DM-Camris' RotRLAnv 1: Burnt Offerings (Inactive)

Game Master Camris

Sandpoint and Outskirts | Lootsheet

THISTLETOP MAP


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Human Empiricist Investigator 1 | hp 10/10 | Init +2; Perc +7/8 v. Traps | AC 15 T12 FF13 | CMD 13 CMB +1 | Fort +2 Ref +4 Will +2|

Lazur shrugs and says "lets start on the left then." and then moves up next to the door so Calin can lead the way in. He opens the door for Calin when everyone is ready.


Calin steps through the doors into a short hallway. At the West end there is another set of double doors. In the middle of the north side there is a single closed door.

Calin:
Close up, you can see that the north door is nailed shut; clumsily but securely. Blood is also pooling under the western doors.


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

"North door is nailed shut... ugh.. blood is pooling under the western doors..."

He called back softly advancing on the blood door.


Male
daily Use:
(Blessings (War Mind) 2/4), (Fervour 2/4 (heals d6)
Dwarf Warpriest 3 (Arsenault Chaplain)
Normal Stuff:
(HP27/27),(AC 18/17, T 10, FF 18/17(W/WO Shield) +4 vs Giant Subtype),(Saves F6,R0,W6 +4 vs Spell, SLA, +2 vs Poison),(CMB 4, CMD 14),Init 0, Perception 6 +2 vs Stonework

Watching as he Calin approaches the door with an arrow nocked but bow not drawn until its needed.

You need something to pull the nails ?

He fishes in his belt pouch and pulls out a Travellers Any Tool and offers it to Calin so he can pull the nails


At the double doors, a careful touch to the doorknob reveals that they aren't locked.


When you're next to the North door that is nailed haphazardly shut, you smell the odor of... pickle brine.


M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

I would suggest we bot Trig in the hopes that the player may be able to rejoin us at some point in the future.

Wayland follows quietly behind Lazur and Calin, alert for any sounds of goblins.

Perception to listen for goblins: 1d20 + 2 ⇒ (1) + 2 = 3

Well, he is trying to be alert, anyway.

He points to the western doors; he has his Wand of True Strike in one hand and his whip in the other.


Assuming the nailed shut door is too much noisy work...

The lead character eased the double doors open, revealing a pool of blood an inch deep. A dead goblin lies on the ground here.
An open flight of wooden stairs winds up to an open trap door in the ceiling, thirty feet above. Blood also trickles down the stairs.
You hear the buzz of flies up towards the trap door.
The double doors to the north here are shut.

You see no live enemies here.


TACTICAL MAP

Heal check DC10:
This goblin is dead from multiple piercing and cutting goblin weapons.


Checking up the stairway, climbing through the trap door you find yourself in an observation tower, with a clear view of the surrounding terrain.
This included the open courtyard to the North, where many goblin bodies lie.


Male
daily Use:
(Blessings (War Mind) 2/4), (Fervour 2/4 (heals d6)
Dwarf Warpriest 3 (Arsenault Chaplain)
Normal Stuff:
(HP27/27),(AC 18/17, T 10, FF 18/17(W/WO Shield) +4 vs Giant Subtype),(Saves F6,R0,W6 +4 vs Spell, SLA, +2 vs Poison),(CMB 4, CMD 14),Init 0, Perception 6 +2 vs Stonework

Morgrym crouches at the body to do a quick check.

heal: 1d20 + 9 ⇒ (14) + 9 = 23

This goblin was killed by others of its kind.

He then regains his feet.

The only issue that I have from the goblins killing themselves, is that the strongest ones will be around to face us.
However, let us continue to see if we can end this threat to Sandpoint.


M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

"Well, we'd'a had ta fight the strongest ones anyways. 'least this way they don't have as many allies."

"Calin, Lazur, lead on."


Curious as to the door that was nailed shut, you take the time to lever the door open (quietly as possible).
This turns out to be a storeroom is half-filled with crates, barrels, and large sacks of grain.
A small hole has been chopped into the lower side of one of the barrels,
allowing pickles and brine to drain out and giving the room a singular stink of vinegar.


Pushing through the double doors to the north, you go through a short hallway to another set of double doors.
These doors open onto an Excercise Yard.
This large courtyard is open to the sky.
Tenacious clumps of partially trampled grass grow fitfully here and there in the hard-packed earth, in places stained with blood or scratched with furrows.
To the north, what appear to be many dead goblins laying slumped in various grotesque poses, flies just starting to swarm..

Know:Local DC13:
You note the tribal markings and clothing of three, no four different tribes here.

Heal DC13:
You note, besides the wounds of goblin weapons, the dead are also marked with massive shod hoofmarks.

The yips and grunts of Goblin Dogs warn you as you note a pack scrumming about in the middle of the field, playing tug of war with some goblin corpses.


TACTICAL MAP


Male
daily Use:
(Blessings (War Mind) 2/4), (Fervour 2/4 (heals d6)
Dwarf Warpriest 3 (Arsenault Chaplain)
Normal Stuff:
(HP27/27),(AC 18/17, T 10, FF 18/17(W/WO Shield) +4 vs Giant Subtype),(Saves F6,R0,W6 +4 vs Spell, SLA, +2 vs Poison),(CMB 4, CMD 14),Init 0, Perception 6 +2 vs Stonework

Heal: 1d20 + 9 ⇒ (4) + 9 = 13

These goblins got stepped on by a horse.

I wonder how they got a horse over here

As Morgrym stands up he notices the dogs. He then stands straighter and unlimbers his bow.


M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

Knowledge (Local): 1d20 + 9 ⇒ (19) + 9 = 28
"Four different tribes. I reckon that chief kept them in line. Seems we made our job easier by takin' him out."

"Goblins hate horses, don't they? Even have a weapon called 'horsechopper'."

On seeing the dogs, Wayland activates and sheathes his wand of True Strike (now at 45 charged).


You have the opportunity to attack or retreat; what do you do?


Male
daily Use:
(Blessings (War Mind) 2/4), (Fervour 2/4 (heals d6)
Dwarf Warpriest 3 (Arsenault Chaplain)
Normal Stuff:
(HP27/27),(AC 18/17, T 10, FF 18/17(W/WO Shield) +4 vs Giant Subtype),(Saves F6,R0,W6 +4 vs Spell, SLA, +2 vs Poison),(CMB 4, CMD 14),Init 0, Perception 6 +2 vs Stonework

Waiting to see what the others do


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

He hesistated...then remembered Shalelu. She was the town's protector she would no doubt have attacked. Goblins were foes of the town, so by that logic so were their stupid dogs. With a soundless snarl He hefted his flail and moved (charged)

charging flail: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10
damage: 1d6 + 2 ⇒ (4) + 2 = 6

well that could have went better


No one else is charging out?


Male
daily Use:
(Blessings (War Mind) 2/4), (Fervour 2/4 (heals d6)
Dwarf Warpriest 3 (Arsenault Chaplain)
Normal Stuff:
(HP27/27),(AC 18/17, T 10, FF 18/17(W/WO Shield) +4 vs Giant Subtype),(Saves F6,R0,W6 +4 vs Spell, SLA, +2 vs Poison),(CMB 4, CMD 14),Init 0, Perception 6 +2 vs Stonework

Seeing Calin charge out, Morgrym sighs, and draws his bow back and fires at the one that is not blocked by Calin.

Bow: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14
BAB, Focus
damage: 1d8 ⇒ 3


M Human Wizard (Diviner) 1 | HP 12/12 | AC 14, T 13, FF 10, CMD 13 | F+3 R +3 W +2 | Init +4, Perception +4 (Forewarned) | Diviner's Touch 7/7 | Bonded Spell 1/1 | Active: None

Wayland took his turn. I believe.

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