GM Inara's Fall of Plaguestone

Game Master inara14

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HP: 4/32| AC: 19 |F: +8, R: +7, W: +4 | Per: +6 | Ath +8, Dec/Dip/Int +6, Acr/Ste +5, L:War +4 | Speed 25ft | Active Conditions: Wounded 1 | Hero Points: 1/3

"Hrm..." It was outrageous, of course, and yet the goblin was indeed a puny fellow and unlikely to have much recourse if he refused. After all, the caravan would be gone soon enough, and yet he had to remain here, with only the ineffectual sheriff for possible protection.

"Fine. We need to talk to this Hallod fellow then. Where might he be?" She does glance pointedly at Baldur when she says the individual's name, "Seems like he's the only one who got what he wanted last night..."


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

Rgathiel will kneel to look directly in Phinick's eyes.

"You still chose to take money in order to make somebody sick. In doing so, you made yourself the tool of an assassin. You may not have only had hard options, but you chose to harm somebody and they died. I expect that you will think of this the next time you have a hard choice."


HP: 4/32| AC: 19 |F: +8, R: +7, W: +4 | Per: +6 | Ath +8, Dec/Dip/Int +6, Acr/Ste +5, L:War +4 | Speed 25ft | Active Conditions: Wounded 1 | Hero Points: 1/3

Illyria put a hand on Rashk's shoulder, and clarifies, "I don't think he mentioned being paid. Only that he'd be harmed a lot, physically, if he refused...Unless you're leaving something out, Phinick?"


|HP: 22/22| AC: 16 |F: +5, R: +6, W: +8 | Ar/Cft/Lor/Occ/Soc +8, Med/Nat/Per/Thi +6 | Speed 25ft | 1: 1/3, Foc 2/2 | Active conditions:

Baldur nods in response to Illyria's look. It seems almost certain that Hallod is the mysterious 'H' that Bort was delivering to. Interesting that he'd still paid the caravaner, But maybe its a matter of keeping secrets rather than trying to save a few gold... He muses internally, keeping a stern face on to ensure that the goblin doesn't get any ideas.


◆◇↻

Phinick shakes his head wildly as his gaze flicks between Rashk and Illyria. "No, no I reely dint get gold, Hallod is a big bully and always b-bullies me!"

"H-h-he lives at Dead Willow." He adds, stuttering as Rashk looms over him, pointing back in the direction he ran from - back towards the abandoned buildings.


HP: 4/32| AC: 19 |F: +8, R: +7, W: +4 | Per: +6 | Ath +8, Dec/Dip/Int +6, Acr/Ste +5, L:War +4 | Speed 25ft | Active Conditions: Wounded 1 | Hero Points: 1/3

"Hrm, well, I want to head there, but we can't be having you scampering around either. After all, he might not be at Dead Willow when we go over, and might come after you instead while we're busy over there."

She turns to the others, and tells them her suggestion, "Perhaps we bring Phinick back to our good tour guide Targen, then escort them both to the Feedmill. It's probably the safest place for you right now, Phinick. Then, we can go to this Dead Willow."


|HP: 22/22| AC: 16 |F: +5, R: +6, W: +8 | Ar/Cft/Lor/Occ/Soc +8, Med/Nat/Per/Thi +6 | Speed 25ft | 1: 1/3, Foc 2/2 | Active conditions:

Illyria is continuing to have good ideas so Baldur simply nods his agreement and then turns back the way they came. Targen probably appreciated the rest but they shouldn't be gone too long.


Female leshy druid 2 |HP: 18/30; resist poison 1| AC: 19 (21 w/shield) |F: +7, R: +6, W: +10 | Perc +8 | Speed 20 ft | Focus 1/1

Nutmeg nods as well. "A wise course of action, Illyria. Let us do as you suggest!"

"I am Root!" agrees Root, the tiny leshy perched on Nutmeg's shoulder.


◆◇↻

Luckily, Targen hadn't gone far, so you slowly escort both your wards basck to the Feedmill.

As soon as you get back to the Feedmill, Phinick rushes into the kitchens to hide out in safety and Delma shoots you a quizzical look, before thanking you for helping her father.

Located on the north side of town, the building is easy to find. A huge, dead willow stands in front of a house that appears to be in serious disrepair. It might have had a second story at one time, but that long ago collapsed into ruin, taking parts of the first floor with it. The windows are all boarded over, and the front door hangs open about a foot, kept from swinging wider by a frayed rope.

The yard around the house is choked with weeds and debris from the collapsed house. The area around the willow tree is all but impassible, as the dead branches and leaves have made a large heap around its trunk.

Survival DC 15:
Someone frequents the property; their trail leads up to the front door, circles the house, and leads down to the stream.

If you get a critical success read the extra spoiler.

Spoiler:
You uncover that the trail never actually goes in through
the poorly latched front door


HP: 4/32| AC: 19 |F: +8, R: +7, W: +4 | Per: +6 | Ath +8, Dec/Dip/Int +6, Acr/Ste +5, L:War +4 | Speed 25ft | Active Conditions: Wounded 1 | Hero Points: 1/3

"I can't believe somebody actually lives here." Illyria looks a little baffled, wondering why anyone would choose to reside in such a crude house, since there seemed to be more palatable abandoned houses in other areas of the town.

She starts to approach the front door, unless the others suggest a different course of action.

Survival: 1d20 ⇒ 7


Female leshy druid 2 |HP: 18/30; resist poison 1| AC: 19 (21 w/shield) |F: +7, R: +6, W: +10 | Perc +8 | Speed 20 ft | Focus 1/1

Survival: 1d20 + 7 ⇒ (19) + 7 = 26

Nutmeg holds up a hand to stop Illyria. "Wait. There are tracks here." The leshy kneels down to examine them. "Somebody frequents this place, but they don't go through the front door. The trail goes around the house to the stream. Let's follow it!"


HP: 4/32| AC: 19 |F: +8, R: +7, W: +4 | Per: +6 | Ath +8, Dec/Dip/Int +6, Acr/Ste +5, L:War +4 | Speed 25ft | Active Conditions: Wounded 1 | Hero Points: 1/3

"Hmm, alright." Illyria seems agreeable when Nutmeg points out the tracks, heading around towards the stream.


|HP: 22/22| AC: 16 |F: +5, R: +6, W: +8 | Ar/Cft/Lor/Occ/Soc +8, Med/Nat/Per/Thi +6 | Speed 25ft | 1: 1/3, Foc 2/2 | Active conditions:

Baldur just nods and follows along behind. Loki is loving being out in the fresh air, but Baldur is rather less keen.

"Loki, could you try not to get all the mud on me?" He asks. The fox yips and splashes happily into a large muddy puddle in response.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

Rashk nods at Nutmeg, "Good catch. There's likely an unpleasant surprise at the front door." He'll stride up to be ready fro problems.


◆◇↻

The footpath that leads around the house, passes under a boarded-over window at the back of the house, then down to the stream, the majority of the footprints lead to this window, some continue down the path.

Baldur: 1d20 + 5 ⇒ (12) + 5 = 17
Rashk: 1d20 + 4 ⇒ (11) + 4 = 15
Nutmeg: 1d20 + 7 ⇒ (2) + 7 = 9
Illyria: 1d20 + 5 ⇒ (13) + 5 = 18

Baldur and Illyria notice that the boarded over window is fake, with a hinge worked into the side.

If you choose to open the hatch - Thievery DC 16 or Athletics DC 18:
The fake shuttered window seems to be latched from the inside but can be opened with the above checks.


|HP: 22/22| AC: 16 |F: +5, R: +6, W: +8 | Ar/Cft/Lor/Occ/Soc +8, Med/Nat/Per/Thi +6 | Speed 25ft | 1: 1/3, Foc 2/2 | Active conditions:

"Loki!" Baldur says sharply and the fox jerks around and then scurries up Baldurs arm to sit on the window sill. The two set to work in what is apparently a rather practised routine.

Thievery: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18

Some careful work with a series of long, thin tools opens the shutter.


◆◇↻

The shuttered entrance leads to a room filled with debris from the collapsed roof. There’s just enough room for two people to stand in this space, and a cursory inspection from this spot uncovers a crawlway under the debris.

Unlike everything else, this crawlway is mostly free from grime and dust.

Characters can move through the crawlway only in single file. Medium
creatures can crawl 5 feet per action; Small and smaller creatures can move at normal speed.

Baldur: 1d20 + 5 ⇒ (15) + 5 = 20
Rashk: 1d20 + 4 ⇒ (14) + 4 = 18
Nutmeg: 1d20 + 7 ⇒ (11) + 7 = 18
Illyria: 1d20 + 5 ⇒ (1) + 5 = 6

Fortunately everyone but Illyria notices that there is a pressure-sensitive floorboard connected to a beam holding up debris in the crawlway’s ceiling about 15ft along the passageway.

DC 15 Thievery to disable the pressure plate


|HP: 22/22| AC: 16 |F: +5, R: +6, W: +8 | Ar/Cft/Lor/Occ/Soc +8, Med/Nat/Per/Thi +6 | Speed 25ft | 1: 1/3, Foc 2/2 | Active conditions:

Thievery: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16

Baldur and Loki set to work once more and soon have the rigged floorboard unrigged again.

"Careful." Baldur warns. "Someone doesn't want visitors."

He waits for Illyria or Rashk to go first.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

Once they have done their magic with the trap, Rahsk will go first. Slow and steady. but he'll absorb the first blows. Or the next trap.


HP: 4/32| AC: 19 |F: +8, R: +7, W: +4 | Per: +6 | Ath +8, Dec/Dip/Int +6, Acr/Ste +5, L:War +4 | Speed 25ft | Active Conditions: Wounded 1 | Hero Points: 1/3

Illyria lingers a bit, a little amazed that she hadn't seen the contraption, and glad somebody else had found it. She decides to head on, once Rashk got going, not wanting to cause too much of a delay in the small passage.


◆◇↻

Beyond the turn, the crawlway continues for another 10 feet before opening up into a small chamber that appears to have once been a closet.

The door leaving the space is barred by debris on the other side and cannot be opened, but there is a hatch built into the floor. It is very old, but free from debris and dust. The hatch is not locked, but the hinge is terribly rusted.

Opening it without making any noise requires a successful DC 18 Thievery check.


|HP: 22/22| AC: 16 |F: +5, R: +6, W: +8 | Ar/Cft/Lor/Occ/Soc +8, Med/Nat/Per/Thi +6 | Speed 25ft | 1: 1/3, Foc 2/2 | Active conditions:

Thievery: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26

Once again Baldur and Loki work their combined magic, well enough that people may wonder why the pair haven't turned to a life of crime...


◆◇↻

Under the hatch is a stone-lined chute that descends almost 30 feet into the darkness. Handholds have been carved into the stone wall, but they are uneven and treacherous.

Unless the PCs have a way to bring light with them, climbing down the chute requires a successful DC 15 Acrobatics check. With light, the going is slow, but no check is required.

The chute deposits you into a short hallway that leads to a wooden door. The old wooden door swings open noisily on rusted hinges, revealing a small room lit by a single, flickering torch. Through the gloom you see piles of small crates and more than a few barrels stacked up haphazardly on the south side of the room.

Opposite you is a stout wooden door with iron bands, while the north side of the room is bare save for an iron gate set into the middle of the wall. The stench of smoke and damp dog hangs heavy in the air.

As soon as you enter the small room, dogs begin howling and barking, and the sound of metal creaking can be heard as an iron gate raises - soon to release four snarling canines, pawing at the floor.

Initiative

Baldur: 1d20 + 5 ⇒ (16) + 5 = 21
Rashk: 1d20 + 4 ⇒ (14) + 4 = 18
Nutmeg: 1d20 + 7 ⇒ (8) + 7 = 15
Illyria: 1d20 + 5 ⇒ (16) + 5 = 21
Dogs: 1d20 + 6 ⇒ (11) + 6 = 17

Everyone apart from Nutmeg may act. The dogs have not yet been released, but the gate will be high enough on their turn.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

"Baldur, can you jam the gate? I'll keep them back."

He strides up and whacks one of them through the door. He then says "Heel!" in a voice that is more than a shout.

Stride, strike, Cry of destruction
attack: 1d20 + 7 ⇒ (9) + 7 = 16
damage: 1d12 + 4 ⇒ (6) + 4 = 10

Cry of Destruction, 15' cone DC 14 basic save.
damage: 1d8 ⇒ 8 sonic

------

If the dogs attempt to attack anyone else, I'll use retributive strike as a reaction.
attack: 1d20 + 7 ⇒ (16) + 7 = 23
damage: 1d12 + 4 ⇒ (7) + 4 = 11


|HP: 22/22| AC: 16 |F: +5, R: +6, W: +8 | Ar/Cft/Lor/Occ/Soc +8, Med/Nat/Per/Thi +6 | Speed 25ft | 1: 1/3, Foc 2/2 | Active conditions:

Baldur lights a torch and drops it down, lighting the way.

At Rashk's suggestion he hurries to the grate and attempts to jam it.

Thievery: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8

It goes badly!


HP: 4/32| AC: 19 |F: +8, R: +7, W: +4 | Per: +6 | Ath +8, Dec/Dip/Int +6, Acr/Ste +5, L:War +4 | Speed 25ft | Active Conditions: Wounded 1 | Hero Points: 1/3

Illyria draws both of her blades and takes a position with a low guard at the flank of Rashk in the small room, looking to help fend off the dogs should they get free.

Interact,Interact,Stride


◆◇↻

Fort: 1d20 + 5 ⇒ (16) + 5 = 21
Fort: 1d20 + 5 ⇒ (7) + 5 = 12
Fort: 1d20 + 5 ⇒ (12) + 5 = 17
Fort: 1d20 + 5 ⇒ (7) + 5 = 12
Rashk's voice booms through the small room, and two of the dogs collapse to the ground The two remaining dogs scramble forward and attack Rashk

◆Jaws Vs Rashk, Pack Reach: 1d20 + 6 ⇒ (8) + 6 = 141d4 + 1 + 1d4 ⇒ (4) + 1 + (1) = 6
◆Jaws Vs Rashk, Prack Reach: 1d20 + 1 ⇒ (3) + 1 = 41d4 + 1 + 1d4 ⇒ (3) + 1 + (4) = 8

◆Jaws Vs Rashk, Pack Reach: 1d20 + 6 ⇒ (18) + 6 = 241d4 + 1 + 1d4 ⇒ (4) + 1 + (2) = 7
◆Jaws Vs Rashk, Prack Reach: 1d20 + 1 ⇒ (3) + 1 = 41d4 + 1 + 1d4 ⇒ (1) + 1 + (4) = 6

GM:

Dog 1 -4
Dog 2 -8
Dog 3 -4
Dog 4 -8

Rashk takes 7 piercing damage. Everyone up. 2 dogs remaining.


HP: 4/32| AC: 19 |F: +8, R: +7, W: +4 | Per: +6 | Ath +8, Dec/Dip/Int +6, Acr/Ste +5, L:War +4 | Speed 25ft | Active Conditions: Wounded 1 | Hero Points: 1/3

Illyria hacks at each remaining dog with her two blades, moving as she needed to to get at each one, intent on finish them off swiftly before they did any harm to her companion.

Her quick step to the side was followed by a whirl of blades, then slick silence, as she looked around the room, trying not to look at the corpses. "Wish we...didn't have to do that..."

BS on Dog 1, SS on Dog 2

BS: 1d20 + 9 ⇒ (16) + 9 = 25Slashing: 1d8 + 4 ⇒ (4) + 4 = 8
SS: 1d20 + 5 ⇒ (17) + 5 = 22Piercing: 1d6 + 4 ⇒ (6) + 4 = 10


◆◇↻

DC 16 Perception:
Searching through the barrels and crates you find them to be empty save for packing straw and scraps of cloth but while digging through them you uncover 2 vials of lesser alchemist’s fire, forgotten underneath a pile of straw.

Crit success see spoiler below

Spoiler:
A critical success at this check also reveals a small glass bottle filled with a murky, foul-smelling brown liquid. The box containing this bottle clearly once had 7 other bottles in it, all of which appear to be missing.

Crafting DC19 only if crit success on previous check:
Identifying this reveals that it is a foul alchemical reagent called corpse blood, used in a variety of alchemical items mostly related to disease, poison, or their antidotes.

The door leading out of this room is locked tight.

The door can be opened with two successful DC 15 Thievery skill checks. It can also be Forced Open with a successful DC 20 Athletics check or by dealing 40 points of damage to the door (Hardness 10).


HP: 4/32| AC: 19 |F: +8, R: +7, W: +4 | Per: +6 | Ath +8, Dec/Dip/Int +6, Acr/Ste +5, L:War +4 | Speed 25ft | Active Conditions: Wounded 1 | Hero Points: 1/3

"Another lock. I guess we're relying on you again, Baldur." Illyria frowns upon spotting it, as she wipes down the blood from her swords.

A gleam of some glass catches her eye though, as she pushes aside some straw. "Odd, somebody left a couple bottles of liquid fire here."

Perception: 1d20 + 5 ⇒ (15) + 5 = 20


|HP: 22/22| AC: 16 |F: +5, R: +6, W: +8 | Ar/Cft/Lor/Occ/Soc +8, Med/Nat/Per/Thi +6 | Speed 25ft | 1: 1/3, Foc 2/2 | Active conditions:

"Keep them, they might be useful." Baldur says shortly, pulling out his lockpicks.

Thievery: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Thievery: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Thievery: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Thievery: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Thievery: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Thievery: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18

Loki is clearly having a bad day and it takes some time and considerable tinkering before the pair manage to unlock the door properly.


HP: 4/32| AC: 19 |F: +8, R: +7, W: +4 | Per: +6 | Ath +8, Dec/Dip/Int +6, Acr/Ste +5, L:War +4 | Speed 25ft | Active Conditions: Wounded 1 | Hero Points: 1/3

Illyria tucks her swords away once they were cleaned, and stalks over to pick up the glass vials. "Alright, I'll grab them, but I'm not very good at aiming my throws. Anybody want to hang on to them then?"


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

"I'm better close up." he says. "As for the dogs, the responsibility lies with the one who set them up."


◆◇↻

A chamber is entered via a short hallway remarkable only for a large steel wheel on the wall. There is a viewing slit in the door that Baldur eventually managed to open.

Turn the Wheel?:
If you turn the wheel, you can hear the iron gates opening and closing behind you from the previous room.

The home down here appears to be divided into three main areas; a larder, a lavatory, 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. They are all of a good Chelish vintage and were probably quite valuable.

The lavatory sits just off the main living space, and it is little more than an open pit and there are scraps of moldy food and bits of junk in the corners of the room.

DC 15 perception:
You notice that there are a number of small, identical bottles scattered among the trash. Examining the bottles reveals they all have a silvery residue in the bottom that smells strongly of iron and something else terribly acrid. DC 15 Crafting check, open the spoiler.
Spoiler:
This appears to be remnants of a juggernaut mutagen.
A critical success on this check uncovers that there is also something sweet-smelling in the mix.

The living area is a mess, with a cot in one corner and a crude firepit in the other. A simple chimney leads up from this room. Bits of trash and a few pieces of gear can be found with a simple search, including a whetstone, a dagger, 15 feet of rope, a hammer, 2 candles, and a coin purse with 2 gp, 8 sp, and 14 cp. This area connects to the larder, to the lavatory, to the short hallway leading back to the kennel, and to an open passageway that leads off into darkness.

With a few minutes of searching, you are able to find the real prize to be found here; a strongbox located underneath the cot. Although it is not hard to find, it is made from stout wood, banded in iron and closed with a simple lock.

Perception DC 17:
Its trapped! A spring-loaded, poisoned spine is hidden near the keyhole of a lock. DC 17 Thievery (trained) to disable the trap.

three successful Thievery checks DC 20 to open the lockbox:

Inside the chest is a batch of 14 receipts that match the logs from Bort’s ledgers, as well as a scrap of parchment that lists each transaction along with a value slightly higher than that listed on the corresponding receipt from Bort. The chest contains 21 gp and 37 sp. the back of the transaction list is a crude map. It depicts a cave helpfully labeled “HIDEOUT,” next to a shape that might be a pond; from there, a winding path passes through a strange V-shaped chamber before ending at what appears to be a clearing with a tree stump labeled “DROP POINT.”


HP: 4/32| AC: 19 |F: +8, R: +7, W: +4 | Per: +6 | Ath +8, Dec/Dip/Int +6, Acr/Ste +5, L:War +4 | Speed 25ft | Active Conditions: Wounded 1 | Hero Points: 1/3

”Still no sign of our quarry. I wonder if he was tipped off about our approach.” Illyria scowls as she searches the room for any signs on how recently the occupant had been here. It seemed like a temporary departure, given their possessions appeared to still remain here.

Perception1: 1d20 + 5 ⇒ (20) + 5 = 25
Perception2: 1d20 + 5 ⇒ (10) + 5 = 15


|HP: 22/22| AC: 16 |F: +5, R: +6, W: +8 | Ar/Cft/Lor/Occ/Soc +8, Med/Nat/Per/Thi +6 | Speed 25ft | 1: 1/3, Foc 2/2 | Active conditions:

Craft: 1d20 + 7 ⇒ (15) + 7 = 22

Baldur takes the bottle Illyria points out of sniffs it, recoiling slightly at a familiar sweet scent. "This is some sort of strengthening potion." He comments, "But I think it's laced with the poison that killed Bort. We'd best be careful, anyone who willingly takes poison is a desperate man."

Perception: 1d20 + 5 ⇒ (9) + 5 = 14

When the lockbox is found Baldur nods approvingly and kneels down to try and crack it.

Thievery: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Thievery: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Thievery: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Thievery: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Thievery: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Thievery: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Thievery: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22

After a few painstaking minutes he manages to open it. Once done he examines the notes and nods firmly. "Hallod is definitely the one that Bort was supplying. I think we're in the hideout now, so we'd best be careful as we head for this 'drop point'."


◆◇↻

As Baldur figures with the lock, a spine springs out and pierces his hand!

Spine: 1d20 + 13 ⇒ (16) + 13 = 29

Baldur takes 2 piercing damage and is effected by poison and must make a DC 19 Fort save.
Maximum Duration 4 hours;
Stage 1 1d6 poison damage and drained 1 (1 hour);
Stage 2 2d6 poison damage and drained 2 (1 hour);
Stage 3 3d6 poison damage and drained 2 (1 hour)


|HP: 22/22| AC: 16 |F: +5, R: +6, W: +8 | Ar/Cft/Lor/Occ/Soc +8, Med/Nat/Per/Thi +6 | Speed 25ft | 1: 1/3, Foc 2/2 | Active conditions:

"Damnit!" Baldur growls, shaking his hand sharply. "Can't believe I didn't see that."

Fort: 1d20 + 4 ⇒ (11) + 4 = 151d6 ⇒ 1


Female leshy druid 2 |HP: 18/30; resist poison 1| AC: 19 (21 w/shield) |F: +7, R: +6, W: +10 | Perc +8 | Speed 20 ft | Focus 1/1

"Please allow me to take a look at your injury," Nutmeg says. She rubs some poultices on Baldur's hand to try to help with the poison.

Treat Poison: 1d20 + 7 ⇒ (8) + 7 = 15

The leshy frowns. "Hmm. I am not certain if that helped. Let me know if you start to feel worse later." She hands Baldur an enchanted berry to help with his wounds before sitting down to meditate and refocus.

Goodberry: 1d6 + 4 ⇒ (6) + 4 = 10


|HP: 22/22| AC: 16 |F: +5, R: +6, W: +8 | Ar/Cft/Lor/Occ/Soc +8, Med/Nat/Per/Thi +6 | Speed 25ft | 1: 1/3, Foc 2/2 | Active conditions:

"Thank you." Baldur replies, nibbling on the berry and feeling his temper calm somewhat. "Right, lets move on. No sense letting this murdered get away now we have real proof."


HP: 4/32| AC: 19 |F: +8, R: +7, W: +4 | Per: +6 | Ath +8, Dec/Dip/Int +6, Acr/Ste +5, L:War +4 | Speed 25ft | Active Conditions: Wounded 1 | Hero Points: 1/3

Illyria looks over Baldur with some concern, before glancing at the finally opened chest. "It's a goodly purse...but I hope it's not cost too much. I'm a little worried our quarry isn't here to contest our rifling through their possessions."

She sets the emptied vials down into the same coffer, still a little puzzled by them. Why were they both meant to strengthen as well as poison? Then, glancing over at Nutmeg, she mentions, "I think we might have to wait a time. Our companion seems busy."


◆◇↻

The passageway leading from this chamber begins as worked stone, but as it goes further and further, it becomes more of a natural cavern passage, worked only here and there to make it more passable.

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.

The moment you enter the room, a strange blue glow emanates up from the pool, sending a cascade of shimmering light to the ceiling above. Seconds later, the head of a giant blue snake rises from the pool with sparks of electricity dancing between its fangs, while a metal, rattle-tipped tail pokes out of the water behind it, audibly building up a charge with every flick of the rattle. Fortunately, with the same speed and quick thinking you manage to dispatch of it without too much dificulty.

DC 15 Perception:

At the bottom of the shallow pool is a collection of bones from a human body which have slowly been consumed by limestone that has calcified around its skeleton. You also find a pommel of a weapon sticking out of the stone. Breaking it out will take a hammer and at least 20 minutes of work, but doing so recovers a low-grade silver rapier if you so choose!

The tunnel beyond the snake’s lair twists and turns for a great distance; it takes at least 10 minutes to traverse it before you can detect a faint natural light up ahead, and the air becomes notably cleaner, smelling vaguely of grass.

After another 5 minutes of travel, the tunnel you have been traversing opens into a cave, and you can see a forest beyond the cave’s mouth. The roots of a large tree block the middle of this entrance, as if the tree had grown into a hillside that has since eroded away. Beyond the tree is a large pond; a path around the water begins to one side beneath a curtain of moss hanging from the tree. The cave itself is piled high with two rows of neatly stacked crates and boxes.

As soon as you entre the room, you see the same bully from the Inn the other night facing you, as if expecting you. Hallod is a rough-looking man. He is bald and has a prominent but old scar running down his face. He is wearing filthy leather armor and wields a nasty kukri.

He hops up on a berm formed by the tree roots, aims his crossbow at you.

"I wondered when Bort’s lackeys would arrive. Let’s do this!” He taunts.

Baldur: 1d20 + 5 ⇒ (3) + 5 = 8
Rashk: 1d20 + 4 ⇒ (2) + 4 = 6
Nutmeg: 1d20 + 7 ⇒ (10) + 7 = 17
Illyria: 1d20 + 5 ⇒ (11) + 5 = 16
Hallod: 1d20 + 9 ⇒ (18) + 9 = 27

He releases the crossbow bolt and it whistles through the air towards Rashk passing very close to his right ear, but fortunately does not hit.

◆Crossbow: 1d20 + 10 ⇒ (6) + 10 = 16

He growls with frustration, drops the crossbow and picks up his Kukri whilst glugging a potion. ◆◆

Everyone may act! There is a map at the top of the page.

If you are the first to cross each of the white dotted lines on the map then you must first make a DC 15 perception check. This counts for each dotted line. See below spoiler.

First to cross a white dotted line? DC 15 perception - Pass:

There is a rather obvious trip lines stretching from wall to wall between the rows of barrels and crates (these ropes are marked on the map with dotted lines). Due to this obvious nature, anyone about to enter a space occupied by a trip line can attempt a DC 15 Perception check to notice the trigger. Once seen, the ropes are obviously avoided, but characters cannot end their move in a space occupied by a rope without setting off the trap.

Crossing a white dotted line? DC 15 perception - Fail:

A spear whizzes out from the side towards you!
Attack: 1d20 + 14 ⇒ (2) + 14 = 162d6 + 6 ⇒ (5, 5) + 6 = 16 16 attack vs your AC. If that hits then take 16 damage.


|HP: 22/22| AC: 16 |F: +5, R: +6, W: +8 | Ar/Cft/Lor/Occ/Soc +8, Med/Nat/Per/Thi +6 | Speed 25ft | 1: 1/3, Foc 2/2 | Active conditions:

Perc: 1d20 + 5 ⇒ (12) + 5 = 17

"There's something down there." Baldur says, stooping over the pool. "A weapon of some kind. Later, perhaps."

When they finally find Hallod Baldur claps Illyria on the shoulder. "Finish him." He commands, channeling magic into her blade.

Illyria's main weapon (whichever one she has out) is now a +1 striking weapon. Enjoy your +1 to hit and extra damage dice. ;)


HP: 4/32| AC: 19 |F: +8, R: +7, W: +4 | Per: +6 | Ath +8, Dec/Dip/Int +6, Acr/Ste +5, L:War +4 | Speed 25ft | Active Conditions: Wounded 1 | Hero Points: 1/3

Perception: 1d20 + 5 ⇒ (1) + 5 = 6

Illyria nods, having glanced at the pool herself, but was unable to spot anything. Still, the flying crossbow bolt as they pressed on caught all of her attention. Her blade still gripped in two hands from fighting the snake, she nods when Baldur says to go forth and finish the fellow.

With that urging, she advances through the stacks of boxes, noticeably hopping over a trip wire with some annoyance, and then jumping another one as she finished her advance forward, before chopping down at the brute. "We are not doing anything, Hallod...you will be answering for your crime, is all."

PerceptionLine: 1d20 + 5 ⇒ (14) + 5 = 19
PerceptionLine2: 1d20 + 5 ⇒ (12) + 5 = 17

Stride-Stride-Strike

Strike: 1d20 + 10 ⇒ (11) + 10 = 21
Slashing: 2d12 + 4 ⇒ (3, 11) + 4 = 18


Female leshy druid 2 |HP: 18/30; resist poison 1| AC: 19 (21 w/shield) |F: +7, R: +6, W: +10 | Perc +8 | Speed 20 ft | Focus 1/1

Nutmeg follows Illyria, stepping over the trip wire. She conjures a ball of flame and hurls it at the bad guy!

Produce Flame: 1d20 + 7 ⇒ (17) + 7 = 24
Fire Damage: 1d4 + 4 ⇒ (1) + 4 = 5


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

sorry, was dealing with a stomach bug yesterday

Rashk moves up alongside Illyria and will try to sheathe his blade ... in Hallod's innards.

strike: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 1d12 + 4 ⇒ (8) + 4 = 12


◆◇↻

Hallod staggers after the onslaught, he clearly did not expect such competence. He slashes at Rashk, his closest foe before following up with a dirty punch and stepping back.

◆◆ One Two Move Kukri: 1d20 + 12 ⇒ (3) + 12 = 151d20 + 11 ⇒ (2) + 11 = 13

Most ineffectual mini-boss! Everyone up


|HP: 22/22| AC: 16 |F: +5, R: +6, W: +8 | Ar/Cft/Lor/Occ/Soc +8, Med/Nat/Per/Thi +6 | Speed 25ft | 1: 1/3, Foc 2/2 | Active conditions:

Baldur sees no need to go charging in, the rest of the group has it under control, and moves up slowly. He notices the tripwires and heads to the wall to try and disarm them.

Thievery: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23

That'll probably occupy him for the rest of the fight.


HP: 4/32| AC: 19 |F: +8, R: +7, W: +4 | Per: +6 | Ath +8, Dec/Dip/Int +6, Acr/Ste +5, L:War +4 | Speed 25ft | Active Conditions: Wounded 1 | Hero Points: 1/3

Illyria advances with her sword, continuing to make multiple chops with the temporarily enchanted blade, eager to pursue her advantage with Baldur's urging, seeing her foe struggling to fend her and Rashk off together.

Step-Strike-Strike

Strike1: 1d20 + 10 ⇒ (16) + 10 = 26
Slashing: 2d12 + 4 ⇒ (3, 5) + 4 = 12

Strike2: 1d20 + 5 ⇒ (20) + 5 = 25
Slashing: 2d12 + 4 ⇒ (3, 2) + 4 = 9


◆◇↻

Illyria's blade passes through Hallod's abdomen and he crunts, cluthing at his wound, collapsing to the ground. He passes out in seconds as the blood begins to pool around him.

Searching Hallod's pockets you find both a note written on a scrap of folded parchment and a key.

The note, folded up in Hallod’s pocket is written on a scrap of parchment. The handwriting on the note is distinctly different to all other handwriting you have seen so far. The style is plain and very severe.

Upon searching the crates in Hallods home, they contain 50 gp worth of alchemical reagents that can be used in Crafting alchemical items, a runestone containing the shadow rune, and 2 ever-burning torches. His weapons are a good quality and he had both a kukri and a heavy crossbow with some bolts.

See discord for the handout. Illyria gains a hero point for the killing blow!

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