Kargstaad

New England Frost Giant's page

677 posts (1,678 including aliases). No reviews. 1 list. No wishlists. 10 aliases.


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Due to family time and work schedule I need to drop some of my hobby time, which includes this campaign. If things change I will reconnect with the current group before searching for replacements. I do apologize for crushing anyone's hopes of completing this campaign or at a min the first module.


Thanks Kilain. Got it fixed, map however needs to be redone. Was lost when I dumped my laptop. Need a couple days then we can sort out the cluster I made of the lodge! :(


I also screwed up on the room you recently opened. It wasn't the room I thought it was. I guess using my phone is not as practical as I thought.


Thx all. Just to let everyone know. Maptools is not working for me. I tried downloading it again but still doesn't work.


My apologies for the lengthy silence. My dad passed away and things as you know stop for family. Also sorry for the lack of warning.


You open the door and find that its full of torn rags, a bucket of water, spare blankets, and a few other items. An open door to the left shows occupants in beds sleeping. They look near death as a horrible odor flows out to the main lodge area.


It makes one feel incredibly tired and it's hard to keep food and liquids down.

Treat as fatigued and sickened.


They have contracted what is called the chillbane shakes.

Kjell 1d20 ⇒ 20 knowledge local
Hedrick 1d20 + 2 ⇒ (19) + 2 = 21 knowledge local

You both heard of this illness, being from Irrisen.


Ten-Penny thinks about what the little halfling said and yells out, Stop! Don't open that door. That's where the bedridden guards are. You risk being afflicted with their illness if you go near them!


I guess that was a que for me! Ten-Penny speaks I didn't want to leave while the Winter creatures still lurk in the woods.


I'm waiting on you guys' Lead. The game stops when you don't take actions. Hedrick and Kjell are looking at the door, while the others are in the kitchen with Liza, someone's in the kitchen I knooow! Nm. You see where I'm going with this?


Nope, that was well said Grey


Hedrick: Door is unlocked.


I am only half orc and was raised around mostly humans. So, it's only natural that I developed good speach.

Hedrick: As you open the door you see a few shovels, axes and hammers as well as coiled rope hanging on the wall. This is nothing more than a tool shed that holds outdoor work supplies.


He was on the outskirts of the Border Wood with a small gang of his men. I was traveling along and they stopped me. He offered me a job with his group instead of killing me. I Guess he took note of my attire and decided I was more useful alive. My only job here is to cook and care for the sick, at least for now. she looks again at Grey, I have not proven myself to Rokhar yet! This is my only duty here at this time, so I don't know where she is. She pauses a minute, then here eyes light up. Wait a minute there is one door in this lodge I dont have access to. Im not sure what beyond, but it has to be where she is! As far a more women than her I'm not sure, but I don't think so. I only saw her once.

Kilain: she is telling the truth.
Grey: there is a pot of stew in the fireplace.
Rickard: this is a kitchen and you find nothing other than food stuff and cooking utensils.
Hedrick: the door is unlocked. Do you open it?


You may attempt a sense motive check one time per pc per encounter. Not twice for the same thing.


Ten-Penny points her finger at Grey, Look small one! The only reason I'm here is because I needed a place to stay and Rohkar gave me one! I was planning on getting outta here as soon as I was able! She then points at Rickard, As for you HUMAN! Violent acts are a part of every race! It wasn't me who kicked down the door and probably killed the guards on your way to it! By the looks of YOU, you practice the same art of fighting as I. Ten-Penny crosses her arms and takes a deep breath, then continues to answer questions. I have no reason to lie about anything! I am a free being just like all of you. If being truthful gets me outta here then why not tell the truth. Rohkar is the leader of this bandit group, or at least he was till the cold appeared. Lately I've seen strange looking creatures lurking about. In fact I believe Rohkar himself is uneasy about it.

Grey, you've never heard of either of them.


Rokhar gave me a place to stay, seeing that I'm not from around here. I sort of stumbled into presence.


Grey: The auras are indeed coming from the what looks to be a female orc.

Room description: A large fireplace takes up most of the north wall of this room, its radiant heat providing palpable relief from the cold weather outside. Cabinets and shelves line the remaining wall space, and four windows look out on the wintry landscape surrounding the lodge.

The orc speaks, My name is Ten-Penny Tacey


Bashing in the door: A large fireplace takes up most of the north wall of this room, its radiant heat providing palpable relief from the cold weather outside. Cabinets and shelves line the remaining wall space, and four windows look out on the wintry landscape surrounding the lodge.

The large rabid looking rat puts its nose down and begins sniffing the wooden floor. Scent: 1d20 + 1 ⇒ (8) + 1 = 9 The large rabid looking rat puts its nose down and begins sniffing the wooden floor. Scent: 1d20 + 1 ⇒ (6) + 1 = 7 it looks up and skitters to the left and near two wooden barrels. You hear a high rough sounding scream! Aaaaaahhh! Keep away from me you foul beast! The person then become visible and says, I yield! Just keep the rat away from me!


The door was locked, but also bolted.


The door can be opened with a good shoulder slam. DC14


New England Frost Giant wrote:
bolted door

Its gotta work eventually


bolted door


The door is bolted on the inside.


Anything?


Locked Door


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Will be up in the morning. Just got our Internet hooked up.


Grey, the Lady's dog wrote:

** spoiler omitted **

"There is something magical beyond the door. It has a dweomer of Illusion about it, so we should be on our guard for deception & misdirection." Grey whispers as Rickard finishes unlocking the door.

Huh, what do you know? It may well have been helpful to have checked for magic so soon after all...

The auras seem to be coming from the same area


Rickard Zain wrote:

Rickard will move over to the door, grab his tools, and proceed to open the door (assuming it is actually locked).

[dice=Perception for traps]d20+3
[dice=Disable Device for lock]d20+8

You find no traps on the door and easily disable the lock.


Grey, the Lady's dog wrote:

As Hedrick & Rickard cautiously examine what can be seen of the interior, Grey quietly murmurs the words of magic to perceive dweomers.

Cast Detect Magic, looking at the bodies & about the room. Once he has determined if any of the bodies have a magic aura, he will look deeper into the building, he won't be moving deeper, just looking. Since the spell has a 60' cone, he might be able to at least tell if there are any magical items or spell effects deeper within the building.

You sense faint auras of illusion and transmutation toward the opposite end of the building from which you entered.


Hedrick hears the sound of a door being locked at the other end of the large room. All the bandits are beyond your help.


Kjell finishes the remaining bandit, as it didn't look like he wanted to be interrogated by the group.


The last raider swings his sword at the eagle trying to get some payback, 1d20 + 1 ⇒ (10) + 1 = 11 but misses the agile bird.


The last raider swings his sword at the eagle trying to get some payback. [/dice]1d20+1[/dice]


Stepping into the fray Kjell powerful swordplay downs next guard. The last guard standing is in (G20) with the eagle in (G21)


The eagle tears at the bandit's face with one if its talons, leaving a large gash.


Rickard Zain wrote:
I believe I'm at -4 HP if I followed everything correctly.

Your correct. I was trying to get my hit point counter updated. Forgot the outside trap you found. :)


Kilain Gravendak wrote:

Kilain comes out of the the foliage with his crossbow in hand and slowly moves to the middle of the roadway, looking at where the trail bends around the front and the outhouse.

Move action- move to H26. readies an action to fire crossbow if he see's something at the outhouse or coming around the corner

A foul stench lingers around the outhouse and the door seams frozen shut. The lodge extends south blocking any view beyond, except for the roof of another building.


Just ain't his day!


The remaining two guards rush up one on Hedrick (I21) the other on Rickard (G20). The first one brings his shortsword across Hedrick's chest, 1d20 + 3 ⇒ (3) + 3 = 6 but is easily avoided. The second one attempts a thrust attack, aiming for Rickard's heart. 1d20 + 3 ⇒ (19) + 3 = 22 The blade enters Rickard's chest 1d6 + 1 + 1d6 + 1 ⇒ (4) + 1 + (4) + 1 = 10 and he slowly drops to the floor gasping for air.

Confirm critical 1d20 + 3 ⇒ (16) + 3 = 19


Raiders are up then Kilain will move out of hiding.


Ok. Sorry I didn't pay much attention to its attacks


Rickard moves inside the building, facing one of the guards. His rapier misses its mark, but with a quick spin to the left he buries his dagger in his neck.


Osric makes it to the top of the large hill will little effort. The rest of you get a +2 to your roll due to the addition of the rope.


Hedrick moves into the large front room and cuts the guard that was attacked by the eagle. (I22)


That puts the eagle in (H22)


High Sentinel Lodge rd1


Rickard Zain wrote:

What the... awww, man! Rickard exclaims as the trap goes off. I never seen anything like this out in the open before!

To be honest, I thought I we had already made it to the house and I was climbing to the roof. I thought the original perception check for when we found the house was enough. Ooops.

Rickard will ready his weapons after triggering whatever trap it was he triggered.

You made a stealth check.


As the door opens, Hedrick cuts down the first guard who rushes out the door (aoe).

Initiatives

Kjell 1d20 + 2 ⇒ (7) + 2 = 9
Kilain 1d20 + 1 ⇒ (2) + 1 = 3
Grey 1d20 + 1 ⇒ (20) + 1 = 21
Hedrick 1d20 + 5 ⇒ (9) + 5 = 14
Rickard 1d20 + 4 ⇒ (5) + 4 = 9

Rohkars Raiders 1d20 + 1 ⇒ (4) + 1 = 5

Initiative order

Grey
Hedrick
Rickard
Kjell
Raiders
Kilain

Will get the map up in the morning while my challenger gets dragon decals put on the doors. Everyone post your actions and coordinates where you are please. There are 4 enemies left.

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