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<blockquote data-quote="KahlessNestor" data-source="post: 8385470" data-attributes="member: 6801311"><p>Etran’s Folly (Plaguestone)/Hallod’s home</p><p>Summer/Day 3/1045</p><p>Weather: Normal for the season (hot), light wind, heavy rain</p><p>Round 1</p><p></p><p>The party continues along the tunnel after Hallod. It twists and turns, and about ten minutes farther along the air becomes notably cleaner, with a faint scent of grass, and they can see faint natural light ahead. After about another five minutes, the tunnel they have been traversing opens into a cave, and they can see a forest beyond the cave’s mouth. The roots of a large tree block the middle of this entrance, as if the tree had grown into a hillside that has since eroded away. Beyond the tree is a large pond; a path around the water begins to one side beneath a curtain of moss hanging from the tree. The cave itself is piled high with two rows of neatly stacked crates and boxes.</p><p></p><p>A large, rough looking bald man with a nasty looking scar across his face hopped up onto a berm of earth created by the tree roots. He wore filthy leather armor and played expertly with a nasty kukri in one hand. He aimed a crossbow at the caravan party.</p><p></p><p><strong>“I wondered when Bort’s lackey’s would arrive. Let’s do this!”</strong></p><p></p><p>The big man pulled a small vial from his armor and tossed back the contents. His body seemed to grow thicker and sturdier.</p><p></p><p>Then he fired the crossbow at Pakuten, but the bolt skimmed off the kenku’s shoulder armor.</p><p></p><p><strong>PLAYERS WON INITIATIVE AND GO FIRST!</strong></p><p></p><p>[Spoiler=Perception 15]Hallod has set up a pair of spear launcher traps in this room, with rather obvious trip lines stretching from wall to wall between the rows of barrels and crates (these ropes are marked on the map with dotted lines). Due to this obvious nature, anyone about to enter a space occupied by a trip line can attempt a DC 15 Perception check to notice the trigger. Those that fail trigger the trap. Once seen, the ropes are obviously avoided, but characters cannot end their move in a space occupied by a rope without setting off the trap[/spoiler]</p><p></p><p><strong>Light:</strong> Silvi’s Light spell and Mortimer’s torch</p><p></p><p>[USER=53176]@Leatherhead[/USER]</p><p>[USER=6803188]@VLAD the Destroyer[/USER]</p><p>[USER=59816]@FitzTheRuke[/USER]</p><p>[USER=1231]@Kaodi[/USER]</p><p>[USER=6776182]@JustinCase[/USER]</p><p></p><p>[spoiler=Initiative]</p><p>Silvi 21</p><p>Pakuten 21</p><p>Hiromi 19</p><p>Grimsby 14</p><p>Mortimer 11</p><p><strong>Hallod 13</strong></p><p>[/spoiler]</p><p></p><p>[spoiler=Combat Notes]</p><p>Silvi (+7) AC 13 DC 17 HP 8/19(13) (drained 6)</p><p>Hiromi (+6) AC 17 HP 17/17</p><p>Pakuten (+3) AC 18 HP 16/16</p><p>Grimsby (+7) AC 17/16(clumsy) HP 13/25</p><p>Mortimer (+8) AC 17 HP 16/16</p><p></p><p>Hallod (+7) AC 19 HP 44+5 thp/44 +1 Fort, -2 Will, -2 Perception</p><p>[/spoiler]</p><p></p><p>[spoiler=Quests]</p><p>Find Hallod</p><p>Help Sir Lawrence quiet Talmore’s ghost.</p><p>[/spoiler]</p><p></p><p>[spoiler=GM Notes]</p><p>Party XP: 210</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="KahlessNestor, post: 8385470, member: 6801311"] Etran’s Folly (Plaguestone)/Hallod’s home Summer/Day 3/1045 Weather: Normal for the season (hot), light wind, heavy rain Round 1 The party continues along the tunnel after Hallod. It twists and turns, and about ten minutes farther along the air becomes notably cleaner, with a faint scent of grass, and they can see faint natural light ahead. After about another five minutes, the tunnel they have been traversing opens into a cave, and they can see a forest beyond the cave’s mouth. The roots of a large tree block the middle of this entrance, as if the tree had grown into a hillside that has since eroded away. Beyond the tree is a large pond; a path around the water begins to one side beneath a curtain of moss hanging from the tree. The cave itself is piled high with two rows of neatly stacked crates and boxes. A large, rough looking bald man with a nasty looking scar across his face hopped up onto a berm of earth created by the tree roots. He wore filthy leather armor and played expertly with a nasty kukri in one hand. He aimed a crossbow at the caravan party. [B]“I wondered when Bort’s lackey’s would arrive. Let’s do this!”[/B] The big man pulled a small vial from his armor and tossed back the contents. His body seemed to grow thicker and sturdier. Then he fired the crossbow at Pakuten, but the bolt skimmed off the kenku’s shoulder armor. [B]PLAYERS WON INITIATIVE AND GO FIRST![/B] [Spoiler=Perception 15]Hallod has set up a pair of spear launcher traps in this room, with rather obvious trip lines stretching from wall to wall between the rows of barrels and crates (these ropes are marked on the map with dotted lines). Due to this obvious nature, anyone about to enter a space occupied by a trip line can attempt a DC 15 Perception check to notice the trigger. Those that fail trigger the trap. Once seen, the ropes are obviously avoided, but characters cannot end their move in a space occupied by a rope without setting off the trap[/spoiler] [B]Light:[/B] Silvi’s Light spell and Mortimer’s torch [USER=53176]@Leatherhead[/USER] [USER=6803188]@VLAD the Destroyer[/USER] [USER=59816]@FitzTheRuke[/USER] [USER=1231]@Kaodi[/USER] [USER=6776182]@JustinCase[/USER] [spoiler=Initiative] Silvi 21 Pakuten 21 Hiromi 19 Grimsby 14 Mortimer 11 [B]Hallod 13[/B] [/spoiler] [spoiler=Combat Notes] Silvi (+7) AC 13 DC 17 HP 8/19(13) (drained 6) Hiromi (+6) AC 17 HP 17/17 Pakuten (+3) AC 18 HP 16/16 Grimsby (+7) AC 17/16(clumsy) HP 13/25 Mortimer (+8) AC 17 HP 16/16 Hallod (+7) AC 19 HP 44+5 thp/44 +1 Fort, -2 Will, -2 Perception [/spoiler] [spoiler=Quests] Find Hallod Help Sir Lawrence quiet Talmore’s ghost. [/spoiler] [spoiler=GM Notes] Party XP: 210 [/spoiler] [/QUOTE]
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