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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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 | ☐drain bonded item | staff slots☐; spells 1 breathe fire ∞ignition | wands: ☐breath fire ☐grease | focus☑ | ⚕ None

Apologies for the slowdown in posting. I've had all late evenings this week.

Shooting spells through trap doors? That sounds reasonably safe Vildran concedes before taking up a position over the trap door. He aims his staff off flame down through it.

If possible, he would cast Protecting Wards early and simply keep sustaining it into the first round.


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

Everyone is on the 2nd floor. I've moved our tokens off the first floor map.


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

Vildran, the repeat a spell exploration activity lets you do exactly that.

While Trygve works on Morga's shield, San identifies the silver fletched arrow as a sleep arrow, which unsurprisingly can put people to sleep, and the horned arrow as an antler arrow, which can be used to immobilize its victims.

INIT:
Morga: 1d20 + 7 ⇒ (4) + 7 = 11
Vildran: 1d20 + 3 ⇒ (8) + 3 = 11
San: 1d20 + 5 ⇒ (2) + 5 = 7
Autumn: 1d20 + 4 ⇒ (16) + 4 = 20
-
v: 1d20 + 6 ⇒ (9) + 6 = 15
1d20 + 4 ⇒ (18) + 4 = 22
-
2d20 ⇒ (17, 15) = 32
You all get in position and San reaches for the handle of the wooden trapdoor. He grabs a hold and heaves. The door creaks on its hinges as he swings it open. Shouts of alarm fill the space below as the occupants spot who lies above. Your view into the room is limited, but you see a steep wooden staircase that allows descent to the ground floor and one of the acolytes that is wielding a bow (blue). You can hear there's another acolyte in the space, but your viewing angle doesn't give you a good look at them.

Perhaps due to the creaking of the trapdoor, the acolytes have time to mentally reorient themselves. Only Autumn manages to get the jump on them.

|||| INIT ||||
Autumn
Blue acolyte
Red acolyte
San (4 dmg, Rust Creep - Stage 1; -1 penalty on Athletics checks)
Vildran (4 dmg)
Morga (9 dmg, Rust Creep - Stage 2; -1 penalty on Athletics checks)
Vanda (5 dmg)


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

Although outwardly Autumn seems calm, cool, and collected, on the inside she is a bundle of anxious nerves, jittery with adrenaline. As soon as San swings the trapdoor open she takes just a split second to assess her targets, and then unleashes a flickering bolt of magical energy at the acolyte with a bow. “There’s a staircase under the trapdoor. Three below!” she calls out to Morga and Vanda while moving out of the direct line of sight of the archer.

Phase Bolt attack & damage (P): 1d20 + 7 ⇒ (11) + 7 = 183d4 ⇒ (3, 3, 4) = 10

◆◆Cast Phase Bolt at Blue, ◆Stride


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 1d8 ⇒ 6
1d20 - 1 ⇒ (20) - 1 = 19 1d8 + 1d10 ⇒ (6) + (1) = 7
-
1d20 + 6 ⇒ (10) + 6 = 16 1d4 + 3 ⇒ (3) + 3 = 6
Autumn's phase bolt slams into blue, almost knocking him off his feet. Blue repositions to get a (poor) view of Vildran and sends two shafts up toward him. Even with the cover from the opening of the trapdoor, the acolyte has keen enough aim to strike Vildran twice - first in the shoulder, and then as he stumbles a second arrow punctures deep into his chest. (very unlucky. 6 dmg from the first hit, then 13 from the second, which was a crit. Luckily, no issues with massive damage, though it does leave you dying 2)

The red acolyte shouts "They got around us! They're upstairs, east lookout!" Brandishing a rusty sickle, he rushes as best he can up the steep stairs. It's slow enough going that he only has time for a single attack, which he aims at Autumn. Luckily, Vildran's ward lingers just enough to shield her from harm. (missed by 1!)

You hear some muffled shouts in response to red. They sound like they're coming from elsewhere on the ground floor.

|||| INIT ||||
San (4 dmg, Rust Creep - Stage 1; -1 penalty on Athletics checks)
Vildran (12 dmg, unconscious, dying 2)
Morga (9 dmg, Rust Creep - Stage 2; -1 penalty on Athletics checks)
Vanda (5 dmg)
Autumn

Blue acolyte (10 dmg)
Red acolyte


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

Whatever satisfaction Autumn might have felt with the success of her spell is short-lived, lasting only as long as the time it takes for Vildran to crumple to the floor. But there’s no time to worry about the wizard, not when a rusty sickle rips a jagged seam through her blouse, but miraculously doesn’t spill blood. She reacts instinctively, thrusting her right palm open in front of her attacker’s face as she channels another phase bolt through her hand. Meanwhile, she raises her left arm like a shield in defense. “Morga! We need you!”

Phase Bolt attack & damage (P): 1d20 + 7 ⇒ (10) + 7 = 173d4 ⇒ (4, 3, 3) = 10

◆◆Cast Phase Bolt at Red, ◆Cast Shield, ↺Raise Shield


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 | ☐drain bonded item | staff slots☐; spells 1 breathe fire ∞ignition | wands: ☐breath fire ☐grease | focus☑ | ⚕ None

*Gulp* That escalated fast!

Recovery flat check DC12 (dying 2): 1d20 ⇒ 13 phew!


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

"Vanda! Hold the stairs!" Morga commands, careening around the corner and through the trashed barracks to see who's down. Arriving in the doorway, she sees Vildran down but cannot get to him. Growling, she raises her shield and hopes San and Autumn can kill the acolyte in time for her to heal the wizard.

Morga will ↺ Shield Block the next attack that would hit her.

◆ Stride, ◆ Stride, ◆ Raise Shield, ↺ Shield Block (AC 20)


Male Elf (Seer) Fighter 2 | HP 9/26 | AC 19 | F +6 R +10 W +4 | Perc +6 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: Stupefied 1

San is one again surprised they have adversaries in their face already. He's even more surprised when the arrows fly up and skewer Vildran. He takes a step back and fires an arrow at the acolyte.

Step, PB Stance, strike

C Longbow(E): 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

We can say San did that first so Morga can get adjacent to Vildran.


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

Autumn keeps cooking with the phase bolts! I've assumed Morga will spend her last action to follow San's suggestion and take his place, feel free to move her back up one if not.

GM Screen:
1d20 + 6 ⇒ (8) + 6 = 14 1d4 + 3 ⇒ (4) + 3 = 7
1d20 + 2 ⇒ (15) + 2 = 17 1d4 + 3 ⇒ (3) + 3 = 6
Autumn's phase bolt slams hard into red at point blank range, almost bringing him down. Unfortunately, the acolyte ducks and San's arrow sails over his shoulder. While Morga rushes to catch up with the battle, Vildran pulls away from his final rest (becoming dying 1).

Back to the north, you hear Vanda shout "Halt!", followed by two other voices offering confused cries and questions about why she's blocking the way when there are invaders on the second floor. It seems her presence is stemming the approach of additional does from that side for now.

Red slashes twice with his sickle. Autumn dodged the first attack, and only barely manages to intercept the second with her shield of force. The barrier abates much of the slash, but can't fully block it and she's lightly nicked by the sickle. (1 dmg after shield block) Red then backs off, stepping down the steps with a "There's too many of them! Regroup!" Blue stays at the bottom of the stairs and out of view of your party.

|||| INIT ||||
San (4 dmg, Rust Creep - Stage 1; -1 penalty on Athletics checks)
Vildran (12 dmg, unconscious, dying 1)
Morga (9 dmg, Rust Creep - Stage 2; -1 penalty on Athletics checks)
Vanda (5 dmg)
Autumn (1 dmg)

Blue acolyte (10 dmg)
Red acolyte (10 dmg)


F Dwarf (Ancient-Blooded) Warpriest Cleric 2 | HP 30/30 | AC 19/21 | 20/20 | F +8 R +5 W +10 | Perc +8 | Stealth +5 | Exploration: Defend | ◇◆↺ | Speed 20 | Hero 1/2 | spells Font 4/4; 1 1/3 | Active Conditions: Bronze Bull Pendant, Sanctuary
GM wrote:
I've assumed Morga will spend her last action to follow San's suggestion and take his place, feel free to move her back up one if not.

Perfect; thanks!

Standing over Vildran, Morga casts her final Heal spell.

◆◆ Heal on Vildran: 1d8 + 8 ⇒ (4) + 8 = 12

Then she patches up herself.

Battle Medicine DC 15: 1d20 + 7 ⇒ (1) + 7 = 8
Hero Point Battle Medicine DC 15: 1d20 + 7 ⇒ (10) + 7 = 17
Morga's HP healed: 2d8 ⇒ (8, 7) = 15

"I'm out of healing spells now, so we'd better make this count!"

◆◆ Cast a spell, ◆ Battle Medicine


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 | ☐drain bonded item | staff slots☐; spells 1 breathe fire ∞ignition | wands: ☐breath fire ☐grease | focus☑ | ⚕ None

So then Vildran should be at full hit points, but wounded 1 and prone.

Vildran gasps awake, eyes wide open, fully filling his lungs as he inhales. He looks around for his staff and grabs it ◆ Interact, stands up and backs into the corner between San and Autumn.

For a moment he looks back and forth wildly, as he regains his bearings.

This is becoming a bad habit...


Male Elf (Seer) Fighter 2 | HP 9/26 | AC 19 | F +6 R +10 W +4 | Perc +6 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: Stupefied 1

Seeing Vildran on his feet again gives the archer confidence to press the attack. San darts around his companions to get a view of the retreating acolytes and fires two arrows through the trap door.

Stride strike strike, target blue first then red if blue goes down.

C Longbow(E): 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

C Longbow(E): 1d20 + 9 - 5 ⇒ (18) + 9 - 5 = 22
Damage: 1d8 + 1 ⇒ (2) + 1 = 3


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

A red leaf fades and falls from Autumn’s tree tattoo as her magical shield cracks and dissipates from the acolyte’s attack. For a moment she hesitates, leaning towards self-preservation, but the Gorumite’s call to regroup and Morga’s entreaty to make this ambush count spur her to action. Dashing next to San, she cups her hands around her mouth and seems to scream—but not a sound is heard ... at least, not by anyone other than acolytes. They would hear an eerie, jarring static, like phantom vibrations tormenting one’s mind.

Sonic damage: 1d8 ⇒ 6

*Stride (I wasn't sure if she could stand on the top stair or not, so I placed her where I did), **Cast Haunting Hymn (15’ cone down the stairs to hit both Blue & Red) – Basic Fort save DC 17


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

GM Screen:
1d20 + 5 ⇒ (11) + 5 = 16 1d8 ⇒ 4
-
1d20 + 6 ⇒ (3) + 6 = 9
1d20 + 6 ⇒ (14) + 6 = 20
-
Morga swiftly heals herself and Vildran, restoring him to what seems like full strength (though he's left wounded 1). While Vildran regroups mentally, San heads over to the top of the stairs. Blue fires a readied shot from his bow and the shaft embeds itself shallowly in San's armor without harm. San's return volley strikes blue, but not hard enough to bring him down. Autumn's scream on the other hand overwhelms him. As blue collapses, red staggers away, having resisted the spell. You hear red opening a door as he continues to flee.

To the north, Vanda still seems to be holding off the other two with words for now, but it's getting heated.

|||| INIT ||||
San (4 dmg, Rust Creep - Stage 1; -1 penalty on Athletics checks)
Vildran (wounded 1)
Morga (Rust Creep - Stage 2; -1 penalty on Athletics checks)
Vanda (5 dmg)
Autumn (1 dmg)

Red acolyte (13 dmg)


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

Taking a deep breath, Morga huffs out and mutters breathlessly: "Time to back up Vanda." And with that, she hustles back across the keep to stand beside her new ally with her shield raised.

Morga will ↺ Shield Block the next Strike against her.

◆ Stride, ◆ Raise Shield, ◆ Stride, ↺ Shield Block (AC 20)


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 | ☐drain bonded item | staff slots☐; spells 1 breathe fire ∞ignition | wands: ☐breath fire ☐grease | focus☑ | ⚕ None

Seeing no acolytes through the trap door, Vildran heads back towards the stairs. He stops just short of going through the final door, hoping that he can avoid being an easy target this time.

◆ Stride◆ Stride

He peers through the doorway at the ongoing chaos, ready to break in with a clever spell in a moment...


Male Elf (Seer) Fighter 2 | HP 9/26 | AC 19 | F +6 R +10 W +4 | Perc +6 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: Stupefied 1

Thanking his luck that the return arrow didn't pierce his armor, San notices the foe retreat. Not intending to let the acolyte get away, San practically leaps down the stairs after him. Seeing him fleeing toward the other stairs, he looses two arrows through the room.

Stride w/difficult terrain, Strike, Strike

C Longbow(E): 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d8 + 1 ⇒ (8) + 1 = 9

C Longbow(E): 1d20 + 9 - 5 ⇒ (12) + 9 - 5 = 16
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

If he goes down in the first shot, could I try to hide? Otherwise, Skip the third action.


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

With San bounding down to finish off the remaining injured acolyte, Autumn follows Vildran partway towards the stairwell. “We just want to talk!” she calls out to the Gorumites, not wanting to escalate beyond the words with which Vanda has held them off so far. But fearing—or rather, expecting—violence nonetheless, she twists and twirls her fingers, conjuring an illusion of thick, black smoke to conceal Vanda from attack.

*Stride, **Cast Figment (create a thick smoke in Vanda’s space to give her concealment)


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

GM Screen:
1d20 + 6 ⇒ (5) + 6 = 11 1d6 + 3 ⇒ (2) + 3 = 5
1d20 ⇒ 17
1d20 + 6 - 5 ⇒ (20) + 6 - 5 = 21
1d20 ⇒ 10
-
1d20 + 6 ⇒ (12) + 6 = 18 1d4 + 3 ⇒ (3) + 3 = 6
1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 9 1d4 + 3 ⇒ (4) + 3 = 7
While most of you move north to back up Vanda, San launches himself down the stairs and sends an arrow flying into the fleeing acolyte's back. The fellow cries out in pain and falls, rolling to a stop several feet away. San presses himself against the doorframe afterward to hide. He peeks into the room that the acolyte was fleeing through and sees that its an infirmary of sorts with a narrow staircase heading down, presumably into the basement.

With the acolyte's cry turning to a gurgle, the two remaining acolytes on the stairs make up their mind. One shouts "Vanda you witch, you let them in didn't you? You betrayed us!" before trying to slash at her with a rusty shortsword. She deflects the attack, but is caught by surprise as the more lightly armored acolyte rushes her and shoulders her out of the way with a shove. She stumbles back and the second acolyte runs up the stairs to take her place and gain the cover of Autumn's smoky figment.

The pink acolyte slashes at Morga twice with his sickle, but Morga deflects both attacks with her shield and armor.

|||| INIT ||||
San (4 dmg, Rust Creep - Stage 1; -1 penalty on Athletics checks)
Vildran (wounded 1)
Morga (Rust Creep - Stage 2; -1 penalty on Athletics checks)
Vanda (5 dmg)
Autumn (1 dmg)

Green acolyte
Pink acolyte


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

In for a copper … With a quick deep breath, Autumn dashes forward to Morga’s aid, ceasing her concentration on the smoky illusion which fades into nothingness. Throwing up an arm, she unleashes a magical bolt of energy that stutters through existence towards its target. But it simply phases out to pass through the wall, never to reappear.

Phase Bolt attack & damage (P): 1d20 + 7 ⇒ (2) + 7 = 93d4 ⇒ (2, 1, 2) = 5

*Stride, **Cast Phase Bolt at Pink


Male Elf (Seer) Fighter 2 | HP 9/26 | AC 19 | F +6 R +10 W +4 | Perc +6 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: Stupefied 1

Hearing shouts and the clang of armor, San abandons his temporary hiding spot and dashes to the foot of the other stairs. Taking a quick assessment he fires an arrow at the acolyte he can see.

Stride, Stride, strike green

C Longbow(E): 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

crit deadly?: 1d10 ⇒ 1


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 | ☐drain bonded item | staff slots☐; spells 1 breathe fire ∞ignition | wands: ☐breath fire ☐grease | focus☑ | ⚕ None

Gathering up his courage (which is still damaged from being knocked out a second time), Vildran rushes into the room, stopping just past Autumn.

◆ Stride

He points his staff down onto the stairs and sends a bolt a flame at the nearest acolyte.

◆◆ Cast a spell (from staff): Ignition vs GREEN
Spell attack GREEN, fire damage: 1d20 + 7 ⇒ (15) + 7 = 222d4 ⇒ (4, 2) = 6


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

"Rrrrgh! If you like rust and ruin so much, why don't you succumb to it so we can be done with you!" Morga's patience for vicious idiots is at an all-time low. Keeping her shield up, she grabs her starknife and jabs it at a jagged chink in his rusty armor.

Starknife vs. Pink: 1d20 + 6 ⇒ (18) + 6 = 24
Piercing damage: 1d6 + 3 ⇒ (1) + 3 = 4

◆ Raise Shield, ◆ Interact, ◆ Strike


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

GM Screen:
1d20 + 10 ⇒ (5) + 10 = 15 1d12 + 3 ⇒ (10) + 3 = 13
1d20 + 5 ⇒ (5) + 5 = 10 1d12 + 3 ⇒ (4) + 3 = 7
Although Autumn's bolt goes nowhere, the same can't be said for San, who rushes out of hiding to send a brutally precise arrow into the green acolyte's back. The gorumite topples immediately, clutching for a few moments at the shaft before falling still. Up on the second floor, a bolt of fire strikes the remaining acolyte followed by a jab from a starknife that draws blood. The pink acolyte stays on his feet for only another moment as Vanda grits her teeth and rushes back on in. Her greatsword cleaves down into a shoulder and smashes pink into the ground, whereupon the acolyte remains unmoving.

Combat Over! You each gain 100 XP.
For those of you not tracking, that brings you to 1010 XP, and a level up! You can immediately apply that level up, though those of you who are prepared will need to rest to fill your new slots.

Vanda breathes hard, shaken up by the fighting more than you might expect for one with her degree of skill and experience.


Male Elf (Seer) Fighter 2 | HP 9/26 | AC 19 | F +6 R +10 W +4 | Perc +6 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: Stupefied 1

San stands at the foot of the stairs catching his breath as the last acolyte falls. Noticing Vanda's discomfort, "Everyone ok up there? Uh, Vanda? You know these weren't really your compatriots. They are whatever imposters this cult placed here..."


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

Autumn exhales a deep sigh of relief. “Thanks Vanda,” she says earnestly, “you were a great help.” The sorceress walks by and looks down the stairs, giving San an appreciative nod. “We’re fine, though Vildran looks like he’s regretting his life choices.” She gives the wizard a wink, then looks at Vanda.

“You said there were four other acolytes, right? That should be all of them. Though I suppose we should search the rest of the ground floor to make sure there aren’t any more.” She descends past San and takes some time to search the infirmary, in case there are any supplies left that might be of use.

Perception +5


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

Autumn is all business, but Morga can tell that San's intuition is correct: Vanda needs a moment and a bit of compassion. Placing her hand on Vanda's arm, she says: "Sometimes there are no options that feel good, even the right ones. Your unease proves your good heart."

Just then it hits her: she's a murderer. Every hair on her body stands on end, and a sick feeling spreads from her stomach. Her mind whirls between horror at what she's been doing and the knowledge that worse would've been done to many people if she hadn't. For several moments she is utterly disoriented. This was nothing like her training...

After what seems like an eternity, she finally latches onto the words she had just shared with Vanda. Holding onto them like grim death, she grounds herself with deep breaths as the phrases "...no options that feel good..." and "...unease proves your good heart" echo in her mind. A distant part of her brain remarks dryly: Heh. "Good heart." Whaddya know.

With a deep sigh, she claps Vanda on the shoulder (or as near to it as she can reach) and trudges downstairs to join the others.


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 | ☐drain bonded item | staff slots☐; spells 1 breathe fire ∞ignition | wands: ☐breath fire ☐grease | focus☑ | ⚕ None

Vildran looks at his staff for several moments and then sets it at his side.

Well... that could have gone worse. Yeah, okay San. How about you down there?

He asks craning his neck to peer over the railing and down the stairs to check on his kinsman.

Autumn Forfallan wrote:
“We’re fine, though Vildran looks like he’s regretting his life choices.” She gives the wizard a wink, then looks at Vanda.

Hey! I wasn't even knocked out this time. He chuckles, taking the teasing in stride.

Anyway, yeah if there are no more acolytes, then our blacksmith can freely retreat to a proper home. Now I'm curious if we can access tunnels that might lead elsewhere on the island. And, if Azomi or any cultists from Rusthenge return, they'll notice the lack of acolytes and react. I wonder how much time we have until then.

He passes by Vanda, being comforted by Morga, to join Autumn and San on the first level. He doesn't quite give it the attention Morga does, but pauses to ask

How are you taking all of this, Vanda?


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

Vanda shakes her head at the comments from Vildran and San "You're wrong. Arik was with us for years." She looks pointedly at the corpse sprawled on the stairs "His only fault was trusting Lord Ragnulf, and looking past the ill deeds done in our midst. He was a friend. And he was just like me." She closes her eyes and offers a prayer to Gorum, then turns away. Morga's words seem to not comfort her, at least not yet.

In the infirmary, Autumn finds the space modest, with two beds and a small work desk. The shelves, likely once stocked with a bounty of medical supplies, are mostly bare. The beds are stained with rust. In a drawer in the desk Autumn finds what's left - a set of expanded healer's tools, and twenty four unlabeled bottles, six of which still have liquid within them. If questioned, Vanda admits that the ones who worked in the infirmary are now dead and that she doesn't know which bottle is which, only that most were for healing minor wounds. (Crafting to ID, since these are alchemical)

A faint smell of waste and filth emanates from the stairs leading down from the infirmary.


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

“Not much of an infirmary,” Autumn comments idly as she rummages through the shelves and desk. “No wonder they had trouble treating so many people. Any idea what these are?” She hands over the half dozen nonempty vials to Vildran and San for inspection. “And here,” she adds after a long moment’s hesitation, giving the expanded healer’s toolkit to Morga, “I’ll take mine back.” The new toolkit seems much more valuable, but given how much they’ve relied on the cleric’s healing—and how much the dwarf has sometimes struggled with Autumn’s personalized kit that’s stocked with as many placebos as actual remedies—she relinquishes the newfound valuable for the greater good.

Unlike the others, she leaves Vanda alone, recognizing that the Gorumite will need some time and space to process her emotions. She doesn’t particularly like killing either, but she’s learned long ago the necessity of doing whatever it takes to survive—and perhaps even thrive. While Vanda recovers, the con artist quickly searches the armory and storage rooms on the north side of the keep, looking for anything of value.

Perception +5


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

Morga enters the infirmary at the tail end of Autumn's search. Her eyes go wide at the sight of the superior healer's toolkit, gladly relinquishing Autumn's in trade. I may be able to heal San tonight with this! She doesn't think too hard about having to ignore her own malady to do so. That's a later problem. For now, she uses her new expanded healer's kit to patch up the party.

Treat Wounds, DC 15, Morga: 1d20 + 9 ⇒ (11) + 9 = 20
Morga's HP healed: 2d8 ⇒ (7, 2) = 9 = fully healed

Treat Wounds, DC 15, San: 1d20 + 9 ⇒ (14) + 9 = 23
Morga's HP healed: 2d8 ⇒ (1, 6) = 7 = fully healed

Treat Wounds, DC 15, VAnda: 1d20 + 9 ⇒ (6) + 9 = 15
Vanda's HP healed: 2d8 ⇒ (8, 2) = 10 = fully healed

@Autumn: Do you want me to Treat Wounds on your 1 HP damage? Or save it in case you need more within less than an hour?

As Autumn meanders off, Morga follows. "We should stick together, in case Azomi shows up." She keeps her senses sharp, on the lookout for danger.

Perception +8 to search for Azomi


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 | ☐drain bonded item | staff slots☐; spells 1 breathe fire ∞ignition | wands: ☐breath fire ☐grease | focus☑ | ⚕ None

Listening to Vanda, Vildran grimaces when Vanda remarks lack of knowledge about the medicines. He accepts the handful of them from Autumn.

Maybe I can figure out what they do with brief inspection. I'm sure they're quite common, funtional mixtures...

Even his antennae lean in to inspect the contents.

ID alchemical, Crafting: 1d20 + 8 ⇒ (18) + 8 = 26

Handing out to the group depending on quantity and type, he joins Autumn in scanning rooms beyonds.

Search: Perc +4

How does one even look out for a being such as Azomi?

Vanda, what rooms would Azomi frequent here? Would there be obvious signs of how recently he was in any specific place?

Despite others considering her need for space, Vildran remains ever functional in his interactions.


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

GM Screen:
3d20 ⇒ (19, 16, 15) = 50
You take some time in the infirmary, binding wounds and identifying alchemical tinctures. After half an hour everything has been bandaged and salved to Morga's satisfaction - truly there must have been something about Autumn's kit that was defective. Vildran identifies that four of the vials are minor elixirs of life, one is a lesser antiplague, and one is a lesser eagle-eye elixir. All throughout this process, the ominous smell from the stairs descending into the basement is a continuous distraction.

To the north, Autumn finds the two small side rooms each contain a manneguin, a weapon rack and a stool. One mannequin is clad in rusty, broken scale mail. The other mannequin is clad in a breastplate that is surprisingly still usable. Autumn notices a pendant of a bull's head attached to the back of the breastplate. The weapons on the racks are all ruined - more rust than steel. The center room to the north looks to have been once a fine storeroom, but it's supplies are now meager - with tools, foodstuffs and other daily necessities in short supply.

There's no sign of Azomi in the infirmary. Vanda answers Vildran's question "That creature? We would see it anywhere and everywhere, usually from a distance. Early on especially at night. I don't think it leaves any signs of its presence. As unpleasant as it is, it is quiet and usually quite composed." The only thing Morga notices in her lookout is the sounds of something small padding about - like a cat perhaps - echoing faintly up from the basement.


Male Elf (Seer) Fighter 2 | HP 9/26 | AC 19 | F +6 R +10 W +4 | Perc +6 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: Stupefied 1

Responding to Vanda, "Oh... I had assumed these were all interlopers. I didn't think the old guard would be that fervent. You showed hesitation after all. I'm sorry you've been put in such a tough situation." San tries to be as sympathetic as he can despite the fact that the person Vanda is mourning was just trying to kill them.

Not having much else to do while not being worked on, San accompanies Autumn as she investigates to at least be a bodyguard. He keeps a wary eye on the steps to the basement whenever he is in the infirmary though. Something doesn't sit right with him besides the stench.


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 | ☐drain bonded item | staff slots☐; spells 1 breathe fire ∞ignition | wands: ☐breath fire ☐grease | focus☑ | ⚕ None

Probably finding nothing, but as Vildran joins Autumn to scan the storerooms, he will Detect Magic throughout just to be sure.


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

When Autumn remarks on the bull pendant attached to the back of the non-rusted breastplate, Morga takes a closer look.

Religion to Recall knowledge +8


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

After everyone has been healed, and finding nothing of use—at least to herself, though she shows the bull’s head pendant to the others—in the storerooms and armory, Autumn releases a reluctant sigh. “I suppose it’s time to search the basement for this Izomi? Give me a couple minutes to get ready.” Remembering how dangerous the fungus-wolf was, and knowing next to nothing about Izomi, the sorceress tries to find usable leather armor on one of the dead acolytes. The breastplate in the armory would have been nice, but it’s far too heavy and bulky for someone like her.

Should she find suitable armor, she would unashamedly strip it from the still warm corpse and don it in preparation for whatever awaits below. “Morga, you have the best eyes—you should drink that eagle-eye elixir, in case there really is a secret passage down there to Rusthenge.”

If she can find usable leather armor, she’ll take and wear it.


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

GM Screen:
2d20 ⇒ (2, 11) = 13
Vildran's detect magic pings as he enters one of the storerooms and after some experimentation you realize the aura is emitting from the bull pendant. Morga doesn't recognize the bull design as related to any religion, though it is finely forged bronze and likely at least somewhat valuable.

Autumn does a search of the acolytes for armor that fits well enough. It's not too difficult a task, as many of the acolytes seem to have discarded their mail when it rusted too badly and swapped to simpler leather and hide armors. (Yep, there are four ordinary leather armors here on the acolytes)


Male Elf (Seer) Fighter 2 | HP 9/26 | AC 19 | F +6 R +10 W +4 | Perc +6 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: Stupefied 1

While Autumn is putting on new armor, About time she gets some protection... San takes a look at the bull pendant. It only takes a min to ID things now. +6 arcana or occultism

"Agreed on how to split the potions. Take it away Morga, we'll trust your keen senses." As odd as it seems for an elf to talk about a dwarf's senses, he is completely sincere of his trust in her. Drawing an arrow, he nods his readiness.


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

The leather armor doesn’t fit perfectly, and it’s definitely heavier than she’s used to, but it doesn’t seem to restrict her movements, and, most importantly, she feels just a smidge more confident that she won’t be stabbed to death on this fool adventure that she’s somehow been entangled in. “Is it true that some people actually sleep in this stuff?” Autumn asks San and Morga in disbelief.

She wrinkles her nose at the smell coming from the stairs, clearly not looking forward to venturing down there, but steeling herself for this necessity anyway. “The rest of us will need light,” she reminds Vildran, then turns to Vanda. In a light, gentle voice she asks “Ready to explore the basement?”

Since I think Morga will be searching with the eagle-eye elixir, Autumn will Avoid Notice (Stealth +7) for her activity. Ready to go downstairs


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

With everyone ready, Morga chugs the eagle eye elixir and stalks quietly down the basement stairs. Every sense is heightened, though she wishes her sense of smell was not. Great-aunt Hilga... She can't finish the thought, unsure of which would be worse: finding her alive and suffering after all this time, or finding her corpse.

Exploration Activity: Scout, Perception +9 with the elixir & +10 for secret traps and doors.


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

Happy new year all!

GM Screen:
2d20 ⇒ (2, 15) = 17
San isn't sure what magical properties the bull pendant might have, so you stow it for now for later study. Morga leads the way down the stairs, probing the shadows for any kind of unpleasant surprise.

The dark, curving stairwell leads into a stony basement, which proves to be lit only by whatever you brought along. Columns throughout the room support the keep’s structure overhead. Casks and wooden crates line the north and south walls, and a single iron door exits to the east. A large hole has been recently broken in the western wall, leading to a naturally occurring cave. Piles of stray matted with blood lie along the edges of the room, and dark stains of some rotting matter - animal rather than plant - are smeared near the eastern door. Smears of rust and blood trace a path east to west across the room and continue on into the western tunnel.

Morga immediately notices you're not alone in this space. To the north and south end of the room, two calico cats hide behind ruined barrels. And to the west in the shadows of the tunnel stands a hunched, hooded figure. The individual timorously calls out "W-Who's there?"

Map Updated


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 | ☐drain bonded item | staff slots☐; spells 1 breathe fire ∞ignition | wands: ☐breath fire ☐grease | focus☑ | ⚕ None

Happy New Year!

Just in case Vildran could identify the bull pendant: Arcana +8, Occultism +8

Vildran shudders. Yeah, but who else sweated in that leather armor before you got it? That would be, how would she say? "Not fetch."

He then gets embarrassed at the thought and gets in line behind Morga to quickly move on.

--------------------

When they reach the bottom of the stairs, Vildran incants Light and hands one out to everyone he can make up to four.

Using it he steps forward and uses his light to reveal the source of the voice.

Well, for starters we are not acolytes of Stonehome. In fact, we are... visitors of a sort. I'm Vildran. We seek answers.

Since the voice seems timid, his intuition tells him it's likely harmless to give his name.

Make an impression (Diplomacy): 1d20 + 7 ⇒ (10) + 7 = 17


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

Autumn declines the wizard’s light spell, preferring to stay hidden in the shadows—it’s enough that the others have light by which she can see. She peeks around Vanda, searching for the voice at the dark edge of Vildran’s light. In a hushed whisper, she asks Vanda through her magical messaging spell “Was that tunnel there before? And is that Izomi?”

More interested in getting her bearings, she’s content to let the mage do the talking for now. Gesturing at the iron door to their right, she whipsers “Does that lead to the storage room? And … you have cats?” She certainly didn’t expect the Gorumites to keep such pets.

Happy New Year! Perception +5 to notice anything unusual about the cats.


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

Morga, too, politely declines Vildran's light, as she fears it would make her a brightly lit target for whatever is lying in wait.

At the sound of the voice, her eyes whip to its source. It can't by Great-aunt Hilga, can it? Her hand suddenly slick with sweat on her shield's grip, she asks: "Can you remove your hood? Show us who you are?" She holds the charcoal drawing of her great-aunt that was on the wall of her home in her mind's eye, telling herself that she shouldn't get her hopes up. She strides forward so that Vildran isn't undefended in case of a trap. Her shield is not raised, though she's ready to do so at a moment's notice.


Male Elf (Seer) Fighter 2 | HP 9/26 | AC 19 | F +6 R +10 W +4 | Perc +6 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: Stupefied 1

San is immediately suspicious, both of the stranger and the cats. They didn't expect to see anyone else here besides foes so that's probably what they are. Despite this, he racks his brain to try to remember anything about acting strange they encounter.

Assume San's trying to recall knowledge about anything not obvious. Like if the cats transform into something. +6 arcana Occultism or society. +4 nature or religion


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

Vildran would have identified the bull pendant as a bronze bull pendant talisman.

GM Screen:
3d20 ⇒ (15, 8, 7) = 30
Vanda grips her greatsword tighter and murmurs "Azomi..." She's too distracted by her own loathing for the robed figure to notice Autumn's other questions. Autumn and San look at the cats, but other than their unlikely location they seem ordinary. Though San is suspicious, he can't recall a specific example of a dangerous creature that might appear to be a cat at fight glance.

The figure at the western end of the room shies back from the light. Its voice turns coy "Visitors, of a sort? Visitors drenched in blood, bearing weapons. But you missed out on most of it." The figure sighs "Missed the slaughter, such a shame." Vanda hisses.


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 | ☐drain bonded item | staff slots☐; spells 1 breathe fire ∞ignition | wands: ☐breath fire ☐grease | focus☑ | ⚕ None

Vildran's expression turns grim. His body turns rigid as he's now fully on-edge.

What slaughter are you referring to? In the pit of his stomach he fears they're about to hear familiar names.


Male Elf (Seer) Fighter 2 | HP 9/26 | AC 19 | F +6 R +10 W +4 | Perc +6 | Stealth +4 | speed 30 | Hero 1/3 | Active Conditions: Stupefied 1

San holds his tongue at the figure's comments. Instead he tries to calm the rising nausea at the remains to look for signs of Ordwi or Lord Ragnulf in whatever light Vildran's spell provides. Much like Vildran, he readies himself for whatever unsavory answer the presumed Azomi provides.

Perception I guess? +6 otherwise stand ready to shoot whatever threat appears. Took a step into the room to give Autumn space to move around if needed.

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