GM ShadowLord's Rise of the Runelords Campaign - Group 2 (Inactive)

Game Master The Rising Phoenix

CHAPTER 3 - THE HOOK MOUNTAIN MASSACRE

Map
LOOT!


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Archaeologist 8 | AC 21 T 14 F 18| HP 54| F +2 R +9 W +6 | Init +5 | Perc +15

"Get her, Nads!" Dorian called before reaching out to touch the paladin on the shoulder. Immediately, Nadesico vanished from sight.

Casting vanish for up to 5 rounds of invisibility on Nadesico.


Male Aasimar Arcanist 7 | HP: 38/38 | AC:14/FF:12/T:12 | F:+5 R:+5 W:+5 | Init: +9 | Perc: 10

Akivar looks around, confused. "Get her 'nads? Well, I suppose I've done worse a time or two. Though not by much."

Akivar walks over next to the fallen Naulia, looking for any signs of life. He wields his wyroot staff and turns back to conjure some fun for the evil snake lady.

Create Pit on SE corner of Lamia

The Hound Archon steps up to Xanesha and swings again.

Power Attack 1: 1d20 + 9 ⇒ (17) + 9 = 26
Power Attack 2: 1d20 + 4 ⇒ (6) + 4 = 10

Dam 1: 2d6 + 12 ⇒ (4, 4) + 12 = 20
Dam 2: 2d6 + 12 ⇒ (3, 6) + 12 = 21

Grand Lodge

Male Human Monk 8| HP 62/62 | F+9 R+12 W+8 | AC 22/17f/19t | Init +5 | Perception +8

Hedge gives up on constraint and attempts to beat his foe into submission with a flurry of powerful blows.

Bless, Power attack, Flurry, Stunning Fist on the first strike
Unarmed 1 (Stunning Fist): 1d20 + 8 ⇒ (10) + 8 = 18
Unarmed 2: 1d20 + 6 ⇒ (4) + 6 = 10
Unarmed 3 (Flurry): 1d20 + 8 ⇒ (11) + 8 = 19
Unarmed 4 (Haste): 1d20 + 8 ⇒ (16) + 8 = 24
Unarmed 1 damage (Stunning Fist): 1d8 + 7 ⇒ (4) + 7 = 11 - DC14 Fort save for Stunning FIst
Unarmed 2 damage: 1d8 + 5 ⇒ (3) + 5 = 8
Unarmed 3 damage (Flurry): 1d8 + 7 ⇒ (5) + 7 = 12
Unarmed 4 damage (Haste): 1d8 + 7 ⇒ (4) + 7 = 11


Female Aasimar Fighter 8 | HP: 68/68 | AC:22/FF:19/T:14 | F:+8 R:+6 W:+4 | Init: +9 | Perc: +4

"Cat! Cat!" yells Syrenna as Nadeisco fades from sight. The celestial buzzsaw maintains her pace of attack, with a flurry of swings from her swords!

Adamantium Longsword+1 MH #1: 1d20 + 10 - 2 + 2 ⇒ (6) + 10 - 2 + 2 = 16
Adamantium Longsword+1 MH #2: 1d20 + 10 - 2 + 2 ⇒ (1) + 10 - 2 + 2 = 11
Adamantium Longsword+1 MH #3: 1d20 + 5 - 2 + 2 ⇒ (12) + 5 - 2 + 2 = 17
Longsword+1 OH #1: 1d20 + 10 - 2 + 2 ⇒ (7) + 10 - 2 + 2 = 17
Longsword+1 OH #2: 1d20 + 10 - 2 + 2 ⇒ (19) + 10 - 2 + 2 = 29
Longsword+1 OH #2 Crit Confirm: 1d20 + 10 - 2 + 2 ⇒ (4) + 10 - 2 + 2 = 14

Damage MH#1: 1d8 + 6 - 2 ⇒ (1) + 6 - 2 = 5
Damage MH#2: 1d8 + 6 - 2 ⇒ (3) + 6 - 2 = 7
Damage MH#3: 1d8 + 6 - 2 ⇒ (1) + 6 - 2 = 5
Damage OH#1: 1d8 + 5 - 2 ⇒ (7) + 5 - 2 = 10
Damage OH#2: 1d8 + 5 - 2 ⇒ (3) + 5 - 2 = 6
Damage OH#2 Crit Bonus: 1d8 + 5 - 2 ⇒ (7) + 5 - 2 = 10


Female Oread Druid 7| HP 53/53 | F+7 R+5 W+7 | AC 18/13f/16t | Init +2 | Perception +12 | K:N +10

Assuming she has a target.

TrennApe redoubles her efforts and tries to bring the monster down before sliding back to avoid falling in the pit.

Bless, Haste, and Flank in effect.
5' away
HP 15/53 AC 25

Claw 1: 1d20 + 16 ⇒ (20) + 16 = 36 for Dmg: 1d4 + 8 ⇒ (4) + 8 = 12
Claw 2: 1d20 + 16 ⇒ (7) + 16 = 23 for Dmg: 1d4 + 8 ⇒ (1) + 8 = 9
Bite: 1d20 + 15 ⇒ (12) + 15 = 27 for Dmg: 1d6 + 7 ⇒ (2) + 7 = 9
Claw Haste: 1d20 + 16 ⇒ (16) + 16 = 32 for Dmg: 1d4 + 8 ⇒ (3) + 8 = 11

Claw 1 Crit Confirm: 1d20 + 16 ⇒ (2) + 16 = 18   for Dmg: 1d4 + 8 ⇒ (4) + 8 = 12


TG1 | GW | FF | RH

Reflex: 1d20 + 17 ⇒ (4) + 17 = 21

R4: Nualia, Demon, Snake Lady, Syrenna, Akivar, Nadesico, Hedge, Dorian, Trenna

Hedge lands one of his punches, though it is not the stunning one. Akivar's hound also lands one powerful attack on the lamia as does Syrenna. Trenna lands three hits, though none of them critically so.

The lamia sidesteps the pit Akivar summoned pit, landing on the far southern edge of the tower south of Trenna. It turns its full attention to her, lashing out with two nearly critical hits from her barbed spear.

Trenna Damage: 1d8 + 7 + 1d8 + 7 ⇒ (6) + 7 + (7) + 7 = 27

When Trenna collapses to the ground in a bloody pile, the lamia slithers around the western side of the tower and comes up behind Akivar.

R5: Party up!

GM:

Attack Trenna: 1d20 + 18 - 2 ⇒ (20) + 18 - 2 = 36
Confirm?: 1d20 + 18 - 2 ⇒ (1) + 18 - 2 = 17
Attack Trenna: 1d20 + 13 - 2 ⇒ (5) + 13 - 2 = 16
Attack Trenna: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25
Confirm?: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7


Female Oread Druid 7| HP 53/53 | F+7 R+5 W+7 | AC 18/13f/16t | Init +2 | Perception +12 | K:N +10

Con DC 10: 1d20 + 2 - 12 ⇒ (14) + 2 - 12 = 4

Trenna's eyes stare look to Warri forlornly as she falls.

@ -13/53. Perma-death at -18 with Arisen.


Female Catfolk 8 Oradin (3 Ora, 5 Pal) | HP: 30/77 | AC/T/F: 22/12/21| CMD: 22| F:11 R:6 W:9 | Init: +7 | Perc: +7
Life Link Bonds:
No One
heals:
LOH(2d6) 1/7 | CHN(2d6) 2/6 | CHN(1d6) 5/6
spells:
Oracle: L0: Create Water, Detect Magic, Enhanced Diplomacy, Light, Stabilize | L1 (4/6): Bless, CLW, Detect Undead, Sanctuary (DC: 14), Shield of Faith| Pally: L1 (1/2): Hero's Defiance

Seeing the creature flee and no longer give an eye to Nadesico, she realizes pretty quickly, that she is in fact now invisible. Gauging the battle ground, she feels a positive force drawing her attention to Nualia, and a familiar sight on the ground next to her. Her mind torn between what was taken from her in the past, and that which is in front of her now as her new friends are being hammered by this foul beast.

"I'm coming" she whispers as she unstraps her shield dropping it to the ground. She then lets a burst of positive energy burst yet again, enveloping her allies once more.

channel: 2d6 ⇒ (4, 5) = 9

She then side steps on top of Nualia's corpse, preparing for what comes next.


Archaeologist 8 | AC 21 T 14 F 18| HP 54| F +2 R +9 W +6 | Init +5 | Perc +15

Dorian wanted to heal Trenna and get her back in the fight, so he moved to her side and knelt, casting a quick spell.

casting cure light wounds on Trenna for 2d8 + 7 ⇒ (6, 6) + 7 = 19 healing


Female Oread Druid 7| HP 53/53 | F+7 R+5 W+7 | AC 18/13f/16t | Init +2 | Perception +12 | K:N +10

Con to wake up: 1d20 + 4 - 4 ⇒ (8) + 4 - 4 = 8

:(

Trenna's eyes snap open and she looks around frantically. She sees Nadesico and smiles, "Warri!" Arms moving over her body she quickly finds the wounds in her chest and looks down in surprise. She focuses her energy and wills them to close before standing up.

CMW: 2d8 + 7 ⇒ (8, 3) + 7 = 18
HP 33/53


Male Aasimar Arcanist 7 | HP: 38/38 | AC:14/FF:12/T:12 | F:+5 R:+5 W:+5 | Init: +9 | Perc: 10

Concentration: 1d20 + 13 ⇒ (10) + 13 = 23

Cast defensively, DC 21 for L3 spell. Swarm of Fangs on her 4 tiles.

Akivar takes a short step back and then carefully begins casting a spell around Xanesha.

The hound archon walks up to Xanesha and swings.

Power Attack: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 2d6 + 12 ⇒ (4, 2) + 12 = 18


Female Aasimar Fighter 8 | HP: 68/68 | AC:22/FF:19/T:14 | F:+8 R:+6 W:+4 | Init: +9 | Perc: +4

Syrenna curses as Xanesha moves away from her and moves to re-engage! "Come back here you slimy snake! or something!"

Grand Lodge

Male Human Monk 8| HP 62/62 | F+9 R+12 W+8 | AC 22/17f/19t | Init +5 | Perception +8

Hedge again circles his enemy. He opts to forgo power for precision in his attacks, with little success.

Bless
Unarmed 1:: 1d20 + 10 ⇒ (5) + 10 = 15
Unarmed 2:: 1d20 + 8 ⇒ (7) + 8 = 15
Unarmed 3 (Haste):: 1d20 + 10 ⇒ (5) + 10 = 15
Unarmed 1 damage:: 1d8 + 5 ⇒ (5) + 5 = 10
Unarmed 2 damage:: 1d8 + 3 ⇒ (4) + 3 = 7
Unarmed 3 damage (Haste):: 1d8 + 5 ⇒ (1) + 5 = 6


TG1 | GW | FF | RH

As Hedge walks around Xanesha, she takes the opportunity to bury her large barbed weapon in his chest. Hedge Damage: 1d8 + 8 ⇒ (1) + 8 = 9 In his weakened state, all of his attacks miss the lamia. As the hound archon moves in closer, the lamia pivots back to it and buries her barbed weapon in its chest as well. Archon Damage: 1d8 + 8 ⇒ (6) + 8 = 14 She strikes the archon again Archon Damage: 1d8 + 8 ⇒ (7) + 8 = 15 before turning back to Hedge and piercing his flesh again, this time sending him down to the ground. Hedge Damage: 1d8 + 8 ⇒ (7) + 8 = 15 Hedge is at -3. 30 damage to archon.

R6: Nualia, Demon, Snake Lady, Syrenna, Akivar, Nadesico, Hedge, Dorian, Trenna

GM:

AoO: 1d20 + 17 ⇒ (16) + 17 = 33
AoO: 1d20 + 17 ⇒ (16) + 17 = 33
1d20 + 17 ⇒ (10) + 17 = 27
1d20 + 12 ⇒ (11) + 12 = 23
1d20 + 7 ⇒ (1) + 7 = 8


Archaeologist 8 | AC 21 T 14 F 18| HP 54| F +2 R +9 W +6 | Init +5 | Perc +15

My mother always wanted me to be a cleric. thought Dorian as he dropped down beside Hedge to heal him as well. It was good that he had contributed so early in the fight, because now it seemed as if he was going to be relegated to healing duties for the rest of it.

clw: 2d8 + 7 ⇒ (7, 8) + 7 = 22


Female Oread Druid 7| HP 53/53 | F+7 R+5 W+7 | AC 18/13f/16t | Init +2 | Perception +12 | K:N +10

Trenna steps closer and renews her attack against Xanesha.

Claw 1: 1d20 + 16 ⇒ (13) + 16 = 29 for Dmg: 1d4 + 8 ⇒ (2) + 8 = 10
Claw 2: 1d20 + 16 ⇒ (18) + 16 = 34 for Dmg: 1d4 + 8 ⇒ (3) + 8 = 11
Bite: 1d20 + 15 ⇒ (4) + 15 = 19 for Dmg: 1d6 + 7 ⇒ (3) + 7 = 10
Claw Haste: 1d20 + 16 ⇒ (18) + 16 = 34 for Dmg: 1d4 + 8 ⇒ (1) + 8 = 9


Female Catfolk 8 Oradin (3 Ora, 5 Pal) | HP: 30/77 | AC/T/F: 22/12/21| CMD: 22| F:11 R:6 W:9 | Init: +7 | Perc: +7
Life Link Bonds:
No One
heals:
LOH(2d6) 1/7 | CHN(2d6) 2/6 | CHN(1d6) 5/6
spells:
Oracle: L0: Create Water, Detect Magic, Enhanced Diplomacy, Light, Stabilize | L1 (4/6): Bless, CLW, Detect Undead, Sanctuary (DC: 14), Shield of Faith| Pally: L1 (1/2): Hero's Defiance

Maintaining her invisibility she holds in cries of hurt allies as she sees hedge stabbed again and again. Anticipating rushing over to him she halts as Dorian steps in, helping bring Hedge back to the conscious realm.

She continues her plan, rushing over top Nuala, she picks up her hammer and grips it tightly with both hands.

Actions: Move, free action, drop sword. Pick up hammer.


Male Aasimar Arcanist 7 | HP: 38/38 | AC:14/FF:12/T:12 | F:+5 R:+5 W:+5 | Init: +9 | Perc: 10

Red box = Swarm of Fangs

Akivar claps his hands together and a cloud of gnashing teeth appear on and around the snake-creature. His eyes widen at just how nasty they appear and he takes a step back. After a half-muttered incantation and a snap four glowing missiles shoot from his hand and zip over, striking the murderous abomination laying waste to his allies.

Initial Damage, SoF: 4d6 ⇒ (6, 5, 2, 5) = 18
Magic Missile 1: 1d4 + 1 ⇒ (2) + 1 = 3
Magic Missile 2: 1d4 + 1 ⇒ (3) + 1 = 4
Magic Missile 3: 1d4 + 1 ⇒ (1) + 1 = 2
Magic Missile 4: 1d4 + 1 ⇒ (3) + 1 = 4

The hound archon heaves his greatsword, splashing his own blood all over with wild swings on Xanesha.

Power Attack 1: 1d20 + 9 ⇒ (15) + 9 = 24
Power Attack 2: 1d20 + 4 ⇒ (12) + 4 = 16
Damage 1: 2d6 + 12 ⇒ (5, 2) + 12 = 19
Damage 2: 2d6 + 12 ⇒ (2, 5) + 12 = 19

Hound Archon 4/34 HP

Grand Lodge

Male Human Monk 8| HP 62/62 | F+9 R+12 W+8 | AC 22/17f/19t | Init +5 | Perception +8

Hedge focuses past the pain, rising and quickly quaffing a vial of restorative brew.

Ki defense, stand, drink CLW pot
CLW pot: 1d8 + 1 ⇒ (6) + 1 = 7


Female Aasimar Fighter 8 | HP: 68/68 | AC:22/FF:19/T:14 | F:+8 R:+6 W:+4 | Init: +9 | Perc: +4

"Woah she's cute.... wait... wait... something ain't right!"

She steps forwards and swings her sword with GREAT prejudice! "FOR CAT!"

To Hit, Vital Strike: 1d20 + 12 - 2 ⇒ (2) + 12 - 2 = 12
Damage, Adamantium+1: 2d8 + 6 - 2 ⇒ (4, 6) + 6 - 2 = 14

The air suffers the wrath of Syrenna's strike!


TG1 | GW | FF | RH

The group piles on the damage on Xenesha, but she keeps taking it and stays upright.

Hedge does his best to regain his feet, but only suffers the wrath of Xanesha as she stabs him when he tries to stand and stabs him again as he retrieves his potion.

As Hedge drops to the ground, she stabs the archon and causes it to disappear, vanishing in a puff of smoke. As she continues to turn towards Trenna, she stabs her twice, nearly critically so.

Damage Archon: 1d8 + 8 ⇒ (3) + 8 = 11
Damage Trenna: 1d8 + 8 + 1d8 + 8 ⇒ (8) + 8 + (4) + 8 = 28

R7: Nualia, Demon, Snake Lady, Syrenna, Akivar, Nadesico, Hedge, Dorian, Trenna

GM:

AoO: 1d20 + 17 + 4 ⇒ (9) + 17 + 4 = 30
AoO: 1d20 + 17 + 4 ⇒ (17) + 17 + 4 = 38
Attack Archon: 1d20 + 17 ⇒ (7) + 17 = 24
Attack Trenna: 1d20 + 17 ⇒ (5) + 17 = 22
Attack Trenna: 1d20 + 7 ⇒ (19) + 7 = 26
Confirm?: 1d20 + 7 ⇒ (3) + 7 = 10


Archaeologist 8 | AC 21 T 14 F 18| HP 54| F +2 R +9 W +6 | Init +5 | Perc +15

Once more Dorian heals Hedge, grumbling about the need to do nothing else.

cmw: 2d8 + 7 ⇒ (8, 4) + 7 = 19


Male Aasimar Arcanist 7 | HP: 38/38 | AC:14/FF:12/T:12 | F:+5 R:+5 W:+5 | Init: +9 | Perc: 10

Akivar looks around with a worried expression while taking another step backwards away from the lamia. The swarm of fangs continue to pick away at her as another hound archon pops into existence in front of Xanesha. It leaps into action to attack immediately.

Hound Archon Power Attack 1: 1d20 + 9 ⇒ (4) + 9 = 13
Hound Archon Power Attack 2: 1d20 + 4 ⇒ (11) + 4 = 15
PA1 Damage: 2d6 + 12 ⇒ (1, 1) + 12 = 14
PA1 Damage: 2d6 + 12 ⇒ (1, 1) + 12 = 14

Swarm of Fangs: 2d6 ⇒ (4, 3) = 7


Female Oread Druid 7| HP 53/53 | F+7 R+5 W+7 | AC 18/13f/16t | Init +2 | Perception +12 | K:N +10

Trennape marvels at how much damage Xenesha can withstand, calling out to Nadesico in Catfolk and then repeating to the others in Elven, "Warri! Do we need to pull back? Can we beat her?" She looks around quickly for Nadesico in confusion, botching her attack in the process. Trennape steps back to catch her breath as she tries to think of a better approach.

Claw 1: 1d20 + 14 ⇒ (12) + 14 = 26   for Dmg: 1d4 + 8 ⇒ (2) + 8 = 10
Claw 2: 1d20 + 14 ⇒ (1) + 14 = 15   for Dmg: 1d4 + 8 ⇒ (4) + 8 = 12
Bite: 1d20 + 13 ⇒ (14) + 13 = 27   for Dmg: 1d6 + 7 ⇒ (6) + 7 = 13
Claw Haste: 1d20 + 14 ⇒ (7) + 14 = 21   for Dmg: 1d4 + 8 ⇒ (4) + 8 = 12
5' back

HP 17/53 AC 23


Female Catfolk 8 Oradin (3 Ora, 5 Pal) | HP: 30/77 | AC/T/F: 22/12/21| CMD: 22| F:11 R:6 W:9 | Init: +7 | Perc: +7
Life Link Bonds:
No One
heals:
LOH(2d6) 1/7 | CHN(2d6) 2/6 | CHN(1d6) 5/6
spells:
Oracle: L0: Create Water, Detect Magic, Enhanced Diplomacy, Light, Stabilize | L1 (4/6): Bless, CLW, Detect Undead, Sanctuary (DC: 14), Shield of Faith| Pally: L1 (1/2): Hero's Defiance

Nadesico feels the energy of her hammer. Its grip, the same as before. She feels the weight, still balanced. She knows its name as it calls out to her mind.

Her eyes looking up towards the foe, continuing to maim her allies. Torag give me the strengh...

She grips tight, and with her hastes arms swings the hammer wildly, coming out of her invisible state.

If dorian is threatening, please add 2 to each attack roll for flank bonus

atk1: 1d20 + 15 ⇒ (6) + 15 = 21
dmg1: 2d6 + 9 ⇒ (1, 3) + 9 = 13

atk2: 1d20 + 15 ⇒ (3) + 15 = 18
dmg1: 2d6 + 9 ⇒ (6, 2) + 9 = 17

atk3: 1d20 + 10 ⇒ (11) + 10 = 21
dmg1: 2d6 + 9 ⇒ (4, 3) + 9 = 16

Smite is still up, so bypasses any DR. If she is an evil outsider, evil dragon, or undead, she will take additional 4 damage on the first hit that actually lands. I also updated Nadesico's statbar to reflect no more sword/board, but included smite bonuses to AC


Female Catfolk 8 Oradin (3 Ora, 5 Pal) | HP: 30/77 | AC/T/F: 22/12/21| CMD: 22| F:11 R:6 W:9 | Init: +7 | Perc: +7
Life Link Bonds:
No One
heals:
LOH(2d6) 1/7 | CHN(2d6) 2/6 | CHN(1d6) 5/6
spells:
Oracle: L0: Create Water, Detect Magic, Enhanced Diplomacy, Light, Stabilize | L1 (4/6): Bless, CLW, Detect Undead, Sanctuary (DC: 14), Shield of Faith| Pally: L1 (1/2): Hero's Defiance

Hero point to re-roll attack roll for atk #2
Atk2: 1d20 + 15 ⇒ (13) + 15 = 28

Grand Lodge

Male Human Monk 8| HP 62/62 | F+9 R+12 W+8 | AC 22/17f/19t | Init +5 | Perception +8

Hedge, nearly in shock from the last two impacts, withdraws to give himself a moment to reassess.

Withdraw (Careful Combatant)


Female Aasimar Fighter 8 | HP: 68/68 | AC:22/FF:19/T:14 | F:+8 R:+6 W:+4 | Init: +9 | Perc: +4

Syrenna shifts for better position and unleashes the fury of a thousand angry peasants as she strikes at her target!

Adamantium Longsword+1 MH #1: 1d20 + 10 - 2 ⇒ (15) + 10 - 2 = 23
Adamantium Longsword+1 MH #2: 1d20 + 10 - 2 ⇒ (4) + 10 - 2 = 12
Adamantium Longsword+1 MH #3: 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14
Longsword+1 OH #1: 1d20 + 10 - 2 + 2 ⇒ (1) + 10 - 2 + 2 = 11
Longsword+1 OH #2: 1d20 + 10 - 2 + 2 ⇒ (2) + 10 - 2 + 2 = 12

Damage MH#1: 1d8 + 6 - 2 ⇒ (5) + 6 - 2 = 9
Damage MH#2: 1d8 + 6 - 2 ⇒ (5) + 6 - 2 = 9
Damage MH#3: 1d8 + 6 - 2 ⇒ (8) + 6 - 2 = 12
Damage OH#1: 1d8 + 5 - 2 ⇒ (2) + 5 - 2 = 5
Damage OH#2: 1d8 + 5 - 2 ⇒ (4) + 5 - 2 = 7

The air reels at the fury of a thousand angry peasants!


TG1 | GW | FF | RH

"NO! THIS CANNOT BE! I WILL NOT BE DEFEATED BY A BUNCH OF-"

In heroic fashion Nadesico reclaims her fallen weapon and enacts vengeance on the lamia matriarch. Though it looks like it should miss, the Oradin corrects her swing at the last moment and connects for a heroic smashing into the lamia's body. When the weapon connects, beam of light pierces the dark clouds above, shoots down onto Nadesico and her weapon.

As the catfolk stands over the dying lamia, a bloody tear drips from her eye and lands on her weapon. When it does, the drop of blood solidifies, becoming a crimson metallic color and attaching permanently to the weapon. A deep voice echoes in her head that says Well done. as her bloody eyes dry, returning to normal once again.

Xanesha lets out a hissing screech that rivals the Lord Mayor's girlish howl. The Lamia Matriarch slumps over and falls face first into the now bloody pool next to the dead aasimar Nualia who terrorized Sandpoint. The actual driving force behind the Skinsaw Cult's recent actions dies. But who was driving Xanesha?

END OF BOOK 2: THE SKINSAW MURDERS


Archaeologist 8 | AC 21 T 14 F 18| HP 54| F +2 R +9 W +6 | Init +5 | Perc +15

Dorian will take the time to thoroughly examine this entire area, and try to disable the lockboxes, and any other trapped items he might find.

taking 20 (31) to search the area. Also, I rolled on the boxes at the beginning of the fight, but don't remember if it ever got resolved.


TG1 | GW | FF | RH

Examining Xanesha's spear, you determine that this longspear is old. Very old. It is thousands of years old. It is an Impaler of Thorns. The impaler of thorns is an ancient weapon dating back to Thassilonian times, when it was often used by city guards to aid in breaking up civil unrest. An impaler’s shaft is made of darkwood, and its head is a thornlike, wide-bladed barb. When an impaler of thorns is used in combat, its successful critical hits are accompanied by an unsettling screech, as of some wild beast in anger. An impaler of thorns is a +1 longspear. Once per day as it strikes a foe, the wielder can cause it (as a free action) to unleash a 30-foot-radius burst of despair that affects all creatures not wielding an impaler of thorns. Creatures affected must succeed at DC 16 Will saves or become overwhelmed with sadness and despair, taking –2 penalties on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for 6 minutes. The target struck when this effect is triggered must also succeed at a second DC 16 Will save to resist becoming nauseated with despair for 1 round. CL7, 9000gp, weighs 9 lbs.

Next you discover a snakeskin tunic that is a tight, form-fitting shirt crafted from the scales of a giant snake. When worn, it grants a +1 armor bonus to AC, a +2 enhancement bonus to Dexterity, and a +2 resistance bonus on saving throws against poison. CL8, 8000gp, 2 lbs.

A pair of matching Sihedron Medallions, one on Xanesha and one on Nualia. This medallion hangs on a leather cord with a silver disc inscribed with the Sihedron. While worn, a Sihedron medallion grants its wearer a +1 resistance bonus on all saving throws. Once per day, as a free action, it may be commanded to bestow the effects of false life on the wearer. Placed on the neck of a dead body, a Sihedron medallion preserves the body indefinitely via a gentle repose effect. CL5, 3500gp.

Nualia also wears a +1 breastplate, +1 bastard sword, masterwork composite longbow with 20 arrows, gold holy symbol (100 gp), 7 pp, 5 gp

A set of keys help unlock all of the chest, bringing out an assortment of goodies.

The iron key opens the chests and the first five chests all contains coins kept in small leather pouches, each holding 100 coins. There is 33,000 cp, 8100 sp, 900 gp, 100 pp.

The sixth chest contains various gems and jewels, 180- 10gp gems, 20- 50gp gems, 4- 100gp, an Emerald worth 1000gp, and a Sapphire worth 5000gp.

The seventh chest contains four potions of Cure Moderate Wounds, +2 small kukri, a ring of jumping and a golembane scarab.

But the most interesting treasure to be found here is not hidden among the chests. Dorian finds a crumpled-up wad of parchment in
the southwest corner of the tower. A note addressed to "My Sister".


Archaeologist 8 | AC 21 T 14 F 18| HP 54| F +2 R +9 W +6 | Init +5 | Perc +15

"Lots of good treasure here, boys and girls. But his note may be the biggest payoff yet. Apparently snake-lady there is in some kind of soul harvesting competition with her hopefully more beautiful older sister. Sissy is holed up in some place called Turtleback Ferry. Anyone know where that is?"

Dorian sounds glib, but this bit worries him. Apparently their murder cult was only a small part of a large picture. One that would lead away from Magnamar.

But that was for later. It was time to divvy up the loot and buy some new clothing...and a few other items. Oh, and tell the Lord Mayor he was on a hit list and since we already took care of the problem for you cna we have a slightly larger reward...?


Male Aasimar Arcanist 7 | HP: 38/38 | AC:14/FF:12/T:12 | F:+5 R:+5 W:+5 | Init: +9 | Perc: 10

Akivar looks at the haul appreciatively.

"Think if we kill the sister there's more loot like this? Maybe the murder business is where it's at. I mean killing is wrong and all, but is it wrong to kill someone if it stops them from killing other people??"


Female Oread Druid 7| HP 53/53 | F+7 R+5 W+7 | AC 18/13f/16t | Init +2 | Perception +12 | K:N +10

Trennape helps go through everything and avoids going anywhere near the spear. "I've never heard of Turtleback Ferry I don't think? but it sounds like we've barely scratched the surface."

Grand Lodge

Male Human Monk 8| HP 62/62 | F+9 R+12 W+8 | AC 22/17f/19t | Init +5 | Perception +8

"They mentioned the raising of a dark lord and reference greed often. Does anyone have knowledge greed demons and ilk of that nature? It seems like it will be relevant soon."

Grand Lodge

Male Human Monk 8| HP 62/62 | F+9 R+12 W+8 | AC 22/17f/19t | Init +5 | Perception +8

Hedge eyes the tunic. He typically avoided binding armor, but after this last fight he's reconsidering...


Male Aasimar Arcanist 7 | HP: 38/38 | AC:14/FF:12/T:12 | F:+5 R:+5 W:+5 | Init: +9 | Perc: 10

"Let's go tell the Lord Mayor about how we saved his city and his life. Maybe he'll actually pay up for our work, no need to mention the little bit of loot here."

I probably have the knowledge, just need to know what to roll.


TG1 | GW | FF | RH

When the lord-mayor Grobaras discovers that the murderers were planning his assassination, he faints. When he recovers, he invites you to attend a feast at his home, Defiant’s Garden. Grobaras is hardly a scion of virtue, but he is nonetheless a powerful man, and in reward for defeating the murderers he grants each of you 6,000 gp.


Archaeologist 8 | AC 21 T 14 F 18| HP 54| F +2 R +9 W +6 | Init +5 | Perc +15

Dorian thanked the Lord Mayor for his generosity, and then inquired if the Lord Mayor had considered the "sister" of the snake lady on the clock tower, and what should be done about her.

"It seems prudent to investigate that cult and break it up if possible, given that the sister wondered at the advantage of having you dead or under their control. It seems to me that a wise ruler would want to stop that sort of thing. Maybe even send in the army, or commission a group of capable adventurers to look into it, and perhaps deal with the situation."

diplomacy: 1d20 + 16 ⇒ (16) + 16 = 32


Female Catfolk 8 Oradin (3 Ora, 5 Pal) | HP: 30/77 | AC/T/F: 22/12/21| CMD: 22| F:11 R:6 W:9 | Init: +7 | Perc: +7
Life Link Bonds:
No One
heals:
LOH(2d6) 1/7 | CHN(2d6) 2/6 | CHN(1d6) 5/6
spells:
Oracle: L0: Create Water, Detect Magic, Enhanced Diplomacy, Light, Stabilize | L1 (4/6): Bless, CLW, Detect Undead, Sanctuary (DC: 14), Shield of Faith| Pally: L1 (1/2): Hero's Defiance

"Yes yes! Dorian is exactly right" Nadesico chirps up with a big smile on her face. "And it just so happens that you have the best of the best group of adventures and explorers at your disposal to help get to the bottom of this!"

diplo assist: 1d20 + 11 ⇒ (12) + 11 = 23

Nadesico jumps up with excitement at the thought of continuing to explore with her allies.


TG1 | GW | FF | RH

You are seated in a large room at a table with 8 chairs. The table is laden with fruits and pastries and pitchers of water and wine along with glasses have been prepared.

Lord Mayor Grogaras sits at the head of the table and wastes no time explaining his problem in a rather long-winded speech. "Exactly. This sister is a tremendous concern for me. I mean my city."

"This is exactly what I need to do. I mean have done. I've hired you, capable adventures to find this sister and bring her to justice. It so happens I have a lead on this. A creature I was told was a lamia matriarch was seen near one of our holdings a month or so back. As it turns out, there is not a problem there that needs looking into."

"There been no contact with Magnimar’s most distant holding, the remote Fort Rannick near the Hook Mountain, for quite some time. For nearly a month now The Black Arrows, the soldiers stationed at Fort Rannick, have not been heard of or seen. They have traditionally been isolationists, but such a long silence is uncharacteristic even for them. Magnimar's Council of Ushers has been pressing me to send a patrol to Hook Mountain to investigate for weeks, but until the you were brought to my attention I had no one to spare for this pointless and silly trip to talk to those foul-tempered Black Arrows. The trip is dangerous even in the summer and with winter just around the corner it will be even worst."

"The job is simple, make the trip up the hook mountain to fort Rannick and find out why we haven't heard from them in so long.
I am betting this lamia is involved somehow. I am willing to offer a payment of 750 gold to each of you to cover your expenses for hte trip and pay you for your services. If something has actually happened and they are in trouble then your task will be to help them and take care of it. Should this be the case I will arrange for additional payment depending on what was required of you. Can I count on you to carry out this task?"

"Oh. And should the case be that this lamia is working for someone else, I need you to track that down as well. Find the head of this snake and kill it. I mean, bring it to justice. As my commissioned adventurers."


Archaeologist 8 | AC 21 T 14 F 18| HP 54| F +2 R +9 W +6 | Init +5 | Perc +15

"Commissioned Adventurers. I like the sound of that. Count me in...at least as soon as I do a little shopping."


Female Oread Druid 7| HP 53/53 | F+7 R+5 W+7 | AC 18/13f/16t | Init +2 | Perception +12 | K:N +10

"That sounds like a loose plan. Who was in charge over at Fort Rannick? Is there anyone stationed there other than the Black Arrows? Will your secretary have our letter of introduction?"


TG1 | GW | FF | RH

"Commander Lamatar Bayden is in charge at the Fort. I'll have her write up your letter shortly. There is no one else other than the Arrows at the Fort."

"Excellent. I'll arrange transportation up the river to Turtleback Ferry unless you prefer to travel on your own?" the Lord-Mayor responds.

Grand Lodge

Male Human Monk 8| HP 62/62 | F+9 R+12 W+8 | AC 22/17f/19t | Init +5 | Perception +8

"How far from Turtleback Ferry to the fort? Is the fort at the foot of the mountain, or will we need climbing gear?"


Archaeologist 8 | AC 21 T 14 F 18| HP 54| F +2 R +9 W +6 | Init +5 | Perc +15

"If it's a constructed facility, then there will be a road to it. Climbing up will like as not get us shot as spies or infiltrators. I'm more concerned with trouble along the way. We have no real way of knowing how old that letter was, and if this sister thought the Fort would be in her hands "soon" when it was written, we may be riding straight into a den of snakes. Or part-snakes, anyways. All the more reason to hit the bazaar and the side markets and equip ourselves."


TG1 | GW | FF | RH

"I'm not sure of the specifics, but it is a multi-day journey from Turtleback Ferry to the Fort. The fort is widely used by the Arrows, so I would assume that there is an established path to reach it from the road."

"Let's call in two or three days travel. I do not believe you need climbing gear to reach the fort, but there are numerous mountains in that area and who knows if you will need to climb them at some point?"

The Lord-Mayor nods to Dorian "I never liked coincidences and this sounds like one, so take care to gear up and expect the worst. If there is anything else, my assistant will get it for you. I must be on. Godspeed."

Go ahead and get your shopping done. You're in a metropolis so you should be able to find anything you need for your level. The same cannot be said once you leave Magnimar.


TG1 | GW | FF | RH

Bump. I'm going to move us on and assume you have finished your shopping.

Knowledge History DC15:
Fort Rannick is manned by the Order of the Black Arrow, a group of woodsmen who patrol that area on behalf of Magnimar.

Knowledge History DC20:
The Order was established over forty years ago to halt the predations of the ogres of Hook Mountain after appeals and offers of submission from Turtleback Ferry to Magnimar. The Order then defeated and drove back the ogres, remaining to patrol and protect the region. Fort Rannick was constructed and occupied by the Order, and they operate largely independent of control from Magnimar. The Order has a reputation for harsh, swift but generally fair frontier justice and fierce, brutal discipline. Many of its members are former criminals or others with reasons to forget and escape their demons in the harsh environment of the wilds.

With preparations complete, the party heads to the ferry to catch their ride. The next week passes pleasantly on the boat, giving the party a chance to rest and relax for once. Setting off just after dawn, the boat paddles east up the Yondabakari River, driven by its golem-powered engines. To the north the land rises to the plains of lower Varisia, while to the south lie the fetid Mushfens. The river turns in slow, placid loops as the crew tend to the boat and watch out for potential hazards such as sandbanks, river pirates or boggard war parties.

But is it quiet and after two days the first sizable settlement is reached - Wartle, a mean township of trappers and swamp-dwellers perched on stilts above the ooze. The party enjoy a meal of roast ibis and river greens before spending the night on (sort of) dry land.

The next day the trip continues eastwards along the river. While the trackless Mushfens continue to lurk to the south, to the north sits the tangle of the immense Sanos Forest, reputedly home to fey and other silvan mysteries. The river runs along its most southerly flank, the stark, bare branches reaching out to the boat and dark shadows beyond the bankside drinking the wan sunlight. The boat chugs between swamp and forest for two days before reaching the next outpost on the river, Whistledown, home to a mixed human and gnome community and the largest concentration of windchimes in the whole of Varisia.

After a night of tinkling, clunking and clanging, the party are glad to head northeast across Lake Syrantula, a long lake which punctuates the Yondabakari for it hundred mile length. The boat hugs the north shore, leaving behind the swamps and the forest, reaching Ilsurian the same day, a town fiercely independent of both Magnimar and Korvosa.

Ilsurian lies at the mouth of the Skull River where it meets the lake, and the following day the boat embarks on the final leg of the journey. Paddling north, it winds between the forested hills of the Ashwood and eastern tracts of the Sanos Forest, skirting the boggy Shimmerglens before reaching Claybottom Lake. As the sun begins to set behind Hook Mountain, it reaches the north shore and Turtleback Ferry.

Where would you like to go first? You can drop some gather information rolls if you are clueless.


Archaeologist 8 | AC 21 T 14 F 18| HP 54| F +2 R +9 W +6 | Init +5 | Perc +15

K. history: 1d20 + 6 ⇒ (12) + 6 = 18

"So, this Order of the Black Arrow is based out of the Fort. Hopefully our letter of introductions lets us in smoothly. Still, it wouldn't hurt to ask about the countryside to see if any of the locals know of any issues with cultists or at the fort."

Diplomacy, Gather Info: 1d20 + 17 ⇒ (18) + 17 = 35


TG1 | GW | FF | RH

As the group sets about town to try and pick up the local chatter and find an inn to stay out, it's hard to miss that it has been raining hard for the last day. You had hoped that it would ease with your arrival in town, but if anything, it only seems to be worse.

With ease they discover there are two places to stay in town, though only one of them is really worth the price. They decide they will make their way there after questioning some of the locals. Dorian's expertise at social interactions pays off and after asking around the small town, he quickly learns everything there is to know about the local happenings.

*Fort Rannick has been uncharacteristically quiet as of late. One or two of the rangers typically visits Turtleback Ferry every few days for supplies, news, or entertainment, but since the rains began in earnest several weeks ago, no one’s heard from the Black Arrows at all.

*The wilds nearby (particularly Kreegwood) have grown more dangerous. Wild animals like bears, firepelt cougars, and boars are becoming increasingly common along the edges of these woodlands, and several of Turtleback’s hunters and trappers believe these predators are being forced from the depths of the woodlands by the increased activity of local monsters like ogres, trolls, and worse. Earlier in the week, a patrol headed north to try to make contact with Fort Rannick, but it never returned.

*Paradise a gambling hall/brothel operating out of a river barge in the middle of Claybottom Lake burned to cinders recently. On top of depriving folks of a good time, several regulars died when they were trapped on board.

After spending some time out and about in the rain, you finally make your way to the one of the inns in the small village. There are several locals gathered about chatting about the wet weather as you enter. They pause to take note of your group before continuing on their discussion ignoring you.

Perception DC30:
You notice something peculiar about a middle-aged red-haired man holding a broom who is currently engaged in discussion with three other men. A disturbing tattoo hidden on the small of the back is exposed for a moment, just a moment when the man bends over to pick up a broom he just dropped. The tattoo is a seven pointed star - the same star the group saw used by goblins and murderers the last several weeks.

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