GM Cellion's Rusthenge + Seven Dooms for Sandpoint Double Feature

Game Master Cellion

INIT (perception):
[dice=Morga]d20+7[/dice]
[dice=Vildran]d20+3[/dice]
[dice=San]d20+5[/dice]
[dice=Autumn]d20+4[/dice]

SRD Maps|SRD Handouts
San's Loot Log


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Human Sorcerer 2 | HP 5/22 | AC 18 | Fort +5, Ref +7, Will +7 | Perc +5 | Stealth +7 | Speed: 25' | Exploration: Avoid Notice +7 | Conditions: Rust Creep (-1 Athletics) | ◆◇↺ | Spells: 3/4 1st lvl, 0/1 focus | 0 hero point

Dang, I was really hoping we’d have time to Treat Wounds. We definitely need to invest in some healing potions!

Autumn cautiously creeps forward into the workroom. When it proves to be empty, she breathes a huge sigh of relief. “Come San, help me barricade the door.” Hopefully with his help she’s able to move a table or cabinet to block the western door out of the workroom. Once they’ve secured the place, at least for the moment, she quickly scours the workroom, hoping against hope to find a healing potion. “Such a shame we couldn’t kill that cultist. He’ll be back with others soon. Any idea how to get out of this?” She turns to look at San.

“You look dreadful.”

Perception +4 if needed


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

GM Screen:
2d20 ⇒ (14, 4) = 18
Autumn quickly searches the workroom. There are a few individual tools for sharpening and maintain blades of various kinds (making up an ordinary repair toolkit), a set of sterling artisan's tools specifically for the delicate work involved in creating talismans, and a half-finished eyepiece that seems quite exceptional (you can make an Identify Magic roll to try to identify the eyepiece, possibly in the future).

Unfortunately you find no potions. You hear a BANG from the east as the cythnigot throws itself at the door. Thankfully it holds.


Male Elf (Seer) Fighter 2 | HP -/26 | AC 19 | F +6 R +10 W +4 | Perc +6 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: Sickened 1, Enfeebled 2 (1 min); Dying 3

Momentarily distracted by the eyepiece, San is startled by the fierceness of the bang on the door. He pockets the item then drags his unconcious companions into the workshop hoping to hide them in the shelves. Making sure they aren't obvious at a glance, he looks to Autumn to be ready to continue their search for some sort of healing.


Human Sorcerer 2 | HP 5/22 | AC 18 | Fort +5, Ref +7, Will +7 | Perc +5 | Stealth +7 | Speed: 25' | Exploration: Avoid Notice +7 | Conditions: Rust Creep (-1 Athletics) | ◆◇↺ | Spells: 3/4 1st lvl, 0/1 focus | 0 hero point

So heinous” Autumn curses when they find nothing of use. She helps San drag the bodies into the workshop, pausing only to pocket the hooded cultist’s carving dagger, then drags the table from the western door to block the eastern door instead, buying more time should the hound manage to breach the door to the domed chamber. While they work she schemes in a low whisper.

“If we can’t find anything to heal them … I can disguise myself to look like a cultist. But you …” She looks doubtfully at San. “How’s your acting? Can you at least play dead?”

Once the bodies are stowed, she exchanges a grim look with San, crosses her fingers, then quietly opens the western exit out of the workroom.
Stealth +3


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

GM Screen:
1d20 + 4 ⇒ (1) + 4 = 5
1d20 + 5 ⇒ (15) + 5 = 20
You barricade yourselves into the the workshop as best as you can, together with the unconscious but stable bodies of your allies. You stash them under desks and throw the tattered remains of some old linen cloths over them. The sound of the cythnigot scratching at the door fades. Then, once you're mentally regrouped, you clear the blockade on the western door and open it.

A pair of wide racks stand against the eastern and southern walls in this next chamber, each with three segments: left, right, and center. Small divots in the racks hold clusters of ten-foot-long iron rods coated with large splotches of rust. Flaked-off pieces of rust litter the floor. On the wall next to the door you just opened is a wheel and locking mechanism. It currently has a block in place preventing the wheel from moving. It's not immediately clear what the wheel could control. There are more hallways with doors exiting from the room to the north and west.

San happens to look up to the ceiling and sees that right in the center of the room the ceiling is much higher. Within that high section is suspended a large (10ft x 10 ft) iron cage.


Human Sorcerer 2 | HP 5/22 | AC 18 | Fort +5, Ref +7, Will +7 | Perc +5 | Stealth +7 | Speed: 25' | Exploration: Avoid Notice +7 | Conditions: Rust Creep (-1 Athletics) | ◆◇↺ | Spells: 3/4 1st lvl, 0/1 focus | 0 hero point

Is the cage open at the bottom? i.e. if one dropped the cage, would it trap someone or squash someone?

Autumn frowns at the disappointing sight of the next room. Nothing but rusted metal. “This is hopeless—we don’t even know if they have any healing potions down here, much less where they’re stored. We just need to get past that wolf-thing and out of here.” She takes a step or two into the rusty chamber, stopping abruptly when San points out the cage above. Looking at the wheel and locking mechanism, a cunning glint enters her eye.

“Could we lure the wolf here and trap it in that cage?” she wonders. Thinking back to what they saw in the great domed chamber, she remembers how there were multiple doors. Her eyes flutter while she gets her bearings. “We might be able to get back to the big chamber if we go forward and right. Draw the wolf back here. Even if the cage doesn’t work, it’d be here outside that door,” she gestures at the door she just came through, “and we could close it and escape the way we came in.” She hesitates though, not wanting to risk walking underneath the iron cage.

Recall Knowledge (Crafting +0) to guess what the wheel controls. Perception +4 for traps. She wants to go through the north door, but not if the cage drops once she’s underneath.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Trap someone.

GM Screen:
1d20 ⇒ 10
Autumn's not 100% sure what the wheel controls, but winching the cage back up seems a reasonable possibility. She doesn't see any triggers or other ways that the cage could be dropped.


Male Elf (Seer) Fighter 2 | HP -/26 | AC 19 | F +6 R +10 W +4 | Perc +6 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: Sickened 1, Enfeebled 2 (1 min); Dying 3

"Agreed. These cultists don't seem the healing type. Especially not with whatever this cage and the rods are supposed to be. We can't be certain there isn't more cultists or who knows what if we keep going. Making a loop to run through does sound like a better idea though. I'm not confident I can out-dodge those jaws if I need to double back... and there's not a lot of room to maneuver either." San thinks about the situation for a few moments. "I'm sure the other cultist that got away is going to come back with reinforcements any second now. Can we do anything with these rods maybe? A cage in a recessed section of ceiling is very suspicious too. What purpose would it have to put someone up there. Besides torture I guess..."

San takes another few moments to examine the area under the cage looking for a way to confirm or deny Autumn's theory about the cage coming down. At the risk of taking too much time, he also removes the block from the wheel while holding on to it to see if anything happens. Such as the wheel trying to turn. Perception +5


Human Sorcerer 2 | HP 5/22 | AC 18 | Fort +5, Ref +7, Will +7 | Perc +5 | Stealth +7 | Speed: 25' | Exploration: Avoid Notice +7 | Conditions: Rust Creep (-1 Athletics) | ◆◇↺ | Spells: 3/4 1st lvl, 0/1 focus | 0 hero point
San Thevin wrote:
We can't be certain there isn't more cultists or who knows what if we keep going.

Autumn rolls her eyes. “Oh, there’s definitely more cultists. But we don’t have much choice, unless you want to wait for them here.” She looks skeptically at the long rusty rods, not seeing any use for them, and in response to San’s doubt about outrunning the fungus-hound, she sighs. “You figure out how to work the cage then—I’ll lure it back here.” Not seeing any triggers (this assumes San sees no traps either), she quickly crosses underneath the cage—before San removes the block—and next to the northern door. There she presses her ear against it, listening for any signs of life in the next room.

Perception +4


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Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

GM Screen:
2d20 ⇒ (17, 3) = 20
San holds the wheel tight as he wiggles the block free. Right away, he feels a heavy weight pulling on the wheel, and as he struggles to hold it in place, you can both see (and hear) the cage rattling. With a heave, he's able to open enough room to jam the block back in place and still the cage. As far as it looks, the cage is a sort of manual "trap".

Autumn makes her way to the north door and listens. While it isn't entirely quiet, the muffled noise she hears sounds like it must be from well beyond the door. She eases it open to reveal a long branching corridor that connects several chambers. If she sneaks forward she can see that the easternmost branch leads back to the ritual chamber. While that door is closed, not all of them are - the west-facing door along the south-western branch is current ajar and she can hear raucous chatter in some harsh language she doesn't understand.


Male Elf (Seer) Fighter 2 | HP -/26 | AC 19 | F +6 R +10 W +4 | Perc +6 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: Sickened 1, Enfeebled 2 (1 min); Dying 3

Gathering his confidence, San creeps forward avoiding the south-west corridor. Hopefully they can be gone before whatever is in there notices their presence. Whispering to Autumn, "I guess we'll have to trap the cynthigot in the cage room. We don't want it going to get whoever is making all that noise. Hopefully the other doors in these hallways are shut."


Human Sorcerer 2 | HP 5/22 | AC 18 | Fort +5, Ref +7, Will +7 | Perc +5 | Stealth +7 | Speed: 25' | Exploration: Avoid Notice +7 | Conditions: Rust Creep (-1 Athletics) | ◆◇↺ | Spells: 3/4 1st lvl, 0/1 focus | 0 hero point

With San voluntarily moving forward to scout ahead, Autumn gladly moves back towards the wheel, though she pauses to gather a couple handfuls of flaked-off rust from the floor first. Stuffing the rust into her pockets—just in case—she places a hand on the block and whispers back to San through her messaging spell.

“You’re faster, so I’ll stay here, ready to drop the cage on it. Grab its attention and then run back into the workroom.” She stands ready, tense with grim determination as she presses herself against the wall. The cage is an unforeseen ray of hope, and though she’s still worried about the cultists yammering away to the west, getting rid of the cythnigot would be a huge boon.

Stealth +3. Ready action to pull block out to trap cythnigot in the cage.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

GM Screen:
1d20 + 4 ⇒ (18) + 4 = 22
1d20 + 9 ⇒ (4) + 9 = 13
1d20 + 7 ⇒ (1) + 7 = 8
2d6 + 5 ⇒ (6, 5) + 5 = 16
San creeps through the hallways until he reaches the eastward door leading back to the ritual chamber. He eases that door as quietly open as he can, and spies through the gap that the cythnigot is still pacing about some distance from the door, seemingly considering its next moves. He lines up a shot through the gap and fires!

The arrow sails through the air, but the cythnigot turns at the last moment and it passes by its side. The clattering of the arrow gets its attention though, and for a moment it locks eyes with San before springing forth after him! He runs back down the corridor, his movement swift enough that the Hound doesn't immediately catch him. He dashes back into the rod-and-cage room and leaps across to join Autumn with the Hound on his heels.

Autumn pulls the block free with both hands the moment she sees the Hound bounding in...

And the cage crashes down at the last moment with a resounding boom! Its rusty bars fall upon the spine of the Hound just as its about to reach San, smashing the creature into the floor and pinning it there! (Crit fail from the Hound, with the cage dealing it 13 dmg, knocking it prone, and immobilizing it) However, even after this terrible injury, you still see it scrabbling... it's alive and already working to get free.

The cage is so rusty that it looks like it won't hold anyone for too long, but you've earned a minute or two to start making your escape. The trap was loud enough that it's likely drawn some attention as well.


Male Elf (Seer) Fighter 2 | HP -/26 | AC 19 | F +6 R +10 W +4 | Perc +6 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: Sickened 1, Enfeebled 2 (1 min); Dying 3

San is momentarily torn between trying to finish off the hound and escaping with their companions. It's a few long moments before he shakes off the need for blood and runs to uncover Morga and Vildran. Bodily picking up the wizard, he begins dragging the armored dwarf toward the exit from this foul place. "Who knows who heard that crash. We need to go, quickly! Autumn, you may need to provide cover with your illusions. That smoke screen was a neat spell even if it didn't work as expected that time."


Human Sorcerer 2 | HP 5/22 | AC 18 | Fort +5, Ref +7, Will +7 | Perc +5 | Stealth +7 | Speed: 25' | Exploration: Avoid Notice +7 | Conditions: Rust Creep (-1 Athletics) | ◆◇↺ | Spells: 3/4 1st lvl, 0/1 focus | 0 hero point

Autumn involuntarily jumps back, startled by the terrible crash that saves them at the very last moment. But unlike San, after recovering from her initial shock, she immediately casts a spell at the wounded hound—the trap has worked even better than planned, both wounding it and pinning it, and she is loath to let it survive a second time, especially having seen how well it recovered after their first encounter.

She cups her hands around her mouth, funneling a jarring sound that is oddly inaudible to all but the cythnigot. The occult vibrations penetrate into the beast’s skull, creating an echo of eerie static that makes it feel like your ears are disintegrating.

Cast Haunting Hymn at cythnigot (basic Fort save vs DC 17) twice.
Haunting Hymn sonic damage: 1d8 ⇒ 5
2nd hymn: 1d8 ⇒ 4

“Go, get Vildran and Morga out of here. I’ll catch up,” she responds to San before blasting the hound with another wave of inaudible sound. Only then does safety overtake vengeance, and the sorceress dashes away, stopping only to grab the wizard’s staff and backpack along the way.

Since San has to take time grabbing the bodies and is now slower than Autumn, I figured she could take a couple parting shots at the hound. One more thing I’d like to try is casting Phase Bolt at the rusty apparatus above the altar just before she leaves, to try to destroy it. It was too unstable to risk disabling it before, so I’m hoping just a bit of damage would wreck it.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

GM Screen:
1d20 + 11 ⇒ (7) + 11 = 18
1d20 + 11 ⇒ (15) + 11 = 26
1d20 + 9 ⇒ (1) + 9 = 10
1d20 + 4 ⇒ (13) + 4 = 17
1d20 + 9 ⇒ (14) + 9 = 23
San rushes over to heave Vildran over his shoulders, but has to stow his bow to grab a hold of Morga. He's already encumbered by Vildran alone and Morga and her armor are no small additional load. He knows he won't be making good time like this (dragging speed is 50 feet per minute), but there seems to be little option otherwise.

Over in the other room, Autumn sends waves of sound at the cythnigot as the injured hound struggles against the cage pinning it. It resists the worst of her attacks but still seems a little more injured. However, no sooner than she releases the second hymn than the hound seems to summon an inner reserve of strength and wriggles itself free. It limps as it raises itself to its feet!

Unfortunately the luck has decided to turn the other way and it got out early! I've adjusted San, Morga and Vildran's positions to match your stated actions. San and Autumn are up.

|||| INIT ||||
San (14 dmg, Rust Creep - Stage 2; -1 penalty on Athletics checks)
Autumn

Cythnigot (37 dmg)


Human Sorcerer 2 | HP 5/22 | AC 18 | Fort +5, Ref +7, Will +7 | Perc +5 | Stealth +7 | Speed: 25' | Exploration: Avoid Notice +7 | Conditions: Rust Creep (-1 Athletics) | ◆◇↺ | Spells: 3/4 1st lvl, 0/1 focus | 0 hero point

This is definitely a thrilling battle!

“Heinous!” Autumn gasps as the hound wrenches itself free. Without wasting any time, she hurriedly steps back into the workroom and slams the door shut. “It’s free,” she warns San, even as she squeezes past the overburdened elf with a ‘so sorry’ shrug.

◆Step south, ◆Interact (close door), ◆Stride
Unfortunately Autumn’s max bulk is 10, so just taking Vildran would put her over and slow her to dragging speed. I figure it’s best if at least one of us is mobile. Autumn will do her best to protect San.


Male Elf (Seer) Fighter 2 | HP -/26 | AC 19 | F +6 R +10 W +4 | Perc +6 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: Sickened 1, Enfeebled 2 (1 min); Dying 3

"Lets hope the door keeps it from coming this way and the bulk of the cage keeps it from going the other. You may need to dash up to the other door to close it just in case." San forces the words out as he lets go of Morga and dashes with Vildran toward the exit. Not that she'll hear the words but he assures the dwarf, "I'll be back soon."

Stride x3 (for a slow & inefficient definition of stride). Leaving this here as my thought process for getting to my above post... I guess that "50 ft per min" only gets me 5ft in a round? Would it be faster & more efficient to carry Vildran into the room in which we fought the armors then come back for Morga? Encumbered speed is 20 ft per stride action. I can easily carry Vildran (6 bulk + gear (2?)) and I can just barely carry Morga (6 bulk + gear (4)) then add in my gear at 2 bulk. My max is 13. Taking 10 rounds to get to the same place but keeping everyone together, or taking 3 or 4 rounds and carry one at a time... as long as the door holds, it'll be fine.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

GM Screen:
10d20 ⇒ (1, 7, 16, 16, 13, 15, 4, 4, 1, 19) = 96
Deciding not to risk facing the injured cythnigot, you slam the door in its face and get to hauling your unconscious allies out of here. You hear it slam in once, twice, to try to get the door to budge, but the door holds and you hear it scrambling away.

San lifts just Vildran onto his shoulders while Autumn gathers the scattered equipment, and makes his way through the ritual chamber where the obscure array of metal above the altar is continuing its mysterious clattering and grinding. San gets Vildran into the great entrance hall, drops him off, then rushes back and hauls Morga as well. Meanwhile Autumn is already ready, arms full of equipment.

You hear shouts echoing from deeper within. The alarm has clearly been raised.

Adjusted your tokens. Where to from here? You don't know what's out and eastward. Out and west are the stairs to the surface, which lies 200 feet above you and would be about a 5 minute ascent when unburdened.


Human Sorcerer 2 | HP 5/22 | AC 18 | Fort +5, Ref +7, Will +7 | Perc +5 | Stealth +7 | Speed: 25' | Exploration: Avoid Notice +7 | Conditions: Rust Creep (-1 Athletics) | ◆◇↺ | Spells: 3/4 1st lvl, 0/1 focus | 0 hero point

This is just tracking my actions during the 3 rounds it took San to move the bodies into the entrance hall.
Interact x4 (pick up staff & shield, stow both), Stride, Close SW door of ritual chamber, Stride

Hearing the cythnigot bashing itself against the door, Autumn takes a moment to create another barrier as an added precaution: once she’s back in the ritual chamber, she closes the door behind her. While waiting for San to catch up, she puts away Morga’s shield and Vildran’s staff, securing both of them to the outside of her pack.

“Hopefully they’re drawn to the crashing cage and waste time healing the cythnigot,” she says to San, remembering how worried their prisoner was at hearing her lie about the hound’s death. “Go on,” she urges the archer to continue their escape, “I just need to do one more thing for Morga.” Remembering how badly the dwarf wanted to destroy the ritual apparatus above the altar, and wishing to disrupt the ritual herself, as at least a token of their misadventure here, the sorceress braces herself, creating a magical shield of invisible force against the impending destruction, then thrusts a phase bolt at what she judges to be the most fragile part of the metal apparatus.

Phase Bolt attack & damage (P): 1d20 + 7 ⇒ (12) + 7 = 193d4 ⇒ (3, 2, 4) = 9

Cast Shield, then Phase Bolt at the apparatus atop the altar. Then follow San.


Male Elf (Seer) Fighter 2 | HP -/26 | AC 19 | F +6 R +10 W +4 | Perc +6 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: Sickened 1, Enfeebled 2 (1 min); Dying 3

Only taking a couple seconds to catch his breath from dashing back and forth, he asks Autumn, "I don't think this running back and forth is sustainable... Could you walk with Vildran if I lifted him up for you? We'll make better time climbing up all those stairs." After getting Autumn situated, San grunts as he lifts the armored dwarf. He steels himself and sets off toward the stairs.

Adjust equipment as necessary to stay under bulk limits. Then set off towards the known exit that is the long climb up the stairs.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Unfortunately...

GM Screen:
1d20 + 4 ⇒ (7) + 4 = 11
While San gets ready to start hauling people back up the stairs, Autumn takes a step back into the room to get in range for a phase bolt. She sends the bolt up into the apparatus, where it impacts and just slightly dents one of the spinning, rust-covered plates. The blow is just enough to disrupt the equilibrium the apparatus is under, and it immediately begins to grind and churn faster, glowing with an umber light. Unsetting harmonies formed of ticking and scraping flow from the apparatus, immediately making Autumn sickened 1. (San is far enough away)

INIT:
San: 1d20 + 5 ⇒ (13) + 5 = 18
Autumn: 1d20 + 4 - 1 ⇒ (13) + 4 - 1 = 16
1d20 + 8 ⇒ (2) + 8 = 10
As the whirling above increases in speed, apertures begin opening, forming the vague impression of eyes and a mouth within the rust and gears. Luckily, you're both quick to move.

Both of you are up before the apparatus.

|||| INIT ||||
San (14 dmg, Rust Creep - Stage 2; -1 penalty on Athletics checks)
Autumn (sickened 1)

Ancient Apparatus (1 dmg)


Human Sorcerer 2 | HP 5/22 | AC 18 | Fort +5, Ref +7, Will +7 | Perc +5 | Stealth +7 | Speed: 25' | Exploration: Avoid Notice +7 | Conditions: Rust Creep (-1 Athletics) | ◆◇↺ | Spells: 3/4 1st lvl, 0/1 focus | 0 hero point

“Oh, %$@#!” That did not go the way Autumn expected. She draws San’s attention to the now seemingly living apparatus. “There’s the distraction you wanted. Let’s go!” With any luck—which has ebbed and flowed mightily down here—the cultists will be too busy dealing with this thing to pursue them ... provided this thing doesn’t kill them first.

Racing away from the awakened monstrosity, the sorceress pauses for just an instant, wondering if they can close the doors to the ritual chamber, then staggers on towards Vildran, as the eerie metallic harmonies tug and twist nauseatingly at her innards. At San’s suggestion, she tries to carry the unconscious elf, but immediately drops him and, to add insult to injury, throws up on the wizard. Sorry Vildran. :)

“He’s too heavy!” she exclaims, before throwing up on him again.

Okay, an IF-THEN statement.
--If she’s able to close the doors to the ritual chamber, she’ll *Stride into the entrance hall, *Close the doors, *Stride next to Vildran.
--If not, she’ll *Stride next to Vildran and *Retch x2.

Fort save (retch): 1d20 + 4 - 1 ⇒ (8) + 4 - 1 = 11
Fort save (retch): 1d20 + 4 - 1 ⇒ (2) + 4 - 1 = 5


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

GM Screen:
2d20 ⇒ (7, 13) = 20
Two sides to the entry doors, but there's two of you, so that seems very reasonable.

You swing the massive doors to the ritual chamber closed. As you do, you can see beams of umber light beginning to spill from the apparatus and starting to trace their way across the room. Luckily, it seems with the doors closed you won't have to worry about that!

You grab your charges and lift them enough to begin staggering your way up the stairs. Perhaps due to the apparatus going out of control, or thanks to the Hound's injuries, or whatever other factors, you find nothing chases you up the stairs over the fifteen minutes it takes you to make your way up there. As you make it out into the daylight, you take in the welcome rays of the morning sun upon your faces. Morga and Vildran look rough, but at least you're out in the open.

It isn't all good news though - in the time you were down there, the tide has risen. You'll need to slowly wade your way across if you mean to get back to the mainland.


Human Sorcerer 2 | HP 5/22 | AC 18 | Fort +5, Ref +7, Will +7 | Perc +5 | Stealth +7 | Speed: 25' | Exploration: Avoid Notice +7 | Conditions: Rust Creep (-1 Athletics) | ◆◇↺ | Spells: 3/4 1st lvl, 0/1 focus | 0 hero point

Upon reaching the surface, Autumn unceremoniously drops Vildran with exhausted relief. “Gods, he’s heavy!” she exclaims before suddenly throwing up—the adrenaline that had reined in her nausea has vanished now that they have successfully escaped.

Fort save (retch): 1d20 + 4 - 1 ⇒ (3) + 4 - 1 = 6
Fort save (retch): 1d20 + 4 - 1 ⇒ (13) + 4 - 1 = 16

This may take a while. Should I keep rolling, or do a 1e Take 20 sort of thing and assume the sickened condition goes away after a few minutes of vomiting?


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Yep, you can just say you retch until recovered.


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F Dwarf (Ancient-Blooded) Warpriest Cleric 2 | HP 10/30 | AC 19/21-1 | Shield 16/20 | F +8-1 R +5-1 W +10-1 | Perc +8 | Stealth +5 | Exploration: Defend | ◆◇↺ | Speed 20 | Hero 1/2 | spells Font 2/4; 1 2/3 | Active Conditions: fatigued, Bronze Bull Pendant, Wounded 1

Morga finds herself floating in a vast black expanse dotted with twinkling faraway stars. A tickling sensation draws her attention to her right hand: alighted there is a butterfly colored in the shimmering deep hues of a clear sky at dusk. Inside her head, a whispering and powerful voice speaks: Life is not meant solely for duty. You have the freedom to forge your own path. Your heart is heavy with self-made chains. Cast them aside and *live*!

Suddenly, the space around her is alight with glorious colors: clouds of sparkling purples and moody blues; swirls of vibrant fuchsias and warm golds; and swaths of deep greens laced with rich oranges. Elation fills her soul. The colors pull back, revealing a path with many forks. Some forks lead into the bright and glorious colors, while others lead into dull spaces filled with sad, heavy grays and beiges that exude an unending sense of "duty". As she stands at the forks in the road, gazing down each pathway, the butterfly lifts from her hand, flutters once around her, and melts into the darkness. In her mind, the voice whispers: Choose for *yourself*, and your life will have meaning.

The vision ends.


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male elf (ancient) wizard (ars grammatica, sorcerer) 2 | ♥️18 | ⛨17* (mystic armor) | F +4, R +6, W +6; +1 vs emotion effects (S is CS) | Perc +4; low-light vision | 30ft | wizard spells 1 ☑command ☑☑force barrage ☑mystic armor | staff slots☐; spells 1 breathe fire ∞ignition | ☑drain bonded item | focus☑ | ⚕ None

Vildran always kept his books tidy and neatly arranged on his desk. Given his background (or lack thereof) he couldn't be anything less than compulsively put together. Most other students had no idea how hard it was for him. They had lifelines of support. Families they would return to on breaks, or who would answer missives asking for a bit of extra gold in a pinch. Most of all, they had parents who would throw their weight around with the headmaster when they needed an extension on deadlines. Vildran had no such fallbacks.

So it was particularly disorienting for him when he arrived at his first morning class dreadfully late, and on the day of the final exam, no less! The stern, gnomish professor proceeds to inform him that not only can he not take todays exam, but that he hasn't been attending the class all semester!

No, that can't be!

The immense anxiety and dread feel irreversible. Behind the professor a room full of privileged peers openly taunt him, save for one familiar garundi elf in the back corner.

Go back to where you came from!

Where is that?

Suddenly he is nowhere at all, but amongst the void of the dark tapestry. A planet comes into focus. It looks very lush and welcoming, with familiar greens and blues with a feathered covering of white clouds. Yet... all of the shapes of green are different from the world he knows. What is this place...

Cue Vildran waking up due to healing...


Human Sorcerer 2 | HP 5/22 | AC 18 | Fort +5, Ref +7, Will +7 | Perc +5 | Stealth +7 | Speed: 25' | Exploration: Avoid Notice +7 | Conditions: Rust Creep (-1 Athletics) | ◆◇↺ | Spells: 3/4 1st lvl, 0/1 focus | 0 hero point

After a few minutes of uncontrollable vomiting, Autumn finally purges whatever had infected her from below. With a weary groan, knowing that they shouldn’t tarry any longer—especially with the rising tide—she squats down, wraps Vildran’s arms around her neck, and hoists him onto her back. It’s a weary slog down to the water, and a wearier one wading across—the sorceress is too tired to even grumble.

Not sure if a skill check is needed to wade across to the mainland? If so, her Athletics is +0. Goal is to get them back to Elsie’s, where she would then Treat Wounds (Medicine +4) on Morga (assuming enough time has passed since the last treat wounds on Morga). I haven’t rolled because I don’t know if crossing the water is a skill challenge, but please roll for me as needed.


F Dwarf (Ancient-Blooded) Warpriest Cleric 2 | HP 10/30 | AC 19/21-1 | Shield 16/20 | F +8-1 R +5-1 W +10-1 | Perc +8 | Stealth +5 | Exploration: Defend | ◆◇↺ | Speed 20 | Hero 1/2 | spells Font 2/4; 1 2/3 | Active Conditions: fatigued, Bronze Bull Pendant, Wounded 1

Morga's house is also available. There's a key under the very old wooden "Welcome" sign near the door.


Male Elf (Seer) Fighter 2 | HP -/26 | AC 19 | F +6 R +10 W +4 | Perc +6 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: Sickened 1, Enfeebled 2 (1 min); Dying 3

San catches his beat from the long climb up the stairs. In between breaths he watches the tent watches the tent warily in case the cultists emerge. He keeps an ear open in sympathy as Autumn fixes her... situation. "That was a risky move attacking the alter thing. Even so, it probably saved our lives. The trek across the sand bar might be even harder though... it's only going to get deeper until this evening. Might as well get going."


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

It's a long, slow trek back to town from the island, and one heavy with anxiety that the foes below will regroup and pursue your injured team. Wading across the shallows proves particularly slow, with the soggy sand and mud underfoot frequently entrapping your boots. More than once you come close to submerging your unconscious charges. When you reach the other side finally, you look back at the pillars of Rusthenge and think you see a few figures watching you. They make no attempt to cross after you, but your escape seems to have been noted.

The journey back to Elsie's is less arduous, but still tiring, and you arrive at her doorstep exhausted. You ease the door open and ring the bell and find Elsie there looking rather distraught at your beaten and bloody appearance "What happened!? You're all... you better come in! I'll boil some water." She eyes Morga and Vildran with grave concern before she bustles back to start prepping things that will help with the medical treatment.

Feel free to make your treat wounds checks, with a +1 circumstance bonus thanks to Elsie's assistance. Alternatively if treating wounds feels like a big risk, both will eventually recover on their own, returning to 1 Hp, if you're willing to wait it out.


Human Sorcerer 2 | HP 5/22 | AC 18 | Fort +5, Ref +7, Will +7 | Perc +5 | Stealth +7 | Speed: 25' | Exploration: Avoid Notice +7 | Conditions: Rust Creep (-1 Athletics) | ◆◇↺ | Spells: 3/4 1st lvl, 0/1 focus | 0 hero point

“Thanks,” Autumn exhales in an utterly exhausted voice. As soon they enter she lets Vildran slump down onto the floor before stumbling over to flop into a chair, leaving a damp trail of muddy tracks everywhere. “Sorry about the mess,” she apologizes sincerely, but without any energy or enthusiasm.

“They’re stable,” she reassures Elsie as the shopkeep bustles about frantically, “but I could definitely use your help.” Eventually the sorceress gathers enough strength to kneel down next to the dwarf, using her healer’s toolkit and Elsie’s assistance to treat Morga’s wounds.

Medicine (Treat Wounds - Morga): 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Wow, that was 1 away from a crit fail! Might as well press my luck ...

The differences in dwarven physiology appear to flummox Autumn, so she instead turns her attention to treating the two elves. She works wonders in quickly coaxing the wizard back to full health, but the attention spent on Vildran distracts her from San's treatment. She doesn't give up on Morga either, continuing to tend the dwarf until finally rousing her to consciousness an hour later.

Medicine (Treat Wounds - Vildran): 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22 HP healed - Vildran: 2d8 ⇒ (5, 8) = 13
Medicine (Treat Wounds - San): 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
Medicine - an hour later on Morga: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17 HP healed - Morga: 2d8 ⇒ (7, 2) = 9

“You need to lose weight,” are her first words of welcome to the skinny wizard, whereas Morga receives a relieved “Glad you’re back”, followed by a second retelling of what happened at Rusthenge.


male elf (ancient) wizard (ars grammatica, sorcerer) 2 | ♥️18 | ⛨17* (mystic armor) | F +4, R +6, W +6; +1 vs emotion effects (S is CS) | Perc +4; low-light vision | 30ft | wizard spells 1 ☑command ☑☑force barrage ☑mystic armor | staff slots☐; spells 1 breathe fire ∞ignition | ☑drain bonded item | focus☑ | ⚕ None

Vildran slowly blinks awake.

Where am I?

He sees Autumn over him, seemingly tending to him. He looks left. He looks right. It certainly isn't an old classroom back at the Arcanimirium. Nor is he hovering over the cosmos or the Dark Tapestry.

Time to retrace his steps. But before he can....

Autumn Forfallan wrote:
“You need to lose weight,” are her first words of welcome to the skinny wizard

He quickly feels around his stomach to gauge the shape of it.

I'll... work on that soon.

Sitting up, he suddenly starts, frantically looking for his staff and grasping it when he finds it.

Settling down, he listens to her retelling of what happened after he lost consciousness.

Okay, so the ancient contraption is... hostile. The cultists are very aware of our presence. Did they see us come back to this shop?

He rubs his head and hoists himself onto the nearest chair.


Male Elf (Seer) Fighter 2 | HP -/26 | AC 19 | F +6 R +10 W +4 | Perc +6 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: Sickened 1, Enfeebled 2 (1 min); Dying 3

Feeling more exhausted than he ever had before, San gratefully places Morga down for Autumn to perform some first-aid. How she's able to still function after their long trek implies some hidden strength he did not appreciate before.

"They saw us leave the island... I don't think they could follow our path back to here exactly. Hopefully they aren't the type to try to integrate into the town. I think laying low and recovering for the rest of today is a good idea." Almost as though summoned by his words, the injury in his leg twinges in pain as if to remind him the affliction is only getting worse. "Who knows how long I'll last until I'm laid low by this disease anyway. I know the Gorumites weren't helpful, but maybe they have some way to help with this."


F Dwarf (Ancient-Blooded) Warpriest Cleric 2 | HP 10/30 | AC 19/21-1 | Shield 16/20 | F +8-1 R +5-1 W +10-1 | Perc +8 | Stealth +5 | Exploration: Defend | ◆◇↺ | Speed 20 | Hero 1/2 | spells Font 2/4; 1 2/3 | Active Conditions: fatigued, Bronze Bull Pendant, Wounded 1

With a sharp inhale, Morga's eyes snap open, flicking in all directions as she tries to place where she is. Elsie's shop. The voice and the presence it exuded are gone. What it all meant will be the subject of extended pondering, but at another time. Right now, she needs to get her bearings and figure out what her priorities need to be.

"That didn't go well, did it? Urrrgh." She groans as she sits up and assesses everyone's current state. "Thank you." She nods sincerely to Autumn and Elsie. "Looks like some magical healing is in order. Everyone gather 'round."

◆◆◆ Heal: 1d8 ⇒ 7
◆◆◆ Heal: 1d8 ⇒ 4
+11 HP to everyone. How are you doing now? I have one more left today.


Human Sorcerer 2 | HP 5/22 | AC 18 | Fort +5, Ref +7, Will +7 | Perc +5 | Stealth +7 | Speed: 25' | Exploration: Avoid Notice +7 | Conditions: Rust Creep (-1 Athletics) | ◆◇↺ | Spells: 3/4 1st lvl, 0/1 focus | 0 hero point

Autumn nods along with San, agreeing that the cultists did not follow them back into town. “We’re safe here,” she reassures the wizard. “Don’t you remember how that dwarf was ranting about Xar-Azmak and rust and decay? Not really the subtle type for sneaking into town unnoticed.” But she shakes her head when the archer suggests taking the rest of the day off to recuperate.

“We got lucky—in a strange way—when that ritual apparatus …” she pauses, trying to find the right words, but gives up and goes with the first words that came to mind, however inaccurate they might be “… came to life. I was just hoping to distract them with metal shards for them to pick up. I didn’t expect them to deal with a living metal thing.. Fortunately, they weren’t expecting it either.”

She frowns. “But we can’t let that thing run amok ... and it’s clear we can’t stop it ourselves. We need help. The Gorumites are our best bet—there’s no way the Lord in Iron is friends with a rust worshipping cult.” The sorceress feels strangely energized—and it’s not because of Morga’s healing spell, since she was the only one who escaped without any injury whatsoever. Normally she’d be the first to cut and run, letting someone else handle a problem like this, but there was something strangely exhilarating about their recent adventure—it reminds her of the close scrapes and narrow escapes she had with her mom. Apparently she has a taste for adventure. It also helps that Stonehome is likely more suited for clever tongues and subtle magic than for the brutal combat of Rusthenge.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Elsie listens with wide eyes as you recount encountering the cult below Rusthenge. At Vildran's question about whether the cult saw you coming back to the shop, she scurries to the window and peers outside for any suspicious characters. She stays that way for a minute or two before turning back to your group "No one that's not supposed to be out and about. But to think we have this horrible group under our feet! Lord Ragnulf and the folks at Stonehome need to know at once. Whatever they might be busy with there, they won't stand for some murderous cult operating here in Iron Harbor. They'll have greatswords out before you can snap your fingers."

She pauses, worried, then adds "I hope so at least." She nods to Autumn's comments. "You're welcome to rest here of course."


male elf (ancient) wizard (ars grammatica, sorcerer) 2 | ♥️18 | ⛨17* (mystic armor) | F +4, R +6, W +6; +1 vs emotion effects (S is CS) | Perc +4; low-light vision | 30ft | wizard spells 1 ☑command ☑☑force barrage ☑mystic armor | staff slots☐; spells 1 breathe fire ∞ignition | ☑drain bonded item | focus☑ | ⚕ None

Vildran frowns, still a little unsure. He looks particularly to Autumn.

You think we can trust the denizens of Stonehome suddenly? They're still... keeping people there.

Despite the very successful healing and treatment, he's unconsciously rubbing the site of his near-fatal wounds.


Male Elf (Seer) Fighter 2 | HP -/26 | AC 19 | F +6 R +10 W +4 | Perc +6 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: Sickened 1, Enfeebled 2 (1 min); Dying 3

"Trust? Most likely not. We still haven't seen Ordwi after all. But they might not like a cult growing right beside them either. Lord Ragnulf hasn't acted apparently. Either he doesn't know or is being kept in the dark. They might have been infiltrated by this cult themselves. Hopefully it's not the whole population of Stonehome that's been compromised, assuming it has been at all... to many unknowns without going there ourselves."


male elf (ancient) wizard (ars grammatica, sorcerer) 2 | ♥️18 | ⛨17* (mystic armor) | F +4, R +6, W +6; +1 vs emotion effects (S is CS) | Perc +4; low-light vision | 30ft | wizard spells 1 ☑command ☑☑force barrage ☑mystic armor | staff slots☐; spells 1 breathe fire ∞ignition | ☑drain bonded item | focus☑ | ⚕ None

Vildran winces.

The worst case would be they know full well about them, get along just fine and they both don’t like us! He continues his pessimism apparently carried out of his onconsciouness.


F Dwarf (Ancient-Blooded) Warpriest Cleric 2 | HP 10/30 | AC 19/21-1 | Shield 16/20 | F +8-1 R +5-1 W +10-1 | Perc +8 | Stealth +5 | Exploration: Defend | ◆◇↺ | Speed 20 | Hero 1/2 | spells Font 2/4; 1 2/3 | Active Conditions: fatigued, Bronze Bull Pendant, Wounded 1

@GM Cellion: How much of the day do we have left? Specifically, do we have 16 hours before getting up tomorrow morning so we?

"That's my worry. <sigh> ... That cythnigot bit me. Pretty sure I'll be waking up tomorrow feeling like you did this morning, San. I don't feel right about Stonehome, but that's where my first grievance was, and I'd rather not die by those cultists or this infection before I ensure my great-aunt Hilga's safety or proper burial beside her husband. Let's go to Stonehome. My main question is: front door or otherwise? Front door is better if they're not in league with the cultists, but worse if they are. And vice versa." She adds grimly.


Human Sorcerer 2 | HP 5/22 | AC 18 | Fort +5, Ref +7, Will +7 | Perc +5 | Stealth +7 | Speed: 25' | Exploration: Avoid Notice +7 | Conditions: Rust Creep (-1 Athletics) | ◆◇↺ | Spells: 3/4 1st lvl, 0/1 focus | 0 hero point

“Who said anything about trust?” Autumn responds coolly to Vildran, while nodding in agreement with San. “One way or another, it’s best to know where the Gorumites stand, though I’m sure they’ve been influneced by Meitremar. If we can neutralize him, maybe the priests will come back to their senses.”

She looks over at Morga. “Front door,” she answers without any hesitation, not liking the physical danger involved in the other two options—she’s waded through enough cold water to last a lifetime, and she doesn’t fancy falling down a cliff. “But let’s stop for supplies first.” She gives the elves a knowing look.

We should see Derrol to get the key first, then go to Stonehome.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Since we don't need to fully RP it out:

While Morga works on trying to treat the infection that's now clinging to two of your party's members, several other members of your group head back to Derrol to check on the key. You find that not only is it already ready - a simple replica made of tin - but Derrol is already back to working on his latest manor repair project. He reminds you that you agreed to get him notes on the architecture of Stonehome if you venture inside and then passes both duplicate key and mold into your hands.

Meanwhile at Elsie's, the halfling proprietress does what she can to aid Morga with treatment (feel free to use a +1 circumstance on your roll). She's clearly nervous with what you've been implying about both Stonehome and the cult, and seems caught between trying to avoid thinking about it and wishing you would be able to get to the bottom of it.


Male Elf (Seer) Fighter 2 | HP -/26 | AC 19 | F +6 R +10 W +4 | Perc +6 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: Sickened 1, Enfeebled 2 (1 min); Dying 3

"Thank you Elsie, I don't know what we would do without your support. We'll try to make it up to you the best we can. If nothing else, we'll rid your home of a hidden rust worshiping cult! Eventually at least..." San tries to assist Morga with her treatment as best he can. Usually that's by staying still as she works.

Assuming we (Morga and San) are resting the rest of the day I'll roll my fort save. I'm at 13/16 hp and I'll heal 1 more overnight. If the Heal spell is going to waste before the morning, I wouldn't mind a top off.

Fort vs Rust Creep: 1d20 + 5 ⇒ (13) + 5 = 18 Add or subtract based on Med check


F Dwarf (Ancient-Blooded) Warpriest Cleric 2 | HP 10/30 | AC 19/21-1 | Shield 16/20 | F +8-1 R +5-1 W +10-1 | Perc +8 | Stealth +5 | Exploration: Defend | ◆◇↺ | Speed 20 | Hero 1/2 | spells Font 2/4; 1 2/3 | Active Conditions: fatigued, Bronze Bull Pendant, Wounded 1

I'll wait until the end of the day to use that last heal spell, but after an hour Autumn can try again to Treat Wounds on you again.

"Thanks for your help." Morga nods to Elsie. She's nervous. This is an insidious disease, and she can't afford to fail again. She takes a deep breath to center herself and offers a prayer to Desna. The vision... I'll think on it. Won't be able not to. But right now, please help me heal San's disease. I can't imagine this cult thing is something you'd like happening. Help me undermine their goals. Please. Taking out the healer's tools, she begins to mix herbs to make an infusion to increase San's fortitude.

Medicine to Treat Disease (DC ?), Elsie's Aid: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Oof. I'm going to guess that's not a success. Sorry again, San!


Human Sorcerer 2 | HP 5/22 | AC 18 | Fort +5, Ref +7, Will +7 | Perc +5 | Stealth +7 | Speed: 25' | Exploration: Avoid Notice +7 | Conditions: Rust Creep (-1 Athletics) | ◆◇↺ | Spells: 3/4 1st lvl, 0/1 focus | 0 hero point

On their way to and from Derrol’s place, Autumn shares her thoughts about infiltrating Stonehome with the wizard. It’s not that she doesn’t trust Elsie, exactly, but she gets the sense that the halfling is unnerved by all the talk about Stonehome and Rusthenge and dark rituals summoning monstrosities that might cause the town’s doom. Probably best to discuss such matters out of earshot.

“Let’s start by feeling out the guard at Stonehome—I know you’re worried about what side they’re on. Do you have any magic that’ll detect if he’s under some sort of influence? Then we might as well try the truth about Rusthenge—or we could use San’s illness to be admitted, if you’re still concerned? If he won’t let us all in, that’s when I’ll create a distraction—then you and Morga can use the key to sneak in. And thanks for volunteering to chart the architecture for Derrol.” In truth, it was Autumn who volunteered Vildran for the job, but she seems unconcerned by such distinctions.

After checking in with Art at the boat, to confirm that Ordwi still hasn’t appeared, they return to the shop. There she takes some time to help San, tending his remaining injuries while the dwarf focuses on his illness.
Treat Wounds on San: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24
HP healed: 2d8 ⇒ (1, 8) = 9

Afterwards, feeling the need for some bottled healing given what happened at Rusthenge, the sorceress reluctantly spills a pile of coins onto the counter. “Here Elsie, we scrounged up some money to pay you back for the antiplague you gave us earlier. Would you accept a gold as a down payment for a minor healing potion? Just in case.”

Give Elsie all the party loot (2 gp + 20 sp), to pay her for the lesser antiplague (3 gp) and as a downpayment (1 gp) for a minor healing potion. I’m hoping everyone agrees with this use of our money?
I’m ready to move on to Stonehome when everyone else is.


F Dwarf (Ancient-Blooded) Warpriest Cleric 2 | HP 10/30 | AC 19/21-1 | Shield 16/20 | F +8-1 R +5-1 W +10-1 | Perc +8 | Stealth +5 | Exploration: Defend | ◆◇↺ | Speed 20 | Hero 1/2 | spells Font 2/4; 1 2/3 | Active Conditions: fatigued, Bronze Bull Pendant, Wounded 1

@Autumn: Yes, I think we need a healing potion, too. Morga can add 3 sp, but then she'll only have 3 cp to her name.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Elsie nods to San "I would never of guessed that's what we're dealin' with! But now that I know, I can't wait to be rid of them! If you can do that, we'll be in your debt."

Morga spends all of the afternoon working on treating San's wound from the previous day. Poultices and fresh wrappings along with simple medicinal infusions seem like they might be able to help. But after eight hours of treatment his condition seems no different... (Not quite enough for a success unfortunately)

Autumn swings by Art's boat in the harbor, and finds both Art and Bastiano in the middle of a game of cards. They report not having seen Ordwi at all, but that there seemed to be fewer Gorumites around town today. "Not that there was a whole lot of 'em before either, but seems they were too busy to keep watch on things in town today." Art reckons, with Bastiano confirming his impression.

Back at Elsie's Autumn treats the last of San's more immediate wounds. Elsie gladly takes payment for the antiplague and gives you a minor healing potion from her stock with insistence "Don't worry, you'll pay me back when you sort this all out, right?"

So what's the plan? Stonehome in the evening after Morga's done with treating San, or resting overnight first?


male elf (ancient) wizard (ars grammatica, sorcerer) 2 | ♥️18 | ⛨17* (mystic armor) | F +4, R +6, W +6; +1 vs emotion effects (S is CS) | Perc +4; low-light vision | 30ft | wizard spells 1 ☑command ☑☑force barrage ☑mystic armor | staff slots☐; spells 1 breathe fire ∞ignition | ☑drain bonded item | focus☑ | ⚕ None
Autumn Forfallan wrote:
On their way to and from Derrol’s place, Autumn shares her thoughts about infiltrating Stonehome with the wizard. It’s not that she doesn’t trust Elsie, exactly, but she gets the sense that the halfling is unnerved by all the talk about Stonehome and Rusthenge and dark rituals summoning monstrosities that might cause the town’s doom. Probably best to discuss such matters out of earshot.

Vildran walks with Autumn to see Derrol, not really minding that she volunteered him. In truth, he was not pleased with having been knocked out in the Rusthenge ruin.

Anything to be useful again... He frowns to himself as he says it.

Autumn Forfallan wrote:
“Let’s start by feeling out the guard at Stonehome—I know you’re worried about what side they’re on. Do you have any magic that’ll detect if he’s under some sort of influence?

I can detect the presence of magical auras. It may be difficult to identify a specific effect, but I can try!

Autumn Forfallan wrote:
Then we might as well try the truth about Rusthenge—or we could use San’s illness to be admitted, if you’re still concerned? If he won’t let us all in, that’s when I’ll create a distraction—then you and Morga can use the key to sneak in. And thanks for volunteering to chart the architecture for Derrol.” In truth, it was Autumn who volunteered Vildran for the job, but she seems unconcerned by such distinctions.

I think the latter idea is best. We... just need enough evidence that they aren't aligned wit the rust cultists. We can't assume anything.

Autumn might notice that he's quite lost in thought as he ponders this as they walk along. His antennae reach forward and down, rubbing his forehead above his eyes as if to sooth his head while he thinks.

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