DM Doctor Evil Rise of the Runelords AP

Game Master DM DoctorEvil

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The Seven's Sawmill


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Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Perhaps we can explore that blank space across the courtyard first? That should be most of the first floor done.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

I am thinking that we finish this floor only, scout the outside edge of the complex and remove any means of leaving the island. Once that is done we cross back over to the bridge and cut the bridge down. Hopefully thatis enough of a delay for them to keep them isolated that we can get Thorn raised and be back before anything else happens. That sound good to everyone?


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Seldon frowns, staying silent for some time.

"Very well. That should be sufficient. With the Goblins vanquished the immediate threat to the town is gone, but we run the risk of the heretics escaping, or Nualia summoning this Malfeshnekor..."

Perception for the rest of the floor: 1d20 + 5 ⇒ (16) + 5 = 21

Just playing devil's advocate here, I'm ready to clear this floor and split. If only to see if the place is inhabited with lesser animate dead fueled zombie goblins when we return. We'd get XP for killing them a second time, right? :P


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Selena stops moving forward as Seldon talks. I am sorry, what did you just say? I thought we were here to stop the goblin in ask you talked about. Who is this Nualia and Malfeshnekor and what do they have to do with all of this?


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Seldon reaches into the folds of his cloak, conjuring three torn journal pages (in the campaign description tab) and handing them to Selena. "From what we can surmise, Nualia is behind the goblin raids. We recovered this from one of her henchmen. She means to burn the remains of one of my fellow pilgrims and transform herself into a fiendish servant of the Demon Mother, and to unleash this Malfeshnekor into the world. I have heard of such rituals before... but ai eleana, I had never thought anybody would be mad enough to follow through with them..."

He pauses for a moment, letting the gravity of the situation sink in.

"If we press deeper into the complex and find an altar, I can perhaps sever its connection with her patron and buy us some time..." he turns to the others. "What do you think about this, mellonaemin?"


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Selena takes the 3 pages andflips through them quickly to see what they have to say. She even goes so far as to do a quick magic detection on them should it reveal anything unusual. On this first page it mentions a name I am assuming. Who is this Bruthazmus? He is mentioned in the second letter as well. Have you dealt with this bugbear already?

And this third note makes it seem as if the ritual has already taken place since it talks about a transformation already of this woman. Well this is definitely more involved than I first suggested. I definitely think we need to isolate this island and get Thorn restored as we are going to need all the help we can get.

Any knowledge checks that need to be done?:

Knowledge (arcana) 1d20 + 10 ⇒ (19) + 10 = 29,
Knowledge (dungeoneering) 1d20 + 9 ⇒ (16) + 9 = 25,
Knowledge (engineering) 1d20 + 9 ⇒ (14) + 9 = 23,
Knowledge (geography) 1d20 + 8 ⇒ (2) + 8 = 10,
Knowledge (history) 1d20 + 8 ⇒ (20) + 8 = 28,
Knowledge (local) 1d20 + 8 ⇒ (19) + 8 = 27,
Knowledge (nature) 1d20 + 8 ⇒ (9) + 8 = 17,
Knowledge (nobility) 1d20 + 8 ⇒ (7) + 8 = 15,
Knowledge (planes) 1d20 + 10 ⇒ (14) + 10 = 24,
Knowledge (religion) 1d20 + 10 ⇒ (9) + 10 = 19


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

"Let's clear the last of the areas quickly and then we'll depart. I'm eager to get Thorn restored and we still don't know how we want to do that." Barek leads the group into the courtyard where they shot the Goblins dogs.


This large courtyard is open to the sky. Tenacious clumbs of partialy trampled grass grow fitfully here and there in the hard-packed earth. In places stained with blood or scratched with furrows. To the north, what appear to be two dead goblins lie slumped at the entrance to an outbuilding.

The goblin dogs that were once here, have started picking on the corpses until you ended their existence. There are a few other doors to chose from here, including one on the north, one on the west, and a two on the south walls of the courtyard.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Selena is careful to avoid stepping on any of the goblin dogs or the goblin corpses as she gets closer. The fact that 2 dead goblins are here by the door bother her. Miri, any chance this is trapped and that is why the goblins are dead. It would seem strange that the other goblins would just leave them here. Perhaps they died by fire and the others were scared that they would die as well?

If Miri checks the door for traps and gives the all clear Selena will try to open it from a distance with open/close.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

"Be ready." Barek stands at the opening after Miri checks the door and prepares himself for Selena to open it.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Heal: 1d20 + 7 ⇒ (8) + 7 = 15
Perception: 1d20 + 5 ⇒ (18) + 5 = 23

"Fire? No. These goblins were trampled." the elf says, investigating the bodies. "... and did anybody hear a whinny? Open it."

A liiiiittle cheeky bit of conjecture on my part for the sake of speed, just extrapolating from my rolls above. Sorry if I'm crossing any lines.


Looking at the door near where the goblins lay (the one on the west wall), the heroes find the door is not just nailed shut, but is boarded over and nailed shut again. The door appears to be cracked and splintered in places as if something forceful pounded against it from inside.

Indeed the two dead goblin's over-sized heads are stove in as if crushed by something heavy.

Opening the door requires a DC 25 Strength check or a DC 15 Disable Device and 2d4 minutes of work to pull nails. The Heal check to determine cause of death of the goblins is actually DC 20. Please see my note in Discussion.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Strength Check (aid another): 1d20 + 2 ⇒ (15) + 2 = 17


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Strength Check: 1d20 + 4 ⇒ (18) + 4 = 22 Oh, wow, that actually came close

Barek grabs one of the board and tries to wrench it off the door. He strains and the board begins to crack, especially with Seldon's unexpected help. "Come on, someone grab hold and help! It's moving!"


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Aid Another (Str Check) 1d20 + 3 ⇒ (13) + 3 = 16


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Selena finds that her cantrip is not powerful enough to open the door. Wondering what is on the other side of the door, Selena prepares for the worst. Be careful guys. Maybe we should leave it closed for now.[b/]

As soon Asa she speak the combined efforts of the three men pop the door free. [b]Well, never mind then. Hopefully it isn't too nasty and we can handle it without too much difficulty. We don't need another throne room debacle.


The boys manhandle (dwarf-handle?) the door ripping the nails out with a hair-raising screech. The cracked door opens and a savage snort rumbles out of the darkness. Looking inside, you see the largest horse any of you have ever seen, it's eyes rolling around wildy. It hesitates for a moment before charging...

Perception DC 15:
You see the beast is woefully malnourished. It's gums bleed and the ribs protrude grotesquely from under it's shrunken torso. The poor beast looks nearly starved to death, and scared out of its mind.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Perception 1d20 + 1 ⇒ (12) + 1 = 13

Selena jumps back as the horse bolts out of the locked up pen. Not wanting to hurt a creature that was more than likely tortured by the goblins she waits to see what the others do. Se keeps her hands up in front of her though as if to ward the animal away from her. As she waits she gets to thinking How did the horse get to be on this island? There is no way it crossed the bridge with it rigged to fall nor did it climb up the sides of the cliff to get to the top.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Perception 1d20 + 9 ⇒ (10) + 9 = 19
"Back up slowly. Don't make any sudden moves." Tunder begins to make soothing sounds toward the horse. "Anybody got something to feed him." He holds one hand out behind him while making a calming motion toward the horse with the other.

Handle Animal 1d20 + 3 + 4 ⇒ (18) + 3 + 4 = 25 Animal Empathy


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Selena speaks softly as to not disturb the horse any further. I don't have anything but my waterskin. You can have that if you want. Perhaps the mule has some feed stowed on it.

Selena then proceeds to search through the mule packs looking for anything that the horse could eat. If I can't find anything what then? Should I go back outside the gate and start gathering as much grass as I can?


The horse responds well to Tunder's soft voice and calming sounds. Instead of actively aggressive, it sniffs and turns it's head to get a good look at you. Convinced you aren't goblins, it steps forward and eventually pushes his muzzle into Tunder's hand.

Selena finds a bag of feed on the mule, enough for a day's rations for a pack animal. The horse rushes to eat, apparently not having seen food for some time. There is some scrubby grass in the exercise yard, if the steed needs more forage.

You can see poorly healed wounds in it's might flank and belly. It also appears to have an infected wound on it's foreleg. The back hooves are matted with blood but no wound is obvious, the blood likely from goblins rather than the horse.

The horse finishes the pile of feed in record time, and starts nosing around looking for more.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Barek is shocked as the horse comes out of the room. "It was a horse?" he looks around at the yard and the crushed goblins. He watches Tunder feed the animal and seem to gain a measure of trust from it.

"Well, that's not what I expected to be coming away with from here. Do you think it will be ok if we continue to search?" He points to the other door to the north.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

"No. We have taken enough time and it will not be easy to coax this one," indicating the horse, "over that bridge - we'll need something to cover his (?) eyes with. More feed would probably do." Tunder pets the horse affectionately. "I will call you Stomper."


F Human Rogue (Acrobat) 6 | AC 17 T 14 FF 13 | HP 44/44 | F +4, R +9, W +5 | Init +5 | Perc. +9

Saddened by the sight of the horse, Mirela sighs audibly as it finds its way to the feed. Glancing over at Tunder and crossing her arms, Mirela grins and gently teases "Tunder, you old softy. You're crusty as hell around people, but a wounded animal brings out an entirely different dwarf." With a quick nod towards Stomper, Mirela adds "Let me know if I can help Tunder."


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

"I am not soft. I wouldn't even leave an elf to the depredations of a goblin. Besides horses are steadfast and loyal."


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Seldon, staring fixedly at the northern doorway, can't help but chuckle. "Yes, the compassion of the dwarves is legendary." he says, with a warm smile that does not stay for long upon his face. "Hold here and tend to it if you will. I will sweep these last few rooms."

Perception (Take 20) + 5 ⇒ (20) + 5 = 25
Seldon will withdraw into the courtyard at the first sign of trouble unless he's surprised.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Barek joins Seldon as he opens the other room to the north.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Selena looks on at the men disputing the finer aspects of 'being soft'. There are many good qualities that a softer nature requires. Romance, compassion, and forgiveness all require one to put aside the harshness of the exterior and let the inner peace and softness come forth. Where would this world be without the softer sentiments. Would we be like the goblins here and be depraved vermin that prey upon the weak defenseless?

Selena approaches Tunder and places a hand gently on his bearded cheek. The mighteous warrior even needs a soft side or else he will become a monster. Do not let these Seldon mock you for he is probably the softest man here with his elven ways and his penchant for having a healers touch.

Selena withdraws her hand then as she looks around at the fort. If only we had the luxury of being soft more often. Unfortunately we still have our mission and can not enjoy the softer times as long as we would like to.


While Tunder gets to know "Stomper", the rest of the group explores the area north of the courtyard. The immediate door opens into a passageway that end in a door.

Opening that door, the group finds a 10' hallway with a door on both the north and south walls. The south door opens into a goblin meeting room of some kind with a round table and a few low chairs present. The room is empty of enemies or items of interest (unless you're a goblin carpenter).

Continuing through the north door, the group is assaulted by a nauseatingly foul smell. There are two doors on the west wall of this passage, the first is obviously the latrine for the Thistletop tribe. It is little more than a reeking hole in the ground, the rim stained with refuse and waste.

The second door opens onto another staircase leading downwards. Unlike the other stairs, there is no lantern illuminating these stairs.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Perception: 1d20 + 5 ⇒ (19) + 5 = 24

Seldon peers into the gloom of the stairwell, and with no small degree of hesitation, into the latrine, to search for any surviving goblins. If he finds nothing he returns to the courtyard.

"We've uncovered an unlit entrance deeper into the complex. We may be able to sneak in undetected and get the drop on whatever lies below."


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

I take offense to the quotes around Stomper.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

"I think we need to leave it for later. Let's close the door and try to block it. Nualia is somewhere down there, and having Thorn back will make all the difference if she's waiting for us."

Barek begins to lead the group to the last sets of doors to the south of the courtyard.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Going off the comments in the ooc thread about finishing the dungeon crawl...

Selena pokes her head in briefly in each room to do the usual cursory detect magic for anything of note before hurriedly withdrawing from the stench. What would my father think if up he knew I was poking my head in a goblin latrine. He would probably keep over from a heart attack. Then again he is so stubborn that he would get back up and order the help to lock me in my room till I learned some common sense and I quit wasting his investment in me. It's better off he doesn't know any of this.

She hears Barek discussing what to do from here brings Selena out of her reverie and Selena pipes up with a thought that has worried her since reading the journal notes that were handed to her earlier.It seems that we are doing well taking out the goblin leadership, yet if this Nualia is in charge of the goblin then we may not have the luxury of bringing Thorn back right now. If we leave she may escape the island and gather other goblins tribes to assault Sandpoint while we are gone. As much as I would love to have Thorn with us we might be forced to clear this entire place until we defeat Nualia. If we can find a choke point that guarantees her isolation then some of us could leave to raise Thorn while the others hold the area off. I doubt that would be the case though if she is as formidable and crafty as she sounds.

I want to get Thorn raised as much as you do but I think we are stuck into finishing this one way or another.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

"I fear I am inclined to agree. Thorn was my brother in arms for many years, his loss pains me more than most." Seldon says, voice wavering. "But he has walked this land for summers beyond counting. The gods will preserve him for another day."

I thought we'd agreed to press on in the discussion as well. Should we vote on it?


Tunder Stonepeak wrote:
I take offense to the quotes around Stomper.

No offense intended. It's a fine name for such a noble steed.


Ducking into the goblin latrine, Seldon notices something odd. The backwall has some sort of unspeakable stains that don't quite match up wit the ones on the corner wall. Holding his breath and looking closer, he notices that the back wall is actually false, and he can slide it up with a push in the right place.

Looking inside the secret compartment, the elf cleric sees a single, extra large sea-chest with a heavy iron padlock.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Selena aes a peek at the chest with detect magic before she lets Miri take a look at for traps.


Nothing about or inside the sea-chest detects as magical as far as Selena can tell.

Mirela moves forward to check the chest for traps. After her review, she proclaims the chest clean of traps.

"Do we have the key for this thing, or do I need to try to open the lock on it? It's goblin work, so it can;t be that tough."

Trapfinding: 1d20 + 7 ⇒ (11) + 7 = 18


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

I think we picked up a key ring off of the goblin chief in the other room. Perhaps one of them will work. Tunder, you have the keys or was it you Seldon that picked up the items from that room?


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Tunder is still back making sure that Stomper is as well off as we can make him before continuing on.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

I think Seldon has it.

Barek tries to cover his nose and mouth. "Pfah! Who but a goblin would hide things in here?! Open it quickly. I can't stand this stench."


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Perhaps it would be better to just bring the chest out here in the open where the air is fresher. We don't know what is inside or how long it would take to open even if we do have a key. It could be rusted shut and still need to be pried open.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

"Agreed. By the Dreamer, what do they EAT?" Seldon will attempt to move the chest with the help of the others, and then try the keyring.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Selena covers up her nose as the men drag the chest out. Ughhh, why do I not take prestidigitation always. That should be the first I memorize every morning and will from now on. Even a little bit of a casting would help to get the stench of this place out of my nose.

She takes a look up at the sky trying to judge what time of day it is and how long until she can prepare the cantrip in the morning. Prt of her wants the day to be almost over to get the spell tht much quicker while the other half wants enough daylight to finish clearing this place out before the night creatures gain advantage.


Stomper eats enough for a horse and nuzzles against Tunder feeling an immediate attachment to the dwarf.

The treasure box is heavy but not impossible to move. The key from Ripnugget's room actually does fit this old sea chest. But as you turn the lock...

Selena, it is likely late afternoon. The group left Sandpoint in the morning, stumbled upon you, then began this business.

Tell me which way do you turn it? Left or Right?


1 is left, 2 is right: 1d2 ⇒ 2

With the iron key in the lock, the catch snaps open without incident. Inside is all the accumulated wealth of the Thistletop goblins. Laying scatterd about the bottom fo the chest is 7432 cp, 2490 sp, 89 gp, 3 pp, and 34 badly flawed malachites, a medium chain shirt, a medium masterwork scimitar, a pair of MW manacles, a gold holy symbol of Sarenrae, jade necklace, and a fine blue silk gown with silver trim. None of the gear detects as magical.

Avoiding the trap is worth 200xp per person. That gives you 6329/10000 or about 8% to next level. Will add all this stuff to your loot tracker. Anyone want to claim anything? Where to next?


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Barek reaches into the chest and fingers a few of the coins before lifting up the holy symbol. "Quite the treasure trove for a pack of goblins. I wonder where they got this Sarenrae symbol." He drops it back in the chest.

"We can figure out what to do with it when we get back to Sandpoint. Right now let's clear out the rest of the rooms here before we decide where to go next."


Securing the chest on the broad back of old Bessie the Mule, the party continues their exploration of the ground floor. The group explores the one remaining door off the courtyard. (Area C17)

Shelves lined with crude tools, nets, and tack for goblin dogs line the walls here. To the northeast stands a large L-shaped wooden cage that contains dozens of rabbits.

Besides the cute and fluffy bunnies nothing of use by humans exists here.

The remaining room on this floor has the doors nailed shut. If you really want in there, it is DC 24 Strength check or DC 10 Disable Device plus 10-15 minutes of work to remove the nails.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

That is a good idea Barek although tht dress and necklace look like they could be some nice additions to a wardrobe. That is unless Miri prefers them herself. The rest of the items I have no interest in other than ssibilities selling to get Thorn back to us.

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

When she sees the bunnies Selena can't help but feel the need to release them. If no one minds I am going to set them free. It is better than seeing them locked up. Perhaps they will survive on the island without the goblins or their dogs. Either that or they might make it over the bridge and onto the mainland.

Spend the 10 minutes to open up the last room. Might as well make a thorough sweep of it.


Working slowly and carefully, Mirela begins to pull nails from teh doorjamb, unbending them carefully. The length of time is quite excruciating, but eventually the door is freed up enough to open.

The room appears to be a storeroom half-filled with crates, barrels, and large sacks of grain. A small hole has been chopped into the lower side of one of the barrels, allowing pickles and brine to drain out and giving the room a singular stink of vinegar.

Foodstuffs and mundane items are all that is found here.

Mirela DD: 1d20 + 8 ⇒ (7) + 8 = 15

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