GM Nayr's Fall of Plaguestone

Game Master Nayr Trebrot

Map

Initiatives:
Aurum - 23
Nuktik - 19
Jace - 19
Kuntaxl - 12
Plants - 9


751 to 800 of 1,060 << first < prev | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | next > last >>

Human (Versatile Heritage) Male Bard 2 (Enigma and Maestro Muse) HP: 23 / 28 (Wounded 1)| AC: 18 (19) | Fort +6, Reflex +6, Will +7 | Bardic Lore +4 | Focus Points: 1/2 | Perception +7 | Speed 25

"Aurumvorak, helpful spell coming your way, don't resist it!"

Jace spends a moment to continue his totally out-of-place lusty drinking song for inspire courage, and then conjures a quick spell, spirit link.

The mystical connection is formed, and Aurumvorak automatically heals 2 hit points, while Jace loses 2. This will happen again every round until Aurum is at maximum HP.


Lizardfolk Champion 2 | HP 24/30 (Bleed 1) | AC 19 (21 w/ Shield H5 20/20) | F +7 R +6 W +7 | Perc +5 (Low Light) | Hero: 1 Focus: 1/1 | Conditions: None | Fangs +8 d8+4 Claws +8 d4+4 Staff +8 d6+4/d10+4 Javelin +6 d6+4

Kuntaxl keeps attacking the dog in front of him, attempting to get Aurumvorak out of the flank.

Bite,Inspire: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Damage?,Inspire: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Claw,Inspire: 1d20 + 7 - 4 + 1 ⇒ (20) + 7 - 4 + 1 = 24
Damage?,Inspire: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6 (12 damage, critical hit)

Strike, strike, Raise Shield


Kuntaxl lurches out and down, chomping a sizable chunk out of the dog's neck. That one falls, and Kuntaxl turns to the next one, slashing with his mighty claws. He tends a huge gash in the beast and it falls too!

That's a hit since it was flat footed from Nuk's bomb. Two more down, just the one behind Aurumvorak now.

Tolgy lets out a hiccup, then cheers. Good one!


Hobgoblin Alchemist 2 HP: 26 (-14) | AC 18 | F: +7, R: +9, W: +4; Fire Resist 1| Perc: +4 | Stealth: +7 | Reagents: 6/6 | 25ft | Active Conditions: None

Moving across the room, Nuktik thwacks the dog on the nose. "Down boy!"

Gauntlet: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22 for Bludgeoning: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4 Agile, Free-Hand
Gauntlet: 1d20 + 4 + 1 - 4 ⇒ (4) + 4 + 1 - 4 = 5 for Bludgeoning: 1d4 + 1 ⇒ (3) + 1 = 4 Agile, Free-Hand


Male Hobgoblin (Warmarch) Druid (Animal Order) 1| HP 18/18| AC: 14 (16 w/shield) | Fort: +4; Ref: +3; Will: +7 | Init: +1 | Per +6 ; [Darkvision] ; Spd 25 ft. | Hero Points: 1 | Spell Attack: + 6 | Spell DC: 16

Ok, first, the bite that scored 26 on attack vs Aurumvorak exceeded his AC by 10, so shouldn’t that have been a critical?

Second, where does Kuntaxl’s Retributive strike figure in all this, and why/how do we know Retributive Strike missed? If it reduces the damage by three, is that before the shield block?

Does Vorak’s Shield Block only affect the first amount of damage, and not the second attack?

And now I add 2 HP back because, thanx Jace!!!!


Lizardfolk Champion 2 | HP 24/30 (Bleed 1) | AC 19 (21 w/ Shield H5 20/20) | F +7 R +6 W +7 | Perc +5 (Low Light) | Hero: 1 Focus: 1/1 | Conditions: None | Fangs +8 d8+4 Claws +8 d4+4 Staff +8 d6+4/d10+4 Javelin +6 d6+4

It looks like the initial Crit was doubled, thus 5 points of damage: (1+1)*2 +1 pack attack. However, it looks to me like the second crit didn't do enough damage.

I rolled a 1 on my Retributive Strike in the spoiler in my original post. I still give you resistance 3 on that attack. I think resistance would apply before the possible reaction, but not positive. Whether you use shield block at that point is up to you.

Shield Block is a reaction. You only get one reaction a round.


Male Hobgoblin (Warmarch) Druid (Animal Order) 1| HP 18/18| AC: 14 (16 w/shield) | Fort: +4; Ref: +3; Will: +7 | Init: +1 | Per +6 ; [Darkvision] ; Spd 25 ft. | Hero Points: 1 | Spell Attack: + 6 | Spell DC: 16

Vorak spins to slice out at the last hound...

Wsktt!!!: 1d20 + 4 ⇒ (8) + 4 = 121d4 + 1 ⇒ (3) + 1 = 4

Sphshft!!!: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 161d4 + 1 ⇒ (3) + 1 = 4

his first strike missing, but the pressure of being eaten forces him to make sure with the next strike, then the hobgoblin raises his shield once more...

So the first attack did 5 damage, reduced to 2 by the Retributive Strike, and reduced to nothing by the Shield Block. Then Aurumvorak took 6 damage, but was then round for 2 HP, and for the next few rounds at 2 HP a round, while Jace loses the same amount. Another question - if ‘Vorak is injured again, does Jace’s reverse vampirism still require him to heal that too?


Hobgoblin Alchemist 2 HP: 26 (-14) | AC 18 | F: +7, R: +9, W: +4; Fire Resist 1| Perc: +4 | Stealth: +7 | Reagents: 6/6 | 25ft | Active Conditions: None

Aurumvorak (Link) here's the spell Jace cast. It lasts 10 minutes. Healing 2 for you and taking 2 from him each round for the 10 minute period until. If you are less than max health at any point during the duration, it triggers.


Male Hobgoblin (Warmarch) Druid (Animal Order) 1| HP 18/18| AC: 14 (16 w/shield) | Fort: +4; Ref: +3; Will: +7 | Init: +1 | Per +6 ; [Darkvision] ; Spd 25 ft. | Hero Points: 1 | Spell Attack: + 6 | Spell DC: 16

Thanks Nuk!


Human (Versatile Heritage) Male Bard 2 (Enigma and Maestro Muse) HP: 23 / 28 (Wounded 1)| AC: 18 (19) | Fort +6, Reflex +6, Will +7 | Bardic Lore +4 | Focus Points: 1/2 | Perception +7 | Speed 25

Jace was never meant to be a frontline fighter, so ranged healing is what he can contribute to a fight. Unfortunately, at only two spells a day, he cannot keep up with healing the entire party like a cleric can.


Hobgoblin Alchemist 2 HP: 26 (-14) | AC 18 | F: +7, R: +9, W: +4; Fire Resist 1| Perc: +4 | Stealth: +7 | Reagents: 6/6 | 25ft | Active Conditions: None
Jacinto "Jace" Cailean wrote:
Jace was never meant to be a frontline fighter, so ranged healing is what he can contribute to a fight. Unfortunately, at only two spells a day, he cannot keep up with healing the entire party like a cleric can.

Not yet anyway. We have faith in your godliness Jace. You just need to believe in yourself. ;-)


Sorry if there was confusion - it's largely because I didn't register the second one as a crit. I missed that it was a nat20 since it ended up at a 16. So, that's two crits - the first is 5 damage (2*2+1) and the second is 11 damage (5*2+1). The retributive strike triggers on the first, so that's just 2 damage. You can absorb the rest with your shield block. The second for 11 damage goes through, but then Jace heals you. So, all said and done - Vorak is down 9 HP.

Tolgy lets out a whoop as Nuk crosses over the punch the suddenly perplexed dog. It whimpers, but does not fall. Vorak whips around to slash at it, but misses!

Jace, you're up! Just continuing performance?


Human (Versatile Heritage) Male Bard 2 (Enigma and Maestro Muse) HP: 23 / 28 (Wounded 1)| AC: 18 (19) | Fort +6, Reflex +6, Will +7 | Bardic Lore +4 | Focus Points: 1/2 | Perception +7 | Speed 25

At the start of my turn, Aurumvorak would heal 2 more HP and I take 2 damage.

I'll inspire courage again, then I'll target the remaining dog with ray of frost.

Ray of Frost attack roll: 1d20 + 6 ⇒ (14) + 6 = 20
Damage possible: 1d4 + 3 ⇒ (4) + 3 = 7

Both of these are +1 (the attack roll and the damage.)


Jace fires out a ray of energy, scouring the dog's side with wicked cold. The fur freezes and skin underneath turns and ugly blue as the creature's system goes into shot. It falls, lifeless, to the ground.

Combat over!


Human (Versatile Heritage) Male Bard 2 (Enigma and Maestro Muse) HP: 23 / 28 (Wounded 1)| AC: 18 (19) | Fort +6, Reflex +6, Will +7 | Bardic Lore +4 | Focus Points: 1/2 | Perception +7 | Speed 25

I'll keep the spirit link in place, and ask Tolgy for a minor heal spell to top my damage off (which is Aurum's damage) once he's healed fully.


Tolgy nods quickly. Everybody, get in tight. He then shuts his eyes and mutters a quick prayer, the words echoing some of Jace's song.

3 action heal emanation: 1d8 ⇒ 6


Male Hobgoblin (Warmarch) Druid (Animal Order) 1| HP 18/18| AC: 14 (16 w/shield) | Fort: +4; Ref: +3; Will: +7 | Init: +1 | Per +6 ; [Darkvision] ; Spd 25 ft. | Hero Points: 1 | Spell Attack: + 6 | Spell DC: 16

Just wanting to double check - Kuntaxl’s bite hit with a 14, but ‘Vorak missed with a 16. Different dog, or flank or something else?

Vorak casts a sad eye at the dead hounds, and scored and scoured as he is leans in close to be healed by Tolgy and Jace’s ongoing healing.

Down only 1 now. Thanks folks...


Male Hobgoblin (Warmarch) Druid (Animal Order) 1| HP 18/18| AC: 14 (16 w/shield) | Fort: +4; Ref: +3; Will: +7 | Init: +1 | Per +6 ; [Darkvision] ; Spd 25 ft. | Hero Points: 1 | Spell Attack: + 6 | Spell DC: 16

Huh, I only registered the one that ended up at 26 as a crit because it was 10 more than my AC, and I think there has been some errata confusion about Critical Successes and nat 20’s etc... I think a nat20 is only a crit if it also, after modifiers, hits the target AC, as it did in this situation. Is that true?


Human (Versatile Heritage) Male Bard 2 (Enigma and Maestro Muse) HP: 23 / 28 (Wounded 1)| AC: 18 (19) | Fort +6, Reflex +6, Will +7 | Bardic Lore +4 | Focus Points: 1/2 | Perception +7 | Speed 25


The 1 damage would actually transfer to me via Spirit Link, so you are at full and I'll be down 1 HP.


Lizardfolk Champion 2 | HP 24/30 (Bleed 1) | AC 19 (21 w/ Shield H5 20/20) | F +7 R +6 W +7 | Perc +5 (Low Light) | Hero: 1 Focus: 1/1 | Conditions: None | Fangs +8 d8+4 Claws +8 d4+4 Staff +8 d6+4/d10+4 Javelin +6 d6+4

With the danger passed, Kuntaxl begins licking the blood from his lips and claws, while searching through the room to see what the crates and barrels contain.


Searching through the barrels and crates finds them to be empty save for packing straw and scraps of cloth, and 2 small vials of alchemists fire underneath a pile of straw.

As Kuntaxl looks about, he notices the system that worked this gate - a rope leads up from the gate, along the ceiling, then through a hole to the East. So, this gate was most likely pulled up by someone on the other side of that door.


Lizardfolk Champion 2 | HP 24/30 (Bleed 1) | AC 19 (21 w/ Shield H5 20/20) | F +7 R +6 W +7 | Perc +5 (Low Light) | Hero: 1 Focus: 1/1 | Conditions: None | Fangs +8 d8+4 Claws +8 d4+4 Staff +8 d6+4/d10+4 Javelin +6 d6+4

Passing the vials to Nuktik, he points the rope out to the others. [b]"I suppose we could have just sliced that rope and saved the dogs.

What is done is done, and it appears that Hallod knows we are here. We have no choice but to continue on. Hopefully he doesn't have another way to flee these tunnels.

Moving over to the door, he examines it carefully before moving to the side and attempting to open it.

Perception: 1d20 + 4 ⇒ (4) + 4 = 8


Kuntaxl is able to open the door after a short check, revealing a short hall leading into an open room. From where you are, you can see what looks like a crude firepit with a simple chimney leading up from it. There's a fairly damaged wooden table in view as well. The area ahead smells....lived in.


Lizardfolk Champion 2 | HP 24/30 (Bleed 1) | AC 19 (21 w/ Shield H5 20/20) | F +7 R +6 W +7 | Perc +5 (Low Light) | Hero: 1 Focus: 1/1 | Conditions: None | Fangs +8 d8+4 Claws +8 d4+4 Staff +8 d6+4/d10+4 Javelin +6 d6+4

Carfully checking around him for more traps, Kuntaxl moves forward.

Perception: 1d20 + 4 ⇒ (10) + 4 = 14


Male Hobgoblin (Warmarch) Druid (Animal Order) 1| HP 18/18| AC: 14 (16 w/shield) | Fort: +4; Ref: +3; Will: +7 | Init: +1 | Per +6 ; [Darkvision] ; Spd 25 ft. | Hero Points: 1 | Spell Attack: + 6 | Spell DC: 16

Worrying for Flenser, and not liking being separated, Vorak follows Kuntaxl, breathing in the smell of human...The scout remains alert, stowing his sickle and bringing his cruel morningstar to bear.

Perception: 1d20 + 6 ⇒ (13) + 6 = 19


Hobgoblin Alchemist 2 HP: 26 (-14) | AC 18 | F: +7, R: +9, W: +4; Fire Resist 1| Perc: +4 | Stealth: +7 | Reagents: 6/6 | 25ft | Active Conditions: None

Glancing towards the rope, Nuktik shrugs. "You're not wrong Kuntaxl. Perhaps we'll check next time."

Following his companions, he keeps his eyes open for trouble as well.

Perception: 1d20 + 7 ⇒ (11) + 7 = 18


As you move into this room, you can see that this chamber is a home divided into three areas - a larder to the east, a lavatory to the southwest, and a living space. The larder is a simple storeroom filled with scraps of old meat, a third of a wheel of cheese, a sack of turnips, and a barrel of weak ale. There is also a crate of empty wine bottles in one corner.

The lavatory sits just off the main living space, and is little more than an open pit. There also seems to be a garbage pile in one corner.

The living area is a mess, with a cot in one corner and a crude firepit in the other. Bits of trash and a few pieces of gear can be found in the area - a whetstone, a dagger, 15 feet of rope, a hammer, 2 candles, and a coin purse with 2 gp, 8 sp, and 14 cp. Aurumvorak also notes that there is a strongbox located under the cot.

There is an open passageway that leads off into the darkness to the southeast.


Male Hobgoblin (Warmarch) Druid (Animal Order) 1| HP 18/18| AC: 14 (16 w/shield) | Fort: +4; Ref: +3; Will: +7 | Init: +1 | Per +6 ; [Darkvision] ; Spd 25 ft. | Hero Points: 1 | Spell Attack: + 6 | Spell DC: 16

Needing the security of not dying underground in a smelly pit far from his beloved wolf, ‘Vorak points out the strongbox before moving to guard the open passageway, peering into it with his umbral vision.

Perception: 1d20 + 6 ⇒ (5) + 6 = 11 [Darkvision]


You can see that the passageway continues ahead and then turns to the north


Hobgoblin Alchemist 2 HP: 26 (-14) | AC 18 | F: +7, R: +9, W: +4; Fire Resist 1| Perc: +4 | Stealth: +7 | Reagents: 6/6 | 25ft | Active Conditions: None

"Grab what you can and lets go. He can't be too far." orders Nuktik, making his way down the tunnel.

Perception: 1d20 + 7 ⇒ (17) + 7 = 24


Human (Versatile Heritage) Male Bard 2 (Enigma and Maestro Muse) HP: 23 / 28 (Wounded 1)| AC: 18 (19) | Fort +6, Reflex +6, Will +7 | Bardic Lore +4 | Focus Points: 1/2 | Perception +7 | Speed 25

Jace gets past the greasy floor and brings up the rear. He looks around to see if he spots anything the others missed.

Perception: 1d20 + 6 ⇒ (4) + 6 = 10

If no one else moves to take items, he'll take the rope, dagger, and the money in the purse.

How heavy is the strongbox?


Lizardfolk Champion 2 | HP 24/30 (Bleed 1) | AC 19 (21 w/ Shield H5 20/20) | F +7 R +6 W +7 | Perc +5 (Low Light) | Hero: 1 Focus: 1/1 | Conditions: None | Fangs +8 d8+4 Claws +8 d4+4 Staff +8 d6+4/d10+4 Javelin +6 d6+4

"The strongbox might contain the poison. We should gather evidence first and worry about catching him after. Chances are he's already gotten beyond us. He knows where he is going and where the traps are."


Male Hobgoblin (Warmarch) Druid (Animal Order) 1| HP 18/18| AC: 14 (16 w/shield) | Fort: +4; Ref: +3; Will: +7 | Init: +1 | Per +6 ; [Darkvision] ; Spd 25 ft. | Hero Points: 1 | Spell Attack: + 6 | Spell DC: 16

Aurumvorak finds himself in a quandary.

What to do?

In the end, racial belonging, and a desire to not recreate cowardly sins of the past turn him toward Nuk, following the brazen alchemist down the tunnel.

I can’t let him go alone...

Perception: 1d20 + 6 ⇒ (9) + 6 = 15


The strongbox is fairly heavy - it would be about 4 bulk to carry.

Nuktik continues into the passageway - it begins as worked stone, but as it goes further, it becomes more of a natural cavern passage ahead, worked only here and there to make it passable. It looks to continue on for some way, bending and twisting to fallow its natural curves.

Do you wish to continue? The map has a dynamic lighting barrier since the cavern is really long and would've been too cumbersome. So, if you continue, let me know, and I'll skip you to the next map.


Human (Versatile Heritage) Male Bard 2 (Enigma and Maestro Muse) HP: 23 / 28 (Wounded 1)| AC: 18 (19) | Fort +6, Reflex +6, Will +7 | Bardic Lore +4 | Focus Points: 1/2 | Perception +7 | Speed 25

Jace nods and stays with Kuntaxl. "Sounds like a good idea."


Lizardfolk Champion 2 | HP 24/30 (Bleed 1) | AC 19 (21 w/ Shield H5 20/20) | F +7 R +6 W +7 | Perc +5 (Low Light) | Hero: 1 Focus: 1/1 | Conditions: None | Fangs +8 d8+4 Claws +8 d4+4 Staff +8 d6+4/d10+4 Javelin +6 d6+4

Looking over the strongbox, Kuntaxl asks Jace, "Can you open it? I can carry it, if need be, but that might break things that are inside."

Perception(looking for traps on the box): 1d20 + 4 ⇒ (6) + 4 = 10


Kuntaxl squints and turns his head from side to side, but doesn't see any traps. There is a lock though


Hobgoblin Alchemist 2 HP: 26 (-14) | AC 18 | F: +7, R: +9, W: +4; Fire Resist 1| Perc: +4 | Stealth: +7 | Reagents: 6/6 | 25ft | Active Conditions: None

Assuming I don't hear anyone running along through the cavern or anything?


Nope, though I figured you didn't go too far from the others.


Hobgoblin Alchemist 2 HP: 26 (-14) | AC 18 | F: +7, R: +9, W: +4; Fire Resist 1| Perc: +4 | Stealth: +7 | Reagents: 6/6 | 25ft | Active Conditions: None

Seeing most of his companions halting in the previous room, he sighs. Looking down the winding tunnel the hobgoblin hesitates a moment. Mentally checking his supply of reagents, he prepares to sprint onward.

'Oh Dis...they almost died to a pig when I wasn't there to save them...'

"Fine!" he growls. Turning back, he almost runs into his cousin. "Thank you for joining me, but it seems he may have bought himself enough time with the dogs. You and I could stay on his heels...but having to move slower due to his predilection of setting traps would increase his lead."

"Lets go see what they found then. As long as we found the evidence we need, we can acquire his sorry self later. If we didn't find the items in question...well then we'll have a bigger issue to deal with."

Making his way back to the others, Nuktik pulls Jaces tools out of his pack and slams them into the lockbox. "Almost had him. Almost... Almost only works in bombs and horeshoes." he grumbles to no one in particular.

Thievery(Trained): 1d20 + 6 ⇒ (13) + 6 = 19


Male Hobgoblin (Warmarch) Druid (Animal Order) 1| HP 18/18| AC: 14 (16 w/shield) | Fort: +4; Ref: +3; Will: +7 | Init: +1 | Per +6 ; [Darkvision] ; Spd 25 ft. | Hero Points: 1 | Spell Attack: + 6 | Spell DC: 16

Aurumvorak nods good-naturedly, somewhat awed by Nuktik’s total confidence and crusty manner.

”Umm, I’ll keep watch for...if he...comes back.” the scout finishes weakly, replacing his morningstar with longspear to better keep foes getting close. He points it into the passageway and peers into the darkness.

Perception: 1d20 + 6 ⇒ (6) + 6 = 12


Human (Versatile Heritage) Male Bard 2 (Enigma and Maestro Muse) HP: 23 / 28 (Wounded 1)| AC: 18 (19) | Fort +6, Reflex +6, Will +7 | Bardic Lore +4 | Focus Points: 1/2 | Perception +7 | Speed 25

Jace walks up and claps a hand on the druid's shoulder, a big grin on his face. "Feeling better, mister?"


Nuktik tries to work the picks in and shim the chamber, but as soon as he bypasses the first chamber, he hears a "click."

poisoned dart: 1d20 + 13 ⇒ (18) + 13 = 31

A tiny dart springs out and slips into Nuk's hand. Almost as immediate as the pain is a sudden feeling of weariness.

2 damage and a Fortitude save please Nuktik


Hobgoblin Alchemist 2 HP: 26 (-14) | AC 18 | F: +7, R: +9, W: +4; Fire Resist 1| Perc: +4 | Stealth: +7 | Reagents: 6/6 | 25ft | Active Conditions: None

Fort: 1d20 + 6 ⇒ (5) + 6 = 11
Nice!
Gonna take a guess that I failed


Male Hobgoblin (Warmarch) Druid (Animal Order) 1| HP 18/18| AC: 14 (16 w/shield) | Fort: +4; Ref: +3; Will: +7 | Init: +1 | Per +6 ; [Darkvision] ; Spd 25 ft. | Hero Points: 1 | Spell Attack: + 6 | Spell DC: 16

Vorak gives Jace a toothy grin.

”Much, thank you Jace!

His smiles fades as he hears the click by Nuktik, and wonders what has just happened.

”Nuktik?”


Poison: 1d6 ⇒ 2

Nuktik's skin turns a bit sallow and lighter in hue as the poison takes effect.

You take 2 poison damage and are drained 1. You're in this stage 1 for 1 hour, then it's another Fort save to see if you go to stage 2. Remember that Tolgy can help your save with treat poison on the next one.

Drained:
When a creature successfully drains you of blood or life force, you become less healthy. Drained always includes a value. You take a status penalty equal to your drained value on Constitution-based checks, such as Fortitude saves. You also lose a number of Hit Points equal to your level (minimum 1) times the drained value, and your maximum Hit Points are reduced by the same amount. For example, if you’re hit by an effect that inflicts drained 3 and you’re a 3rd-level character, you lose 9 Hit Points and reduce your maximum Hit Points by 9. Losing these Hit Points doesn’t count as taking damage.

Each time you get a full night’s rest, your drained value decreases by 1. This increases your maximum Hit Points, but you don’t immediately recover the lost Hit Points.


Hobgoblin Alchemist 2 HP: 26 (-14) | AC 18 | F: +7, R: +9, W: +4; Fire Resist 1| Perc: +4 | Stealth: +7 | Reagents: 6/6 | 25ft | Active Conditions: None

Oooo I've looked at drained before. That's a rough debuff.

Blinking a few times Nuktik slowly withdraws his fingers. Gently rubbing the puncture wound, he glances towards his fellow hobgoblin. 'Well...this is a setback. Do I let on to them? No! Must show them hobgoblins are a strong race! Not like those pesky... well that's not fair. All races have their own strengths...some are even good at cleaning. This place could certainly use a good scrub.'

Pursing his lips, he grunts. "I'll be fine. Just need a bit...caught me by surprise is all"

Eyeing the strongbox again, he frowns. "Lets take this with us. It seems to be a rather stout lock."


Lizardfolk Champion 2 | HP 24/30 (Bleed 1) | AC 19 (21 w/ Shield H5 20/20) | F +7 R +6 W +7 | Perc +5 (Low Light) | Hero: 1 Focus: 1/1 | Conditions: None | Fangs +8 d8+4 Claws +8 d4+4 Staff +8 d6+4/d10+4 Javelin +6 d6+4

Eyeing Nuktik with concern, Kuntaxl nods. "Of course. I'll just try to be careful with it."

Handing his torch to Jace, he hefts the strongbox and waits for someone to lead the way into the tunnel.


Male Hobgoblin (Warmarch) Druid (Animal Order) 1| HP 18/18| AC: 14 (16 w/shield) | Fort: +4; Ref: +3; Will: +7 | Init: +1 | Per +6 ; [Darkvision] ; Spd 25 ft. | Hero Points: 1 | Spell Attack: + 6 | Spell DC: 16

”Hmm, right then...” mutters ‘Vorak and heads down the tunnel, taking care to not try to not die...

Perception: 1d20 + 6 ⇒ (8) + 6 = 14


Beyond these living quarters is a system of natural caves. Although the path is far from level, it has been worked to allow for easy travel; stalagmites have been cleared away in some spots and small wooden footbridges have been stretched over pools of stagnant water no more than 5 feet deep.

After about 10 minutes of travel, the passageway opens up into a large natural chamber, the center of which is occupied by a pool of brackish water. Stalactites and stalagmites occupy much of the room, but a path between them leads around the pool and to another corridor on the opposite side of the cave.

As Kuntaxl first enters the room, a strange blue glow emanates up from the pool, sending a cascade of shimmering light to the ceiling above.

751 to 800 of 1,060 << first < prev | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Nayr's Fall of Plaguestone All Messageboards

Want to post a reply? Sign in.