DM Brainiac’s Rusthenge (Inactive)

Game Master Brainiac

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


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As Elsie suspected, the tunnel leads all the way to a reservoir beneath the well in Stonehome's courtyard. You clamber up and out, finding yourselves on the inside of the curtain wall. This courtyard is covered in dirt and weeds. A small stable stands against the west wall of the valley, while the main doors to the temple are to the north. These doors are unlocked.

Grand Lodge

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

We could use some robes or uniforms… what’s the best we would find these in the temple. Gorum temples are more or less walls round a pile of old weapons. I think the place might be empty… for a given value of empty.


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 here, "A good disguise never hurts. Let's see what is in the stable."


These modest stables are in good repair and have two large pens. The smell of hay and animal refuse permeate the air.

A lone female rosethorn ram languishes her. She’s severely weakened and malnourished, both from illness and neglect. It appears she cannot even walk on her own. She bleats softly as she eyes 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

"Looks like we found that Rosethorn Ram Elsie mentioned," Ed comments, "It's too weak to move though, let me administer the medicine and see if that helps."

Do I need to make a Medicine roll here?"


It's automatic with the medicine Elsie gave you.

Ed gives the biscuit to the ram, Ida, who gingerly nibbles on it. By the time she has finished, the medicine has begun to work. The ram rises on unsteady feet. She still needs a lot of care, but her mobility has been restored.


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 keeps lookout on the yard while Ed sees to Ida. He looks back, relieved to see the ram prospering.

”Right. One task half-complete. Also: Stables are now safe. If things turn sour, we reconvene here. But we can’t take Ida down the well with us, so we need to find a safe way out…

Tol looks for the inside of the gates/doors to the outside world to see how they are barred or locked.

GM: Are there any other buildings in the complex, that give onto the yard or just the temple and the stables?


Only the temple and the stables.

The interior of the gates leading back out of the courtyard are secured with a heavy lock. It will be very difficult to open without the proper key.

No less than five DC 25 Thievery checks are required to Pick the Lock at the front gate.


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

" Looks like the shaggy deer is Okay for now. Let' go find the Elder".

BTW... did we wait till dusk? Can't remember

Hess begins to sneak towards the temple.

1d20 + 7 ⇒ (11) + 7 = 18 Stealth


When you are ready, you open the doors to Stonehome. The entry hallway is covered in dried, spattered blood. A pair of corpses, each fully clad in rusted Gorumite armor, lie rotting, each with wounds as if pierced by a dozen spears. A rusty ceiling grate gives a limited view into the room above. Doors at the end of the hall lead further into the temple.


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 turns away here, momentarily sickened by the scene before him. Once he has recovered here he points around, "See all of the rusted armor around? And that rusted gate? I'll bet they are related to what we saw earlier!"

DM Brainiac: Any magic in this area?


No magic. I’ll let you know when you detect some!


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 draws steel - "Damn this! Let us hope somehow Elder Ordwi is safe" - he growled, peering carefully into the hallway before moving forward.

Grand Lodge

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

Well… it’s clear this no rat hunt, he says bringing up his shield, drawing his sword, and backing up Reknar.


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 didn’t think we came in at dusk…

”Yes, Turac. This is much more serious.” Tol intones, keeping well clear of the bodies, and equal parts curious and fearful of the grate above and what it might allow to spy on them.

What *can* we see of the room above - is it lit by windows letting in light…?

”Ed, Reknar - it seems your fears are very well founded. Something is most definitely awry…and….what kills in a manner like these wounds?

He heads toward the doors…

Tol is still Scouting

Grand Lodge

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

Turac moves to examine the bodies.

Mediciene: 1d20 + 6 ⇒ (2) + 6 = 8


The interior is lit via strategically placed continual flames, giving most of the rooms bright illumination.

Examining the bodies, Turac sees that they bear the same rusty-looking blotches that Blanton’s body had—but in these cases, the causes of death appear to be deep wounds inflicted by a greatsword. All of the weapons and armor carried by the bodies have rusted or decayed to uselessness.

As you approach the north doors, Reknar steps on a section of the floor that sinks under his weight. A pressure plate! A moment later, rusty spikes lance up out of the floor along the length of the hall! Tol manages to turn aside in time, but the spikes stab into everybody else!

Rusty Spikes (Ed, Hess, Rek, Tol, Turac): 1d20 + 11 ⇒ (7) + 11 = 181d20 + 11 ⇒ (10) + 11 = 211d20 + 11 ⇒ (17) + 11 = 281d20 + 11 ⇒ (1) + 11 = 121d20 + 11 ⇒ (11) + 11 = 22
Damage: 1d10 + 4 ⇒ (3) + 4 = 71d10 + 4 ⇒ (8) + 4 = 121d10 + 4 ⇒ (3) + 4 = 71d10 + 4 ⇒ (8) + 4 = 12

7 piercing damage to Ed and Reknar, 12 piercing damage to Hess and Turac.


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

"I think we may already be too late -- OUCH!" Ed exclaims in pain as he is pierced by the spikes!

Ed can help Turac with Treat Wounds if needed.


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 stares in mute disbelief as several spears poke holes in air around his legs, arm and trunk. That disbelief shifts immediately to concern for his fellows as they variously cry out in actual pain…

And here I am, helpless to…aid…in any way. No forest herbs or woodland poultices here…

As Ed (and Turac) see to providing medical aid, Tol looks ahead, his longspear held out.

”I’m happy to take point, and prod and poke to see what’s coming at us, either inert and ready to leap, or alive and…leaping…


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 am sorry about that friends" - the warrior grunts - "I did not see that trapping mechanism. It is only a scratch though" - he added, then headed toward the doors.

Pausing in front of them, he will listen for sounds, then will check for any more of those pernicious traps - "Is it normal for entrances to be trapped like that?" - he pondered out loud.

Once satisfied the doors are safe, he will wait for the others and open them when they are ready.

Grand Lodge

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

That… urrrg… stung. Who’d have thought the Gormites would have laid a trap… then again, they do love a good siege as much as a straight up fight.

He looks at the wound then asks, Push on or rest… I can give some relief to everyone with a quick prayer. May not fix it all but should take the edge off? Otherwise we have to use a considerable amount of time in enemy territory faffing about with bandages, salves and such?

- [three-actions] (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.


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

”Pray away Turac. We may not live long enough elsewise to faff around as you say.” Tol says with an uncharacteristic solemnity, perhaps an after effect of his scrape with certain death. He lightens considerably, his natural curiosity banishing maudlin thoughts.

”Anybody else find it strange that though we’ve met no resistance in the yard nor immediately here, when we were on the cliff we saw two guards on a balcony. Where are they now? Why so quiet? This place is wyrd.

Grand Lodge

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

Everyone heal…

1d8 ⇒ 8


Once Turac uses his healing spell, you open the doors at the end of the hall. This room holds long benches and tables. Single doors lead to the north, east, and west.

A pair of men wearing rusted full plate stand guard here. Instead of greatswords, though, each one wields a sickle. The guards waste no time, shouting in alarm and moving to attack you on sight!

[spoiler=Initiative]Ed: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Hess (Stealth): 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Reknar: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Tol: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
Enemies: 1d20 + 5 ⇒ (4) + 5 = 9

Everybody may act before the guards! They are 15 feet away from the door and adjacent to one another.


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 is still complaining about his wounds even after the healing, but quickly springs into action.

1d20 + 7 ⇒ (3) + 7 = 10 Hand Crossbow (NOTE: Guards are flat footed).
1d6 + 1d6 ⇒ (3) + (3) = 6 Point

◆ Stride outside doorways

◆ Take Cover (Should be Greater Cover +4 AC behind wall/door.


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 admit I am a little confused with the factions for now, which I guess makes sense for the character Reknar :P But do these guards look like they are the ones 'supposed' to be here in Stonehome, or invaders?


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 springs into action here, calling out "Surrender and you won't be hurt!" He then activates a protective spell, followed by an offensive one!

[single action]: Cast Shield; counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
[two actions]: Cast Telekinetic Projectile at the left-most guard. attack: 1d20 + 6 ⇒ (14) + 6 = 20; bludgeon damage: 1d6 + 3 ⇒ (4) + 3 = 7


They are wearing heavy armor like most Gorumites you have heard of, but it is rusted and broken which is unusual. They are also wielding sickles whereas Gorum’s favored weapon is a greatsword.


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

"We are not your foes!" - Reknar urged the armed and armored men - "We come looking for 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)

Save your breath. They are foes! To Arms!

Good catch on the rusty armor thing

Spell Magic Weapon (2 actions), raise shield.

Form up


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’m just having trouble with a few things: Hess mentions they are flat-footed - Hess is that a note to yourself about effects if they are flat footed - because DM Brainiac’s description belies that.

Turac, what weapon are you casting magic weapon on? Your own? What does Turac wield?

The rusty-armored men certainly seem to be aggressive, so Tol responds in kind. With all the accuracy of a banana.

◆Stride to engage (flanking where possible). ◆ Enter Wolf Stance ◆ Flurry

Tol is attempting to get around and behind one of them to provide flanking for Rek or Turac…

Kikk!!!: 1d20 + 6 ⇒ (5) + 6 = 11
Knk!!!: 1d8 + 3 ⇒ (4) + 3 = 7

Kakk!!!: 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12
Pak!!!: 1d8 + 3 ⇒ (7) + 3 = 10


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

Alerted to the obvious by his companions, Reknar joins in on the fight, following Tol.

Stride
Attack
Raise Shield

Flail: 1d20 + 9 ⇒ (2) + 9 = 11
Damage if it hits: 1d6 + 4 ⇒ (1) + 4 = 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
Tol Greave wrote:

I’m just having trouble with a few things: Hess mentions they are flat-footed - Hess is that a note to yourself about effects if they are flat footed - because DM Brainiac’s description belies that.

Turac, what weapon are you casting magic weapon on? Your own? What does Turac wield?

The rusty-armored men certainly seem to be aggressive, so Tol responds in kind. With all the accuracy of a banana.

◆Stride to engage (flanking where possible). ◆ Enter Wolf Stance ◆ Flurry

Tol is attempting to get around and behind one of them to provide flanking for Rek or Turac…

[dice=Kikk!!!]1d20 + 6
[dice=Knk!!!]1d8 + 3

[dice=Kakk!!!]1d20 + 6 - 4
[dice=Pak!!!]1d8 + 3

They are flat footed to Hess because of a Rogue ability when he acts before them in a round.


Tol and Reknar move in to engage the men, but neither one is able to hit. Hess's crossbow bolt goes wide as well. Ed manages to strike one of them with his hurled projectile. Turac enhances his weapon and raises a magical shield.

Crying out in anger, the armored men attack, slicing at Reknar and Tol with their sickles. Reknar's opponent gets very lucky, scoring two critical hits! Tol takes a hit as well.

Sickle vs Reknar: 1d20 + 6 ⇒ (2) + 6 = 81d20 + 2 ⇒ (20) + 2 = 221d20 - 2 ⇒ (20) - 2 = 18
Damage: 1d4 + 4 ⇒ (2) + 4 = 61d4 + 4 ⇒ (2) + 4 = 6
Sickle vs Tol: 1d20 + 6 ⇒ (16) + 6 = 221d20 + 2 ⇒ (10) + 2 = 121d20 - 2 ⇒ (17) - 2 = 15
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

24 damage to Reknar! Assuming he uses Shield Block, the damage is reduced by 3 and his shield takes 9 damage. 5 damage to Tol. Everybody may act.


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 returns the pleasantry, and swings repeatedly at his opponent.

Flail 1: 1d20 + 9 ⇒ (7) + 9 = 16
Damage if it hits: 1d6 + 4 ⇒ (3) + 4 = 7

Flail 2: 1d20 + 9 - 5 ⇒ (5) + 9 - 5 = 9
Damage if it hits: 1d6 + 4 ⇒ (1) + 4 = 5

Flail 3: 1d20 + 9 - 10 ⇒ (8) + 9 - 10 = 7
Damage if it hits: 1d6 + 4 ⇒ (5) + 4 = 9


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

◆ Reload
◆ Shoot

1d20 + 7 ⇒ (17) + 7 = 24 Hand Crossbow
1d6 ⇒ 5 Point

◆ Take Cover (Greater cover +4 AC)

Wow! These guys are well trained and effective.


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

Damn! Why don't they ever listen to reason? Ed thinks as he again attacks the guard.

◆: Maintain Shield; giving you a +1 circumstance bonus to AC until the start of your next turn
◆◆: Cast Telekinetic Projectile at Reknar's opponent. attack: 1d20 + 6 ⇒ (11) + 6 = 17; bludgeon damage: 1d6 + 3 ⇒ (1) + 3 = 4

Grand Lodge

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

- Move next to Reknar
- Swing sword
- Raise shield

1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15 for 2d8 + 3 ⇒ (1, 3) + 3 = 7


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

Ah. We are all going to die. Well, at least Tol and Rek. Because Tol charged at them, allowing them to…what was it Rek said…full attack us or similar….Oh well…apologies! ;)

This is how I understood Tol’s attempt at flanking:

xxxTxxx
xxxxEEx
xxxxxRx

If so, Tol will attempt to trip Enemy on the left, given diagonal flanking with Reknar…, if not, Tol will use his first action to move to that position…to enable the flanking/trip

◆ Flurry of Blows
Haii!!!: 1d20 + 6 ⇒ (12) + 6 = 18
Ku!!!: 1d8 + 3 ⇒ (7) + 3 = 10
Kai!!!: 1d20 + 6 - 4 ⇒ (18) + 6 - 4 = 20
Hu!!!: 1d8 + 3 ⇒ (8) + 3 = 11

◆ Strike
Kik!!!: 1d20 + 6 - 8 ⇒ (19) + 6 - 8 = 17
Kak!!!: 1d8 + 3 ⇒ (8) + 3 = 11

So, flanking, plus trip if possible. Is that an Athletics rolls in addition to the roll for the Strike, or does the triggering Strike roll use that roll as the Athletics check?


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

Even with Flurry of blows you still take the multi-attack penalty for the second attack (-4) for finesse weapons. It only lets you make two attacks with one action. In 2e if the weapon has the "Trip" quality or you have at least one open hand you can spend another action to trip... but this also has the attack quality so it's another (-4) for a total of -8 for the trip attack.

Any other attacks this round will use the (-8 )Penalty. If you have something that lets you make a free trip the success is automatic. If you have to roll to trip you have to roll. In Revised rules the trip is no longer automatic even if you have the trip property.

Trip

Spoiler:

Trip
[one-action]
Attack
Source Core Rulebook pg. 243 4.0
Requirements You have at least one hand free. Your target can’t be more than one size larger than you.
You try to knock a creature to the ground. Attempt an Athletics check against the target’s Reflex DC.

Critical Success The target falls and lands prone and takes 1d6 bludgeoning damage.
Success The target falls and lands prone.
Critical Failure You lose your balance and fall and land prone.

If an action seems like it lets you make multiple attacks or give you extra attacks without some penalty the rule is probably being interpreted wrong.


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

Ooops, for some reason I wrote -2 instead of -4 for the second part of the Flurry. Fixed now.

As for the rest, I don’t get it at all. Let’s make this simpler. Say I am a Fighter and have a weapon with the Trip trait. I make one attack, which hits. Do I then need to take another Action, using Athletics, to make the Trip attempt, and apply relevant MAP?

I looked at that Trip section of AoN, but got completely flummoxed by mention of needing to have a hand free. Why would you need a hand free, to use a weapon that *has the Trip trait*, which *is in your hand*?!? What are you doing with this other, free hand? Giving the opponent the finger as they go down?


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

If the weapon has the trip feat you don't need a free hand. I standard 2e you don't need to make a trip attack, you spend an action, and it succeeds automatically. in remaster you have to make athletics check against the opposing creatures DEX DC.

It's a little complicated... but if you keep the three-action economy first and foremost and realize that it's the number one rule then it gets easier.


Tripping does not automatically succeed, except for monsters with the Trip ability. You need to spend an action and attempt an Athletics check against the enemy's Reflex DC in order to successfully trip somebody. This has the attack trait so MAP applies. However, you do not have to hit the enemy first with the weapon in order to attempt a Trip action. These guys aren't that tough so I'll just resolve Tol's rolls as normal attacks for now.

Tol unleashes a flurry of blows, taking down the acolyte that Ed previously wounded! He then delivers another brutal blow to the second foe. Hess's crossbow bolt takes that man down!

The enemies only had AC 15 and 15 HP, so there was a lot of overkill this round! When you are ready, there are three exits to this room: west, north, and east. You entered the room from the south.

Grand Lodge

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

Well that’s a waste of a spell… , he says looking down at his blade.


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

Ah, so perhaps Trip foe first, then attack with MAP, but against prone which provides the debuff not only to you but your allies, AND the foe then needs to waste actions getting up.

Tol looks at the downed men, then to see if Reknar is ok.

”Turac - do Gorumites usually carry sickles? Or are these ones….reaping something?

Grand Lodge

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

Not to my knowledge, no. Also they don’t fight like Gorumites… these are inferior imposters, he says with a sniff.

Religion to try to guess who these clowns are: 1d20 + 6 ⇒ (17) + 6 = 23


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

"Nice weapon" - Reknar grunted, grabbing one of the sickles and belting it - "We should keep going - Elder Ordwi might be in danger" - he heads to the northern door to listen at it. If he hears nothing, he opens it.


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 chases after Reknar.

”Rek…you…look ghastly. Antoher blow will surely end your life! Pray, stop and rest - Elder Ordwi will yell at me if she learns I let you die without at least trying to…stop you…” Tol trails off, unsure how mich of his story is plausible…or…even possible. Tol’s distraught face tells Reknar all the fighter needs to know,

Grand Lodge

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

Madness, he says, folding next to Tol.


The false Gorumites do not have any religious symbols on them, so it is difficult for Turac to guess which deity they might worship, though it is definitely not the god of battle!

The north door opens onto a hallway running west to east. Three doors are set in the north wall, while at the east end, stairs ascend to the temple's second floor.

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