DM Brainiac’s Rusthenge (Inactive)

Game Master Brainiac

Exploration Activities: Ed: Detecting Magic, Hess: Avoiding Notice, Reknar: Searching, Tol: Scouting, Turac: Searching


101 to 150 of 513 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Tol fights the urge to blurt out the “truth about Brother Blanton”, but remembers Elder Ordwi’s final command to “be discreet”.

”Well met, Elsie. We’ve just accompanied Elder Ordwi here from Osprey Cove on official business. Official Iron Harbor/Osprey Cove business. As Vanda just accompanied Elder Ordwi up to Stonehome, we may be in need of…. [here looks at Ed for confirmation] “lodgings”. We don’t travel much, and are looking to see some sights. So we thought we might head on over to the docks to look at the ship. Seems fascinating…

He’s not sure if this reaches the bar set for “discreet”, but it is the truth. And Tol feels much easier with truth than lies.

”Unless you suggest Fisher’s Point? We heard the hermit Finick might be…equally…fascinating?”

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

And you’re saying they aren’t coming here? How’s the rest of the town reacting to this new ship?


Elsie looks dubiously at the coin Turac places on the counter. "Perhaps you've mistaken this place for a tavern? We haven't got one of those. I haven't got any alcoholic beverages, sorry. I sell lots'a things alchemical here, but mostly glues for ship making and dyes for just about anything. I have a healthy stock of medicine too. And baked goods too, of course, although those are best in the morning when they’re fresh out of the oven."

She shrugs when Turac asks about how the rest of the town is reacting to the ship. "I dunno. Things have been a bit off around town, ever since the Thassilonians arrived."

The halfling raises an eyebrow when Tol mentions you are from Osprey Cove. "Nah, can't be. They haven’t talked to us in ages. Too busy being stuck up and being part of a cooperative commune and talking to birds or whatever." When Tol insists that you are, in fact, from Osprey Cove, Elsie shrugs. "Well, nobody’s perfect. Did you get yourself run out of town for being bad bird farmers or somethin’?"

When Tol asks about Finnick, Elsie nods. "Aye, Finnick. He's a strange one, and not actually a citizen of the village. But the Thassilonians might not even know he’s living out there—means he might have had a chance to notice something more, if you're that interested in finding out what they're up to.

"As for lodgings, yeah, figured we get here sooner or later. One of these days, someone’ll have to build a proper inn here in town, but in the meantime... Inn the meantime... get it? Ummm... Yeah. I can help you out."

Elsie ushers you to the largest table, bustling into the back room. She returns a few moments later with a tray of individual and delicious (but cold) grouse pies. She doesn't charge for the meal, but asks for payment of 5 sp per night if you wish to sleep on her floor.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

"Thank you for the chat and the food" - Reknar dug into the grouse pie without a second thought - "I will gladly accept the offer to sleep on the floor, unless the others prefer we seek for someplace else" - he added between bites, then paused for a moment.

"By the way, not that it matters, but I don't talk to birds" - he grunted - "I am a sailor and a fisherman. And your pies are delicious" - and continued eating.


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

Hess only spends a few minutes in the shop as he is tempted to touch everything, and perhaps accidently store a particularly interesting item in his pocket.

"A little stuffy in here for me. I'm gonna go to Fisher's Point and talk to the hermit. Anybody else interested"?


LG Human Male Wizard (Universalist) 2 HP: 22/22 | AC: 15 | F: +5, R: +5, W: +7 | Perc: +5 | Speed: 25 ft. | Spells (1st): 1/3; | Active Conditions: Detect Magic

Ed nods politely to the halfling, "Thank you for your generosity Elsie, and also your answers. They were most enlightening!" He nods in agreement with Hess, "Yes, I am curious to know what useful tidbits of knowledge he holds."


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6
Hess Grimlock wrote:

Hess only spends a few minutes in the shop as he is tempted to touch everything, and perhaps accidently store a particularly interesting item in his pocket.

"A little stuffy in here for me. I'm gonna go to Fisher's Point and talk to the hermit. Anybody else interested"?

"Sure, I'll join" - Reknar shrugs, then turns to Elsie - "We can come back later to sleep?"


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Tol is completely torn. On the one hand, the grouse pies smell scrumptious, and are free, while on the other…he doesn’t think he needs to spend 5 silvers to sleep on a hard floor when he could sleep under the stars, comfortably…for free. And yet it seems like a contract: eat free pies, in order to pay to sleep.

It is all too much for Tol. He stands about a little out of sorts until Hess suggests they leave.

Phew!

”Yess!!! Let’s visit the hermit!” he says a little too enthusiastically. ”Nice to meet you Elsie!

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

You’ll have to forgive me… with all the distillation and such you pursue I’d have thought brewing was part of the scope… I mean if there’s no inn, it’s also a potentially lucrative business to look at. I’ll leave financial advice alone now. Iomadae’s blessings on your house.

He happily accepts the offer of a meal and floor to sleep on.


"Don't worry, I'll keep the floor clear for you all till you get back!" Elsie says with a wave.

***

Gold's Ruis consists of a small compound of three partially completed manors that have been left to slowly fall into ruin. They are adjacent to the high cliffs just west of the village. Within the three manors, there’s little to find other than musty and ruined furniture, seabird nests in the rafters, vermin nests below the floorboards, and half-finished houses direly in need of repair. The western manor is little more than a foundation, while the eastern manor is partially collapsed.

The central and smallest manor is the soundest of the trio, and while it includes a mostly leak-free roof, its interior walls are nothing more than a framework. Inside, you find a middle-aged roasting a fish on a spit over a small campfire. When he sees you, though, he quickly gets to his feet and smiles.

"Ah! Company! Welcome, welcome. Derrol’s the name! Derrol Finnick. Used to be—well, used to be a lot of things, but most recently an underpaid architect and now just Derrol. These are my houses! The rest of the town doesn’t like them because they think they’re haunted, but I don’t mind. Ghosts never bothered me much, and there’s plenty of space. Not many visit Iron Harbor, but here you are! What can ol’ Derrol do for you?"


LG Human Male Wizard (Universalist) 2 HP: 22/22 | AC: 15 | F: +5, R: +5, W: +7 | Perc: +5 | Speed: 25 ft. | Spells (1st): 1/3; | Active Conditions: Detect Magic

"Greetings Derrol," Ed speaks up politely, "As you can see we are strangers to Iron Harbor and we wanted to ask you about some things happening in town. also you say these mansions are haunted? Have you actually seen these ghosts that dwell within?"


"Oh, yes! The ghosts get angry sometimes and howl loudly. Shh! Listen!"

Derrol holds a finger to his lips to urge quiet. After a little while, a gust of wind blows through the decrepit buildings, causing an eerie howling noise. "Aha! See? It is very spooky!" he says with a chuckle.


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Tol listens intently, then frowns.

”All I hear is the soughing of the wind. The same I have heard in the forest on a windy night. It *does* make for a spooky-creepy feel….but I sense only the sorrow of…unfinished business.

Tol looks around, wanders a little…musing aloud.

”Your houses, underpaid architect. So…whoever wanted these built…didn’t pay you, and now the houses are unfinished? Is that it? Elsie says you are an outsider…not really a “citizen”. And she also said the Thassilonians might not know of you being here. Why is that…special? Are the Thassilonians…doing…something to people in Iron Harbor….something you have so far avoided?”

Tol circles back to Derrol.

”We can help.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Tol seems to have touched the main points so the priest focuses on setting up a camp of sorts for himself and the others.


Derrol nods as Tol wanders about. "Yep. I came in some years back with the Valdemars, but I got fed up with not getting paid my due. By the time I realized that the locals nearby are even less pleasant, the Valdemars had left me behind. Just been spending my time here since then—I guess they kind of forgot me. Now I just fish and explore and sometimes make little sculptures and carvings."

When he asks about the Thassilonians, Derol purses his lips. "Well, they showed up about a week ago, and a delegation of Gorumites met them at the pier. I watched it from the cliff until they all headed up to Stonehome, and for the most part they haven’t come back out yet. Although I’ve been keeping an eye on them after dark on the nights when it’s not too stormy. Saw them unload a big crate from the ship in the middle of the night, but they carted it up to Thunderhead Isle instead of bringing it onto the mainland.

"I stay away from that place—went there once years back and felt like I was being watched; that was enough for me! But lately, I’ve been seeing weird lights up there late at night. Nothing bright. Thought I was imagining it the first time. And I doubt you can see them at all from down in the village. But up here, on this cliff, you’ve got a better view of Rusthenge, and yeah. Weird lights. My take is that them Thassilonians are up to something there, and makes sense since Rusthenge is one of their old buildings anyway, yeah?"


LG Human Male Wizard (Universalist) 2 HP: 22/22 | AC: 15 | F: +5, R: +5, W: +7 | Perc: +5 | Speed: 25 ft. | Spells (1st): 1/3; | Active Conditions: Detect Magic

Ed, upon hearing Derrol's words, gives the others an alarmed look. "I don't like the sound of this at all! We need to head out there to investigate what they are up to, which I am sure is no good." Turning to Derol he asks, "Can you either guide us there, or if not, then tell us the path to reach Thunderhead Isle? Do we need a boat to reach it?"


Derrol points out Thunderhead Isle on the southern edge of the village’s harbor. "There it is over yonder. During the day’s low tides, you can walk along the southern peninsula through tide pools and exposed rocks, but at all other times the only way to reach the isle is to swim or sail. The next low tide will be tomorrow morning just before sunrise. You're welcome to stay here tonight if you want. There's plenty of room."


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Tol makes his characteristic frown. Mostly he’s happy to sleep here rather in Iron Harbor proper, but things seem to be becoming both more complicated and more…concerning.

”Elder Ordwi told us to find out what we could. So…yes…perhaps we should investigate. I’m worried about her, and this Stonehome place. I want to let her know what we have found out so far…but if she doesn’t return…. Derrol - what is Stonehome - is it where the leaders of Iron Harbor reside? And the Thassilonians are holed up there?

Tol paces again.

”I don’t understand how the Gorumites fit into this…

He stops.

”Well, at least we might be able to see the lights on Thunderhead Isle for ourselves tonight…


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

Reknar looks around the dilapidated homestead - "Wouldn't you guys rather we stayed back at... The other place?" - he asks with a sidelong glance at Derrol - "In the morning we would be closer to check on Elder Ordwi"


"Stonehome is the big Gorumite temple in town. Place is old, that’s for sure. Well, the lower portion is, at least. Upper works are pretty new, and not nearly so well made. Gorum’s not a god of architecture, but I suppose it works well enough for them. Interesting place though! I’ve long wondered about the interior..."

Derrol shrugs. "The Thassilonians are in there, yep. Might not be great for your elder if she's in there with them. I can help you get inside, if that's the route you want to take. All I ask in return is that you map out the interior of the place for me. Deal?"


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

Hess was content to wander about the place as the others talk... paying particular attention to the fish cooking. Fishes are so tasty!

He is able to pay at least enough attention to the converstaion to pick up on the last word.

"Deal! Deal you say. Deals are good. Perhaps we should seal our partnership by sharing a delicious feast of fish with strangers that just met".

So to summarize we've got the lights on Thunderhead Isle (Rusthenge?), and Stonehome in town... and Derrol is going to help us into Stonehome?

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Sounds like a thing that we should be looking at, besides, Gorumites are not diplomats or good at discussion either for that matter… that they are closeted up with the Thassilonians is very suspicious.


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Tol looks to Derrol, Reknar, then Hess and Turac as they speak.

”Seems we have a decision to make. Either see if Elder Ordwi is in trouble at the Gorumite Temple of Stonehome…or examine the goings on at Rusthenge, on Thunderhead Isle.

Tol pauses for a moment.

”And if we wish to get to Rusthenge easily, without causing too much of a scene, we should go tomorrow morning, by foot, at low tide. Though….that may leave us stranded there until the next low tide, or until we can find a boat to return. As for Stonehome, while my heart says to reconnoitre the pile and see if Elder Ordwi is unharmed….we may cause further harm if we enter what might be a hornet’s nest, especially if it is tense….or…delicate. I’m no diplomat or master of disguise, and I feel more confident heading to Rusthenge than traipsing about the Gorumite’s enclave. Let’s take a vote?

Tol then breaks out into a smile.

”And I’m happy to stay here, watch the lights and share Derrol’s fish tonight, so I vote for that!


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

"I vote for sleeping inside instead of outside, and checking on Elder Ordwi in the morning"


LG Human Male Wizard (Universalist) 2 HP: 22/22 | AC: 15 | F: +5, R: +5, W: +7 | Perc: +5 | Speed: 25 ft. | Spells (1st): 1/3; | Active Conditions: Detect Magic

Ed nods in agreement here. "Yes I agree. I fear the Elder may have walked into a trap. We need to check on here quickly."


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Well…fine. I feel like we won’t have anything…of substance to tell Elder Ordwi if we burst in on her…and…she’s all…feet up sipping Thassilonian…tea so I *was* going to vote Rusthenge, but if you are both worried for her, then let’s assuage your fears. I’ll vote Stonehome.

Tol grins.

”And Rek, this place has a roof, and that counts as “inside”, so I vote sleep here!


You rest in the abandoned houses overnight, Derrol providing you good company. The next morning, you return to Iron Harbor and approach Stonehome. Stonehome is a looming two-story keep protected by a robust twenty-foot-tall outer wall, capped with numerous spikes. A wooden archer’s walkway stands against the inside of the wall, allowing a view of anyone foolish enough to besiege the keep.

Derrol told you that the keep is well-defended from the ground, but neglects aerial defense. Stonehome's position nestled within a steep nook in the cliffside leaves it open to infiltration from above. He pointed out a safe route up the cliffs to a narrow ledge that sits 20 feet over the rooftop.

Quietly scouting ahead, Hess peers down to the temple's roof. The stone roof of Stonehome is constructed from masonry with a layer of dried clay for weatherproofing. Grooves run along the nearly flat roof to channel water off the sides. A sixty-foot-long archery range runs west to east with two targets comfortably spread on the thirty-foot-wide range. A single rusty iron ladder leads down to a second floor balcony on the northwest side of the building.

Three severed heads have been mounted on wooden poles along the north side of the roof. One of them still wears a fine tricorn captain's hat...

A DC 15 Athletics check is needed to climb down the last 20 feet from the cliff to the roof. Using a rope reduces this DC to 5.


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

"So do we do this in broad daylight or wait for darkness? I've got spindly little arms and wouldn't even try this without a rope. Remember the whole Bridge incident".


LG Human Male Wizard (Universalist) 2 HP: 22/22 | AC: 15 | F: +5, R: +5, W: +7 | Perc: +5 | Speed: 25 ft. | Spells (1st): 1/3; | Active Conditions: Detect Magic

Ed grimaces in disgust, "I don't see any reason for such a vulgar display there. And Hess is right we should wait for dusk here. No need to risk the alarm being raised.' He glances back at the others, "If we do decide to wait then we could check out Thunderhead Isle."


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Tol shakes his head.

”Not unless we want to get involved in boat-rustling.

He indicates the shore. ”Tide’s out, and next low tide won’t be….a while. We can’t get to the isle except by boat now. So, unless you wish to shift objectives, I say we either wait here and scope this place out, possibly making our own position available for scrutiny; or we head back to the village proper, scoff some of Elsie’s scrumptious pies and see what else we can find out about this place.

Tol sighs, stretching an arm across his chest and massaging an elbow with his other hand.

”Mostly though, I’m tired of all this “investigation”. I’m for laying low till dusk.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Agreed Tol… though seeing in the dark isn’t my string suit


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

"So we are sure there is foul play afoot?" - Reknar asked - "Otherwise one, or several of us could just walk up to the door as ask to speak with Elder Ordwi?"

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Sure? No. Deeply suspicious? Yes. That said, you raise a great opportunity. One way or the other we were looking at a night raid. This costs us nothing. Let’s try that. If it’s a “Yes” and the Elder appears fine? Well and good. We can find other distractions. If it’s “No”, why then? The mission is on.


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Tol nods quickly.

”Right. Let’s ask to see Elder Ordwi. If she’s not under duress, we reconvene at Elsie’s and work out a new plan.

Tol thinks again.

”Why are we asking to see Elder Ordwi? If they stop us at the entrance we might need a compelling reason better than “we are suspicious about Thassilonians” and beyond “I’m homesick for Osprey Cove and want to go home…” “ Tol finished with a mischievous grin.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

"Can we argue he has asked us to come fetch him in the morning?" - Reknar pondered - "So we can just get to the door and say - 'Please let Elder Ordwi know we are waiting for him outside as agreed?' - he shrugged.

"Or something like that. So we don't risk going inside"


You approach the curtain wall guarding the keep, but nobody seems to be on watch. Calling out draws no answers from within the building. The front gate is locked tight, and sharp iron spikes provide determent from trying to climb over the wall itself.


LG Human Male Wizard (Universalist) 2 HP: 22/22 | AC: 15 | F: +5, R: +5, W: +7 | Perc: +5 | Speed: 25 ft. | Spells (1st): 1/3; | Active Conditions: Detect Magic

Ed shakes his head worriedly, "Yes I do believe Elder Ordwi is in trouble. But I see no way in here. Should we try the roof again?"


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

"Let's look around the building first to make sure there is no other entrances. Perhaps we could question some of the locals to see if this is normal behavior".

Hess begins to head clockwise around the building.

"I'll be there is someway in or out on that cliff. If I was making a fortress I'd have a secret backdoor".

While we were up top did we see any movement or signs of life in the complex?


Hess could see three men in full plate on the lower second-floor balcony. They were standing around and talking to one another. They did not seem to be very alert.


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Tol agrees to doing a circuit (as much as is possible if the building is built into the cliff or becomes too narrow in the nook/cleft) searching for a less obvious entrance. Beyond that, he agrees asking locals if this silence is usual for Stonehome is a good idea.

”Maybe they are deep in some crisis…conference or something. But if we think there is definite danger I’m for jumping down and in. With a rope.

Happy for DM to make Searching/Investigation rolls…


You search around a bit, but are unable to find any other ways into Stonehome besides either the front gate or the roof.

Asking the locals confirms that the lockdown of Stonehome is unusual. The priests shut the temple up after the Thassilonian visitors arrived a week ago and haven't let anyone in for worship since then.

When Elsie hears you asking about Stonehome, the helpful halfling tells you that she may have a way for you to get in there on the quiet. Before Stonehome locked down, Elsie had been paying daily visits to the stables to nurse one of the temple’s rosethorn rams back to health. She tells the you she’s concerned that the animal has been suffering this past week without medication—if the poor thing is even still alive. She gives you a biscuit-shaped dose of medicine to feed to Ida the rosethorn, but she also indicates that if you can rescue her and bring her back to Elsie, that would be even better. She’s never been in the structure itself, but on her many trips through the courtyard, she noticed the small well on the opposite side of the yard from the stables. She suspects that the well connects to an underground stream that empties into Iron Harbor just east of town, and can direct you to this location. While the tunnel it flows through is cramped, you could use it to make your way up to the well inside Stonehome.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Later the priest confers with his friends.

That medicine for Ida sounds like the ‘When I started out I was Hunting rats in tavern cellar’ stories I heard from the odd adventurer that passed through… not sure if that’s a priority though. That tunnel on the other hand? Interesting .


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

”I admit that Ida’s fate might seem a low priority compared to the fate of Iron Harbor and possibly Osprey Cove, but I’ll not see even one lowly animal suffer needlessly. Still, our mission is to see to Elder Ordwi’s safety - anything else is secondary.


LG Human Male Wizard (Universalist) 2 HP: 22/22 | AC: 15 | F: +5, R: +5, W: +7 | Perc: +5 | Speed: 25 ft. | Spells (1st): 1/3; | Active Conditions: Detect Magic

"While I do agree the fate of one lowly animal matters little compared to Elder Ordwi's safety," Ed chimes in, "I also know Elsie values its life a great deal...so we must do so as well. We do need Elsie's help if we are to unravel this mystery and rescue our Elder."

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Good point, Tuesday concedes as if acknowledging a good argument in a debate or a hit on the practice field.

Our day does not grow any longer. Let’s get it over and done with.


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

”So. Up or down? I imagine they are both dangerous, in terms of…falling. We either land safely on the roof of the building we wish to penetrate,, and find our way inside; which might be easier than erupting in the yard and then still not being able to find a way in. I vote roof.


Half-Orc Bard 1 / Init +2; Senses darkvision 60 ft.; Perception +4 / AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex) hp 10/10 / Fort +4, Ref +6, Will +4 / Inspire Courage left: 1/6

"I think we should make use of this tunnel Elsie has pointed out" - Reknar comments with his companions - "Seems like a discreet way to get in there"

Vote: Tunnel :)


Male Human (Tiefling) Monk 2 | HP 32/32| AC: 18 | Fort: +8; Ref: +8; Will: +6 | Per +4 | Spd 25 ft. | Darkvision |Hero Points: 2 | ◆ ↺ ◇ | Scouting, Perception + 4

Haha! 1 vote each!


Male Goblin (Unbreakable) - AC 19(21), HP 28/28, PER +5; F +5, R +10, W +5 Rogue (Mastermind) - SPD 25, Background - Osprey Scribe

Hess remembers his harrowing experience at the bridge... and even the feeling of vertigo he experienced on the cliffs yesterday.

"I vote tunnel. Falling in a tunnel doesn't hurt nearly as much as falling from a cliff".

I'm a big fan of character development on the run. It has now been decreed that due to being dropped a great distance as a small child, Hess is afraid of heights.

Grand Lodge

HP14/18 AC 17(19); Fort +5; Ref +0; Will +7 SPD:20 Perception +6 Male Human Cleric/Warpriest 1 (Iomedae)

Tunnel it is then

1 to 50 of 513 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Brainiac's Rusthenge Gameplay All Messageboards

Want to post a reply? Sign in.