GM Euan's Rise of the Runelords (Inactive)

Game Master Euan

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Xin-Shalast


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It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

Izomandakus follows the wind team upstream the Kazaron River. Once they do materialize to have a rest, he does use a fabricate spell to quickly craft a rough refuge out of the mountains stone "I think we can pass the night here. It will be easier to defend from wild fauna too"

K. geography (wild fauna to expect?): 1d20 + 11 ⇒ (20) + 11 = 31

Will come up with a preparation spell list through the weekend

Silver Crusade

M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25
Izomandakus wrote:

Izomandakus follows the wind team upstream the Kazaron River. Once they do materialize to have a rest, he does use a fabricate spell to quickly craft a rough refuge out of the mountains stone "I think we can pass the night here. It will be easier to defend from wild fauna too"

[dice=K. geography (wild fauna to expect?)]1d20+11

Will come up with a preparation spell list through the weekend

Sounds smart. We can prepare.


Xin-Shalast - Roll20 Map - Tracking Sheet

The Kodar Mountains are one of Golarion’s most intimidating and massive mountain ranges. Few places in the world are more inhospitable to life than these mountains, yet life endures here. The extremes make for equally powerful monsters and denizens (giants, dragons, undead), of course - only the strongest survive for long in this region, known to the Shoanti as the World’s Roof. There is little prey as you climb, so the predators strengthen themselves on each other.

In the morning (Kuthana 23, Toilday) you follow the river up into the mountains and the river climbs steeply. Waterfalls and rapids, rugged terrain all meet you. For the dwarves, not wind walking, it must have been a perilous route indeed - though the river passage is easier than the surrounding terrain by far.

You travel a couple hours in the frigid cold, always ascending. The air becomes thin, and further magics are layered upon the party to protect against the high mountains. Eventually you reach a mighty swirling fork in the river. A branch goes northwest, and another northeast. Which branch do you take? There are no obvious indications which way the dwarves went.


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

"Which way, do you think?" Kast looks at Izo, who might know, but then he decides to think about it for a moment. Now that he's here, he might find a feature of the land that triggers something about where to go next.

1d20 + 13 + 20 ⇒ (12) + 13 + 20 = 45 Know (Geography)


Retired to Taldor?

Really? Ninja'd by Kast, will change my post.

After spending the night in Izomandakus' Rough refuge Seamus woke fairly well rested, even if he did miss the mattress from the fort a little.

As they take to the air, he's pleased with the performance of the ioun stone in the wayfinder, realizing that even with the difficult weather he was starting to get used to the 'wind walking.'

As they approached the fork in the river, he smiled at Val, he was glad she had the ability to help them talk to each other mentally because yelling over the winds would almost be impossible. Mentally clearing his throat, he answers, <Kast I have no idea, you studied the maps more than I."> He smiles, <"But if no one has any idea which way to go, I vote North east. Cause, why not?">


Xin-Shalast - Roll20 Map - Tracking Sheet

Kast, with his vast knowledge of geography... isn't sure.

He knows that the river ends to the west while to the east there are more forks, adding to the uncertainty. One of these ends will grant you what you seek, but which one?

It'll take most of the day wind walking to search the west. Even more to the all the eastern branches.


It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

"Oh, it is east by sure. I mean, we have been traveling east so far, so let's try that" Izomandakus says as he wind walks with the others, then floats in that direction because what can go wrong "Or if not, we will go back later"

Silver Crusade

M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25

East it is.
Rastaf follows.


Xin-Shalast - Roll20 Map - Tracking Sheet

Heading east you very nearly blow by the structure both moving as fast as you are and as snow covered and nestled into a cliff face as it is. But spot it you do - the dwarf camp!

The structure is build of split logs cemented with rough mortar and a shake shingle roof. The logs and shingles are decades old, and a profusion of lichens growing on these walls gives it a strangely organic look. Each window is 2 feet high by 2 feet wide and has double shutters to aid in keeping out the cold. There are two portions, an upper and lower, connected by an enclosed stair. The upper sits just below 5,000’.

No strangers to the dangers presented by the local fauna, the somewhat paranoid brothers constructed their cabin perched defensively at the edge of a 60 foot high cliff. The dwarves then constructed a spiraling stair and pulley and bucket system leading directly up to the cabin from the base of the cliff. This they encased in a wooden shaft made of the same mortared logs, and built a small storage shed and an addition at the base of the stair where the mined ore could be separated from the worthless gangue before going through all the trouble of hauling it up to the cabin.

New map up! I’ve placed you in the upper left, but please move to where you are solidifying - the upper area or the lower. It's about mid-afternoon.


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Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

"What is this? Some sort of Cabin in the Woods?" Kast asks and then takes a moment to complete some additional buffs.

Kast's Pre Exploration Magics:
Air Limp, extended Shield of Faith (+4), Magic Circle Against Evil on himself and 'Mus. Barkskin (via Val) +4, 90 minutes. Resist Fire and Cold (30, 150 minutes).

"Looks pretty nice," he continues, limping into the air so he doesn't have to worry about icy snow or snowy ice or falling. "Really interesting to choose to build here, isn't it?"

When others are ready, he will circle around to what seems like the front door.


Retired to Taldor?

Seeing the cabin from the Seamus asks, "Shall we start at the top since it's closest?" Landing on the porch, he asks Kast, "Wouldn't it be considered a cabin in the mountains" Moving near the front door, "Either way, it does look pretty nice." Wiping the moisture off of his goggles, he carefully inspects the nearest door. Once he's sure it's clear, he opens it.

Taking 10(40/46) on perception and 10(41/47) on disable device if needed

Silver Crusade

M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25

It's a good thing we decided to head east. Saved us some time.

Once Seamus has given the all-clear, Rastaf goes in. Think there's a functioning fireplace in here? I wouldn't mind some hearth in this home.


It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

Daily spells prepared:

SPELLS
CL: 15, Concentration: +20 (5 Int, 15 level), Spell penetration: +15
^ arcane school slot (transmutation)
~ opposed school spell (necromancy)
* used spell
F faith magic discovery spell
Note: annihilation spectacles allow Izomandakus to spontaneously swap any transmutation spell at need.
Stored spell
magic missile
Cantrips (4/day)
acid splash
detect magic
ghost sound (Will 15)
open/close
Level 1 (7+2/day)
*heightened awareness^
detect secret doors
feather fall
grease (Ref 16)
*mage armor
magic missile
shield
pearl of power I (x2)
Level 2 (11+1/day)
tears to wine^ (+10)
glitterdust (Will 17)
2x mirror image
resist energy
scorching ray
see invisibility
shatter (Will 17)
spider climb^
suppress charms and compulsions
whispering wind^
pearl of power II
Level 3 (6/day)
*greater magic weapon^ (+3)
barkskinF
clay skin
dispel magic
haste^
*heroism
Level 4 (6/day)
obsidian flow^ (Ref 21)
dimension door
fire shield
greater invisibility
reduce person, mass^ (Will 21)
wave form^ (Ref 21)
Level 5 (6/day)
telekinesis^ (Will 22)
fabricate^
*greater reversion
monstrous physique III^
teleport
wall of force | fickle winds^
Level 6 (4/day)
disintegrate^ (Fort 23)
contingency
emblem of greed^
greater dispel magic | tar pool^ (Ref 23)
Level 7 (3/day)
form of the dragon II^ (Ref 24)
caustic eruption (Ref 22) | mass fly^
grasping hand
Level 8 (2/day)
polymorph any object^ (Fort 23)
greater prying eyes

Izomandakus prepares for the day march with his usual spells. Then when the group reaches the refuge, he casts heroism and heightened awareness on himself "It is weird no one came to receive us. Perhaps they are in the mine?"

The boy checks around the refuge for recent activity.
Survival+HR+HA: 1d20 + 15 + 2 + 2 ⇒ (3) + 15 + 2 + 2 = 22
Pachemu: Surival (scent): 1d20 + 15 ⇒ (10) + 15 = 25


Xin-Shalast - Roll20 Map - Tracking Sheet

A rough porch with roughly crafted handrails extends from the front of this cabin. A short stair descends to the ground at its north end. The eaves of the overhanging roof are festooned with dozens of animal skulls, including bears, deer, aurochs, and various other animals. The posts supporting the overhang and the outside edge of the handrail itself are hung with racks of antlers. A stone chimney rises next to a door on the porch, and a couple of split logs have been set on the raised porch as furniture.

Izomandakus finds no tracks in the snow save what the party are now making. Not even animal tracks as he’d expect whether the place was abandoned or not.

As Seamus and Rastaf climb upon the platform, Seamus is sure you’re being watched. A moment later, a humanoid shape, roughly dwarflike, scurries across the snow as if afraid of the cabin. It turns to look at the party, and…

Knowledge Religion DC 20:
Ayep, it’s a haunt!, though a weak one from the looks of him.
Positive energy will disable it as usual.
- - -

- Round 1 -
Seamus - 14+
Valena - 14-
Izomandakus - 10+
Good Folk - 10-
Rastaf - 9
Kast - 5

Initiative Rolls:
Izomandakus: 1d20 + 5 ⇒ (5) + 5 = 10
Kast: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Rastaf: 1d20 + 3 ⇒ (6) + 3 = 9
Seamus: 1d20 + 12 ⇒ (2) + 12 = 14
Valena: 1d20 + 7 ⇒ (7) + 7 = 14
Good Folk: 10 + 0 = 10

• Seamus, Valena, and Izomandakus are up!


Retired to Taldor?

Nodding in agreement with Rastaf, Seamus smiles at the half orcs question, "I hope so." Echoing Izomandakus observation, Seamus furrows his brow. "Maybe your right Izomandakus, did anyone see any smoke from the chimney?"

Approaching the stairs to the rough porch, Seamus noticed the animal skulls, wondering aloud, "Whoever lives here is quite the hunter. I wonder if they'd consider joining the rangers."

Moving onto the platform, the hair on the back of Seamus' neck stiffens, the same feeling he gets when he's being watched. Turning to ask the others about it, he sees the dwarf running away from the cabin. Pointing towards the dwarf, "It seems like someone is, or at least was, here." Cupping his hands around his mouth he calls out, "Hey whats the hurry?"

Funny, it doesn't feel like were in initiative, Two move actions, first move pointing at the runner, second move action cupping his hands around his mouth, cause talking is free.


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

1d20 + 22 ⇒ (7) + 22 = 29 Know (religion)

Kast wants to get words out, but cannot find his voice just yet.


It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

K. relgion+HR+HA DC 20: 1d20 + 13 + 2 + 2 ⇒ (2) + 13 + 2 + 2 = 19
Izomandakus looks at the dwarf pointed out by Seamus. He thinks there is something odd about this dwarf, but the boy thinks he should have drunk some wine to sharpen his mind, for nothing is coming to him right now "Hu?"

Pachemu: K. religion DC 20: 1d20 + 6 ⇒ (8) + 6 = 14
Pachemu looks at the dwarf as clueless as Seamus or Izomandakus "Oink?"

Silver Crusade

M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25

kn. religion: 1d20 + 4 ⇒ (19) + 4 = 23

That was a haunt! The spirit of some poor dwarf who died here, in some terrible fashion. It probably feels that it has some task or other to complete before it can move on to the Boneyard. I can handle this poor soul. Sending it to the next phase takes more magic than I feel like using. I can suppress it for a while easily enough, but it will eventually come back. Just gotta spot the bugger...

Rastaf readies an action to channel when he sees it again.
percep: 1d20 + 14 ⇒ (17) + 14 = 31


Val’s Spell Prep:

Mirror image, her usual trick implantations on her and Seamus, freedom of movement, telepathic bond on the party, and apport object precast on her scroll of breath of life
Mirror Image: 1d4 + 4 ⇒ (1) + 4 = 5

Knowledge (religion): 1d20 + 4 ⇒ (19) + 4 = 23

”A haunt! If you have positive energy, use it!”

She draws a wand of cure light wounds and activates it, as it can at least be mildly useful.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3

Valiables:

HP: 131/131
AC: 38/21/30
Saves: F15/R20/W19 +2 will vs charm and compulsion, +2 fort vs poison and drugs, +4 fort vs alcohol
Immune: Poison
Hypnotic Stare:
Painful Stare:
Active Implanted Tricks 2/7 used): Mesmeric Mirror (Seamus, unused), Mask Misery (herself, unused)
Hero Points: 2
Spells/Conditions: freedom of movement, apport object precast, telepathic bond, mirror image (5)

0: (Dancing Lights, Prestidigitation, Mage Hand, Message, Read Magic, Ghost Sound)
1: 0/7 used (Vanishx0, Psychic Readingx0, Ill Omenx0, Faerie Firex0, Invigoratex0, Remove Fearx0, Eldritch Weaponx0, Martial Esotericax0)
2: 1/6 used (Mirror Imagex0, Placebo Effectx0, Lesser Restorationx0, Tonguesx0, Apport Objectx1)
3: 1/5 used (Sendingx1, Displacementx0, Major Imagex0, Invisibility Spherex0, Step Through Realityx0)
4: 2/4 used (Dimension Doorx0, Freedom of Movementx1, Telepathic Bondx1, Tough Crowdx0)

Irreconcilable Differences:
[ dice]1d20+24[/dice] to hit;
[ dice]1d6+12[/dice] damage.


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Xin-Shalast - Roll20 Map - Tracking Sheet

(Unfortunately the haunt goes before Rastaf, and fades immediately afterward, so save your channel.)

Valena wields the wand with aplomb, but does not quite overcome the haunt.

A dwarven man staggers out of the snow toward the party. His eyes are wild with fear, his clothes in tatters, and blood drips from several cuts and one clear humanoid bite mark on his exposed flesh. ”Run! Run for your lives! They’re going to eat you!

You feel a pulse rumble through your belly as the last syllable is lost to the wind. With that the dwarf flees into the snow, quickly lost to the lightly falling flakes.

Will DC 20 (fear), fail and read:
You panic a few rounds, fully convinced your party members are cannibals until you get a hold of yourself. Roll a d100, where low is bad as you flee into the snow.
- - -

The party is up, but the haunt is gone - gone into the snow. It does not seem to be returning any time soon, nor did it leave any tracks.

• We are out of initiative.

Seamus finds nothing untoward upon the door. It looks to him as having not been opened for some years and may stick a little. It is not locked.

Silver Crusade

M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25

will: 1d20 + 20 ⇒ (9) + 20 = 29


Retired to Taldor?

Will DC 20 (fear): 1d20 + 16 ⇒ (11) + 16 = 27

Seeing the frightened dwarf turn to them and scream something about being eaten, Seamus looks from the fleeing man to the others. Shaking his head, "If we've not been eaten by now, I don't think it's going to happen here. Let's go inside and get warm."

Reaching out he turns the doorknob, "May need a little help with this." putting his shoulder, he leans into the door.

str: 1d20 + 1 ⇒ (3) + 1 = 4


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

1d20 + 12 + 7 ⇒ (4) + 12 + 7 = 23 Will

Kast watches the dwarven man run away, wondering what is going on. He thinks to give chase, but then remembers that he never gives chase and will leave that for others who are more spry.

He will enter the cabin in the woods mountains and look around.

Silver Crusade

M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25

I'll help you. Rastaf gives the door a shove.

str: 1d20 + 4 ⇒ (11) + 4 = 15

However these dwarves met their demise, it was gruesome. You don't really find haunts who died peacefully. We'd best be on our guard.


Will Save: 1d20 + 19 ⇒ (8) + 19 = 27

Val remains unflappable at the haunt’s manifestation. If anything, she feels herself emboldened by how little it affected her. Where others may have failed here before, she and her comrades are succeeding with ease.

So emboldened, she actually does try to help with the door.

Strength Check: 1d20 + 1 ⇒ (18) + 1 = 19


It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

Will+HR+reincarnated DC 20: 1d20 + 15 + 2 + 2 ⇒ (7) + 15 + 2 + 2 = 26
Pachemu: Will DC 20: 1d20 + 10 ⇒ (12) + 10 = 22
"To eat us? Who is going to eat us? Wolves? Ogre-wolves? Ogre werewolves?" the boy shrugs seemingly feeling nothing while Pachemu snorts, apparently not linking the dampness of the snow around.

While the boys work on the door, he looks back at the direction the dwarf left running.


Xin-Shalast - Roll20 Map - Tracking Sheet

Seamus puts his shoulder into it! …and merely bruises himself for his trouble before Rastaf steps in and shoves the door open with Valena’s help. It’s hard to see within for the most part. In a few common areas (such as this one) there are continual lights, but not everywhere. I’m assuming you have your light sources out for convenience.

This room obviously doubled as the main living room and kitchen for the inhabitants of the cabin. A stone hearth and chimney occupy the southeast corner, with an iron hook holding a cauldron above the grate.

The rest of the room is in a horrific state - firewood, cooking utensils, pots and pans, and even the furniture lie in scattered heaps. A painting of two dour-looking dwarves standing in front of an enormous elk hangs askew on the northern wall. Years old bloodstains mar the walls and floor and bits of overturned furniture here and there, but there are no bodies.

As you enter the room, Wisdom checks DC 18 please (an odd request I know!), but only when you enter the room.


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

1d20 + 0 ⇒ (2) + 0 = 2 Wisdom - And you wonder why Kast is so clueless. SMDH.

Kast looks around, and casts Detect Magic.


It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

Wis+HR: 1d20 + 1 + 2 ⇒ (14) + 1 + 2 = 17 Think to remember heroism applies to ability checks
Pachemu: Wis: 1d20 + 1 ⇒ (18) + 1 = 19

"Mmm... it seems these dwarves had same cleaning training as Mammy Graul's half-ogre kin..." Izomandakus goes in and checks the next door, the first one in the hall.


Val follows the others in and looks around, using her old trick of the scented handkerchief to avoid any bad smells.

Wisdom: 1d20 + 1 ⇒ (5) + 1 = 6

Val has gained a lot of perspective over this long adventure, but apparently not quite enough!


Xin-Shalast - Roll20 Map - Tracking Sheet

Wis DC 18 & Pachemu who just made it:
You feel ravenously hungry! The hunger pains are faint, but they're growing rapidly.

You almost certainly face another haunt. Better tell Izomandakus what's up.
- - -

If pigs can talk, or if Seamus or Rastaf make it, you can all act in the surprise round.


Retired to Taldor?
GM Euan - Rise wrote:
As you enter the room, Wisdom checks DC 18 please (an odd request I know!), but only when you enter the room.

A wisdom check? Good thing Seamus got that headband

wisdom DC 18: 1d20 + 1 ⇒ (4) + 1 = 5 ¯\_(ツ)_/¯

Setting his ioun torch in place Seamus heads into the cluttered house. Chuckling at Izomandakus comment he unwisely walks up near his friend and asks. "What did you find?"

Silver Crusade

M Half Orc Cleric 16/Init +1/ HP 131/ 131 // AC: 29/ 22/T:14/FF:21 - Percep: +15/ F 16/R 13/W 21 /CMB 14 - CMD 25

wis: 1d20 + 7 ⇒ (4) + 7 = 11

Rastaf just isn't paying attention.


It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

"Oink! Oink oink oink oiiiiiiiiink!!!" Pachemu starts to oink excitedly like there is something very very urgent to be attended.

It seems to call the attention of the boy "What? A ravenously hungry? Growing hunger pains?" he echoes confused as it becomes clear who is the sage one in this party "Mmmm.... people, Pachemu thinks we are to face some more haunt. A hungry haunt."


Xin-Shalast - Roll20 Map - Tracking Sheet

Everyone may have a surprise round, then everyone except Rastaf in round one. Still, everyone has the surprise round first.

- Round 1 -
Valena - 22
Seamus - 19
Izomandakus - 18
Kast - 14
Good Folk - 10
Rastaf - 8

Initiative Rolls:
Izomandakus: 1d20 + 5 ⇒ (13) + 5 = 18
Kast: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14
Rastaf: 1d20 + 3 ⇒ (5) + 3 = 8
Seamus: 1d20 + 12 ⇒ (7) + 12 = 19
Valena: 1d20 + 7 ⇒ (15) + 7 = 22
Good Folk: 10 + 0 = 10


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
Izomandakus wrote:
"Mmmm.... people, Pachemu thinks we are to face some more haunt. A hungry haunt."

”’A hungry hungry haunt-o?’” Kast repeats, worried about getting gobbled up. Kast tries to identify the haunt in more detail so he knows how and where to respond with some positive vibes.

1d20 + 22 ⇒ (18) + 22 = 40 Know (Religion) What kind of haunt? Will pos energy help?


Xin-Shalast - Roll20 Map - Tracking Sheet

The usual sort of haunt - positive energy will most certainly snuff it, at least temporarily.


Val makes an annoyed sound, turns, then walks back outside. ”One of you tell the unquiet spirits of the dead to stop pestering us! We are trying to work here!”

Single move


It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

"It looks bad" without much ability to harm a haunt, Izomandakus gets ready to cast suppress charms and compulsions if things go bad with anyone in the group "Hungry bad"


Retired to Taldor?

"Stop pestering Us?" Repeating after Val, Seamus draws his keen rapier.

Looking towards Izomandakus then Pachemu. "Hungry bad?"

He pauses for a moment, reaching for the cold iron long knife in the boot top, then his hand wavering between the mithril blade and the new adamantine one. "What metal kills a Haunt?"

move action, draws the rapier, Readied action attacks anything that's not his friends...I'll roll it if he gets a chance.


3 people marked this as a favorite.
Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

Round Surprise vs. Hungry Hungry Haunt-o

Kast steps forward and offers a very gentle jolt of 150 hp of positive energy into the nexus of the haunt. Casting Heal. I believe, though it's not in the official rules, that casting Heal on a house offers a restoration effect as well. If there are any drainage issues, those should be fixt as well.


Xin-Shalast - Roll20 Map - Tracking Sheet

Everyone has the briefest twinge of hunger as the pulse of positive energy neutralizes the impending doom. And cleans the gutters.

The room is as described, and magical hunts reveal nothing new. The odd brown thing on the map to the south is a leather curtain.


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

Kast air limps to explore the curtain on the right.

"This looks like a leather curtain. And it's not skin at all."


Xin-Shalast - Roll20 Map - Tracking Sheet

This tiny chamber is stuffy and lightless. Heavy skins, looks like elk, hang as curtains across two archways. A wooden bench rests against the south wall under which is arrayed an assortment of shabby foot gear. Above it is a row of hooks, a number of which hold dusty garments.

Just for completeness, I’ll have Kast open the door here, which leads to a simple entry chamber, with another hide rug. No one’s here, but it’s clear this was the main entrance they used.


Retired to Taldor?

Starting to feel overly hungry, the discomfort quickly passed as Seamus realized Kast had done something. Shrugging his shoulders, Seamus rested the rapier on his shoulder as he selected the mithril long knife. Shrugging his shoulders, he looked at Pachemu, lifting the blade, "Just in case."

Realizing Kast had 'air walked' to the Curtain, Seamus walks under him. furrowing his brow at Kast comment, he asks. "Isn't the very definition of 'leather' is somethings skin?" Shaking his head he follows under Kast, keeping a keen eye out. Having a gift for stating the obvious, he points the mithril long knife at the exterior door. "That looks like the main entrance."

Nodding his head back the way they came, he realized that with Kast above him that his friend probably didn't see the motion, he asks. "Shall we go back and open the other door?"

Not waiting for Kast to answer he heads to the door behind them, quickly checking it, he attempts to open it.

yeah, taking 10 on everything, should I show the math, or are we cool?


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

”Oh, I meant human skin. Or dwarf skin. You know? The kind of icky skin that comes to your mind when after you see a ravenous haunt dwarf screaming about cannibalism, you know?” Kast says, trying to clarify because ‘Mus was correct.

Kast will look over ‘Mus shoulder as he opens the door, then will open another door if ‘Mus’ exploration turns up nothing interesting.


Xin-Shalast - Roll20 Map - Tracking Sheet

No need to show the math Seamus, it’s in your header. :)

No windows open into this relatively dim, plummeting shaft. A heavy winch bolted to the balcony supports a rusty chain that runs up through a pulley mounted in the roof and from which hangs a heavy iron bucket. Heavy wooden chocks have been nailed to the floor at the edge of the balcony, and the front wheel of a wheelbarrow rests against them.

The shaft descends 60’ to the ground below - all encased in wood with the stairwell all around. Oh, there’s also a 10’ pole with an iron tip which the dwarves used to open and close the shutters and drag the ore bucket to where its contents could be dumped.

Though the structure is somewhat rough, it takes both of Seamus’ keen eyes to spot the secret door in the wall to the north.

The secret door is reinforced with iron Seamus will note, and locked. Again, it’s a matter of skill, and just a few weeks ago he’d not have been able to touch this, but now, he’s able to get it open with just a modicum of effort (taking 10).

Seven large burlap sacks sit against the northern wall of this reinforced small chamber, while to the west sits a small desk and chair. A leather-bound ledger lies atop the desk.


Retired to Taldor?

Blinking Seamus looks at Kast, though he had heard the nutty dwarf say something about cannibalism, he'd not connected the dots. Frowning at his friend, "Well now that you put it that way. Yuck."

Entering the larger room, Seamus, points towards the steps. "I think we've found how they decend to the mine." Catching something odd about the wall beside him, Seamus starts to fiddle with the hidden door. As the secret door opens he sticks his head int, turning he looks up at Kast, "Huh, a hidden office with a ledger and large sacks filled with something." He smiles, "You want to check the book or the bags?"

Looking back to the others, he winks at Izomandakus, "What do you think? Treasure?" Moving carefully he begins to open the first bag.

Again carefully taking 10.


”Or it will be seven burlap sacks of dead dwarves.“ Rather than find out first-hand, she goes for the ledger.


It's complicated Human with a level 16 pig | Character Sheet | (Completed Rise of the Runelords)

" Whatever happened to them, it seems the dwarves have not lived here for a time now..." Izomandakus answers thoughtful " Whatever remains in their mine, I assure you it will pale in comparison with Xin-Shalast wealth..."

He looks around for desks and hidden caches " Maybe they left some map or journal if they really discovered the shining capital "

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