, a pair of mastiffs gallop towards you, with bristling hair and a low growing growl.

About 20 yards behind the dogs, you can make out a shadowy outline of a man holding aloft a swinging lantern. "Ahoy, there, who are you?"


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

"Hello! We didn't mean to come unannounced, but we are friends from Sandpoint. We are here to help."

Diplomancy: 1d20 + 9 ⇒ (9) + 9 = 18


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

"Easy lads"
wild empathy: 1d20 + 4 ⇒ (6) + 4 = 10


The dogs whine a bit and then trot forward, their noses extended with tails wagging furiously.

"Ha, Sandpoint!" The man is elderly and limps forward. His crinkled visage comes into view under the light of his lamp dangling under its rusted chain. "Didn't think you were the Creeper!"

Ned has known this man from his own childhood. This is Sander, who has worked as a servant for the Quinns for his entire life.

"So the Mayor's wantin' to know what's takin' us so long, huh? Come inside by the fire. You'll be wantin' to see Master Quinn."

Once inside and after introductions have taken place, Jakker Quinn welcomes you inside to a small sitting room lit only by a roaring fire. Firelight glints off the stone walls, casting the room in shades of dull orange and red.

"My apologies for the suspicious greeting earlier. Out in the countryside, we get some queer folks wandering through, and at night, we can be a little .. jumpy. You're welcome to spend the night here and see for yourself how the mill's shaping up in the morning. Will that give you sufficient time to inform the Mayor?"


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

"Thank you for your hospitality, Jakker. I think that should be fine. We are here to help, if you need it and want it. But don't think of us as bureaucracy - we just agreed to lend a hand. I don't believe they are in a hurry, but just excited to see some healthy competition to the Scarnettis is all. Plus, this is sort of a relaxing diversion for us - it's been rough days lately. Nice to clear one's head."


"Splendid. I shall have Sander to lay out some pallets and blankets, and you all can sleep here in this front room tonight. Just, ah, please wake me immediately if you need anything."


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

Seems all well and good, so when they are ready to settle down, Selia makes a bed space. Just out of habit, though, she says "Perhaps we should take turns watching the fire?"


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)
ziltmilt wrote:


"My apologies for the suspicious greeting earlier. Out in the countryside, we get some queer folks wandering through, and at night, we can be a little .. jumpy. You're welcome to spend the night here and see for yourself how the mill's shaping up in the morning. Will that give you sufficient time to inform the Mayor?"

That should be fine Jakker - and a spot on the floor near your fire will be better than sleeping rough. Thank you for the offer.


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 idea, Selia. That detour threw my whole meal schedule off, so I'll be happy to stay up for the first shift."


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

'We're to keep watch in the house of a friend now?" Ned asks doubtfully, then shugs, "If you think it's best..."


In the deep night, Ned digs fists into his eyes as he tries to stay awake near the warming blaze as his companions slumber. Without warning, there's a terrible scream from upstairs, a crash like a vase or lamp striking a hard surface, and then silence. Everyone is awake.

The scream sounded like Jakker's wife, Freta.


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 rushes upstairs.


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 jerks awake and reaches for his sword.

What passes?!, he yells out. He moves to one of the windows and peers out into the night.


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 grab his dagger and wand and head up the stairs after Selia.


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

Ned will ready his bow, move to the front door and take a look outside.


Ned sees the full moon's light falling upon neighboring shorn fields and the Quinn's silent mill. A hound's distant mournful howl rises amidst a chorus of crickets.

Upstairs, an apologetic Mrs Quinn faces you near her feather-bed. Shards of a smashed ceramic lie scattered in front of her. "Forgive me for waking you. It was simply a nightmare. I had a terrible fright while sleeping, jumped up while awake and knocked over my tea mug."

Sitting upright in his night-shirt, Jakker rubs his eyes. "Eh, sorry about that, my fellows. Eta's been having these dreams ever since the mill's been about ready to open."

"In my dreams, I keep seeing this livid and unnatural white face watching me through the windows while I'm going about my work. Ever since Jakker and I decided on our mill prices ..."

"Freta here wanted me to hike up our prices. The Scarnettis' mill is the only game in town right now, but to look innocent, they kept their prices the same. Only problem is, they're one mill and there's the same number of farmers, so they can't mill all the grain going their way. But, darned if I'll be greedier than a Scarnetti. Truth is, we could charge double and still have more business than we could handle, but I figure it's best not to change up too many things."

"I still think we could charge just a bit more, but you know best. At any rate, I'm fine. Please, go back to sleep and don't trouble yourselves anymore tonight."


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

"OK, have a good night."

Selia returns downstairs, shaking her head. Glad I am not worrying myself about something as mundane as pricing my goods.

"I am going to check around the house before going back to bed. Anyone care to join 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

"I wouldn't mind stretching my legs after that. Could be just the thing to put me in the mood for a little snack before going back to sleep!"


Neither Lleidr nor Selia notice anything unusual around the manor's grounds.

Dawn emerges with its usual autumnal lethargy, revealing a fog shrouded landscape. Nevertheless, the Quinns are in a buoyant mood, despite the scare last night. They treat you to a cold but plentiful breakfast of dried fruit and cheese.

Freta greets you all with gentle smiles. "I packed you a lunch basket before you woke this morning, to take with you on your way back to Sandpoint."

Jakker shakes hands with each of you. "Thanks for checking in on us old-timers. Tell the mayor this mill will be up and running before the end of this moon. And, we'll keep our prices steady with about what they were last year."


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)

If you don't mind we could also take a look at the mill as well? Make sure the work is undisturbed


Jakker nods. "Please do. You see any Scarnettis lurking about with a torch, do me a favor and knock 'em in the head."

Several carpenters and apprentices are arriving at the mill this morning. Everything appears to be in order.


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)

Seems simple enough... lets take this pinic hamper and head back to Sandpoint.


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

Once we're alone Ned will say, "I don't know. This whole thing seems a little odd to me. Freta doesn't seem the type to suffer from flights of fancy. Let's leave as expected then circle around and watch the place tonight."


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 with Ned's suggestion.


You're able to find a quiet spot to hide out until nightfall, and then approach the manor grounds to spy on the Quinns' bedroom window. As darkness falls, you can hear the couple enter their bedchamber. Their voices carry through the window, although you can only catch pieces of the conversation.

Eta: ... still think you're leaving silver pennies on the table, Jakker

Jakker: Eta, .. been over this and ... won't do it.

Eta: Well, when the mill in ... has grain rotting cause they can't mill it all, that means it's ... to bump the prices just a little

Jakker: Just let it go ... be fine without any ... money.

Eta: Well, you ... best. Good night.

Watching the Quinns' home after they fall asleep proves uneventful, until the moment when the moon has fallen to nearly the same position as last night. There's a sudden if unsurprising shriek from Freta Quinn, a crash like someone bumping into a table or chair, and then hushed voices once more.

Jakker: Saw that face again, Eta?

Eta: What a fright! But, I think it's fading .. not as bad as what I .. last week.


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

"Well, boys, I hate to say it, but I think poor Eta is just having bad dreams. I am not sure there is much for us to do here."


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

"Looks like it. All right back to Sandpoint before someone catches us and accuses us of staltking them."


The trip back to Sandpoint is uneventful. The town is full of its busy-ness as its citizens, many of whom you've known all your lives, rush about, bartering and bargaining with their neighbors.

What's first on your list? I think you've said that you want to talk to the resident sage about the ruins, Brodert Quint.

There's also the matter of reporting back to the mayor on what you've found with the Quinns' mill.

And, of course, some of you may wish to buy new gear & equipment. Another thing to think about is finding a place to store all that loot until you can cash it in and spend it.

And, you probably want to check in on your rooms and see Ameiko. If you guys want to split up to accomplish individual tasks, feel free.

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