Rise of The Runelords 1 - Burnt Offerings

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Rise of The Runelords 1 - Burnt Offerings

Post  Admin on Sat May 21, 2011 5:19 am

IT'S TIME FOR ADVENTURE

The party:
Shara Khan, female Human Sorcerer
Jack Steele, male Elf Avenger
Shathys, male Shadar-Kai Ranger


Please keep all OOC (Out Of Character) chat in spoilers, so we can keep track of what your characters are saying.
Spoiler:
Like so.
Same goes for all dice rolling.

Whenever a roll is required, just roll it yourself using either real dice or the WotC Dice Roller. I trust that you have the willpower to resist the urge to cheat on any of the rolls - even that natural 1 on that awesome Daily power.

I hope to see daily posts from you all, but I won't boss you around. The game flows more smoothly if we all post regularly, so please make sure to check the thread at least a couple of times per day.

There will probably be a lot more focus on the roleplaying than usual, so feel free to talk to each other in character at any time.

I've never run a game like this, so I have no idea how it will work out or, indeed, if it will.

Combat

The combat here is a little different from the tabletop version. You know the defenses and HP of your enemies - to make the combat easier and faster - and you need to post your attacks and such on your turn.

A typical battle would go like this: I'll give you some general information about the battle (what the area looks like, who's there and so on) and post a battle map. I will also post a list detailing the names, defenses and HP of the enemies. This map will have 1, 2, 3 etc. down the y axis and A, B, C etc. along the x axis. After everyone has rolled initiative, we start the combat. A single turn might look like this:

Kellus reacts more quickly than his companions to the thug's attacks, moving past Bublo and Alead and arriving at a vantage point that will allow him to sling spells with a view of all his enemies. He draws on his fractured impressions of the caverns of his people, summoning an odd radiance around his chosen foe. The recollections of a small child prove unequal to the task of summoning the Darkfire, though, and it sputters out without effect.

Undaunted, Kellus summons the magic the flows through his blood. His own power proves more reliable than that of his people as the air shimmers around his staff, warping the fabric of reality and summoning a bolt of brilliant light that streaks toward his enemy. It slams into the thug with a palpable crunch, leaving him unbloodied, but clearly injured.

Spoiler:
Kellus uses a Move Action to move 3 spaces to D1.

Kellus uses a Minor Action to cast Darkfire on Thug A.
1d20+8 → [3,8] = (11) vs. Reflex
Miss!

Kellus uses a Standard Action to cast Chaos Bolt on Thug A.
1d20+4 → [19,4] = (23) vs. Reflex
Hit!

Damage roll for Chaos Bolt: 1d10+8 → [6,8] = (14)
14 Damage!]

House Rules

Here's the current list of house rules:

  • You receive the appropriate weapon Expertise as a bonus feat.

  • You receive the appropriate Melee Training as a bonus feat.

  • Immediate Reaction/Interrupt powers and Opportunity Attacks are taken after they normally would. If Player A moves past Monster B, thereby provoking an attack of opportunity, the attack itself is not resolved until the beginning of Monster B's turn. Even if the Opportunity Attack drops Player A to 0 or less hit points, the attacks he made between the triggering of the OA and the damage from it are not removed.


Companion Characters and Extra Powers:
Spoiler:
Third Wind: Encounter; Minor action; You regain hit points as if you had spent a healing surge.

Mishka: Encounter; Immediate Reaction; Trigger: You hit a target with an attack. Effect: The target takes 1d6 damage and is knocked prone.


A few rules and guidelines:
Spoiler:
Rule 0: The DM has full right to change any and all of the rules at his choosing. As your DM, I’ll make a point to only do this when it benefits the story, makes the game flow smoother, keeps us out of fapfiction territory, makes something just plain awesome or otherwise improves the game.

Rule 1: Players are not allowed to rape anyone, ever. No exceptions. The DM is never allowed to have players raped, no exceptions.

Rule 2: Sex is fade to black.. “Your seduction check works and you sleep with the bar maiden, after awhile you stumble out of the room half-dressed and meet back up with the party.” is as far as it will EVER go. 

Rule 3: Work with your fellow players. Playing a lone wolf or reluctant hero can be fun, but it is YOUR job to give your character a reason to work with the party. I’m not going to run two separate campaigns because YOU think everyone else is required to convince you to join them. That’s not how it works.

Rule 4: Innovation, cleverness, and quick thinking are to be encouraged. As the DM, I will allow you to attempt almost anything you can think of (within reason). If you want to hop on that dragon’s back and try to drive a dagger through it’s skull, I’ll come up with a way for you to attempt to do that within the mechanics. Want to tame that gryphon? I’ll come up with something for that too. Just ask. If it’s too ridiculous I’ll work with you to try to find something that’s still awesome, but a bit less crazy.


Setup

Here's the background. Give it a gander, won't you?
Spoiler:

Varisia

The seat of civilizations forgotten by most modern empires, Varisia’s history is etched upon the stones of its innumerable ruins. Few know what mysterious people once ruled these lands, their towering monuments and incredible architectural feats the sole records of an age of power and wonder. Yet, ask the native Varisians of the past and the monoliths that litter their land and only the cold dread in their eyes will answer.

Nearly 300 years ago, Cheliax founded the colony of Korvosa in the supposedly cursed wilderness between its northern provinces and the Lands of the Linnorm Kings. A century of bloody war with the native barbarians, the Shoanti, followed, culminating in southeastern Varisia falling to Chelish rule. Soon after, colonists and adventure seekers of all persuasions came to populate the newly tamed land. Yet, the deeper foreigners trod inland, the greater the mysteries they discovered: endless walls of carved earth, titanic monoliths, and writings no sage recognized. While many viewed these idols and obelisks as evidence of the land’s cursed reputation these oddities did little to halt Cheliax’s imperialistic march.

A century ago, the death of Cheliax’s god Aroden fractured not just the country’s domestic holdings but indefinitely severed its links to numerous colonies, including those in Varisia. Korvosa, the oldest and largest of Varisia’s cities, made overtures of fealty to Cheliax’s diabolical new Magistrix—overtures which went ignored. Abandoned, discord erupted in the city between traditionalists to the dead Chelish theocracy and revolutionaries eager to embrace Cheliax’s new rule. Realizing that infighting would doom all they had accomplished, many of the traditionalists left Korvosa, migrating west and ultimately founding the city of Magnimar. Today, both Korvosa and Magnimar fancy themselves the center of culture in Varisia. Both cities have birthed or claimed numerous vassal townships in the surrounding lands. Other races have also come as well, integrating with the human populace or claiming their own territories. The natives of the land also remember a time when Varisia was theirs alone and swear the land will once again be theirs.

And, alien and now largely ignored, the monuments of an ancient era look on… biding their time.

The Land
A rocky land that slopes from the high Kodar Mountains in the north to the drenched fens of the south, Varisia is a realm sculpted from stone. Yet between the mountain ranges that carve the region, wildly disparate and vibrant lands flourish. The most dramatic natural wonder of Varisia is the Storval Rise, a continuous line of cliffs that runs hundreds of miles and in some places rises as high as 3,000 feet. Adding to this wonder, nearly the entire face of these cliffs bears eroded sculptures, ruined cliff-castles, and grimly carved passages into depths below. Above the rise stretches the Storval Plateau, a barren, hilly land of sparse vegetation and deadly giants. This is the primary home of the Shoanti. A nomadic people, the barbarians range from the Stony Mountains in the west to the Cinderlands—a badland of ragged tors—in the east.

Below the Storval Rise, rolling hills, dense forests, and rocky plains make up Varisia’s more hospitable reaches. Many of these lands are marked by ancient monoliths, eroded statues, and cairns of unnatural size. To the northwest, hills covered in high grass and windy flatlands form valleys between mountains and the sea. In the south, fertile lands pocked by rocky limestone pavements and mist-shrouded moors border the massive rot of the Mushfens. Numerous dense deciduous forests also huddle against Varisia’s numerous mountain ranges. While spiders and other vermin infest the Churlwood, the ghosts of werewolves are said to haunt the Ashwood.

Few dare brave the Lurkwood, for its dark trees grow and shed their leaves in an order not set by the seasons. Deadly and deathly things have also long been rumored to haunt the northern Sanos Forest, but the gnome population of the wilderness’s southern arm has done much to dismiss such tales. Finally, the Mierani Forest was once and is now again a home to elves. While they have done much in the 200 years since their reappearance to treat with the peoples of Varisia’s southern lands, the elves permit few outsiders entrance to their woodland home.

Civilization
The largest city in Varisia, Korvosa dominates the lands from the Ashwood to Bloodsworn Vale. Today, King Eodred Arabasti II and Queen Ileosa Arabasti rule Korvosa, their reign epitomized by the exploitation of the city-state’s vassal townships for the benefit and luxury of Korvosa’s elite. Korvosa claims to be the most cultured and civilized city in the region, yet visitors might also grant the city-state the titles of most decadent, exploitative, and socially stratified. To the west, the city of Magnimar vies with Korvosa for dominance of land and trade in and around Varisia. Spread along the shores and cliffs of the Varisian Gulf, Magnimar’s best-known landmark is the Irespan—the ruin of a gargantuan and ancient bridge around and under which the city sprawls. A council of elected elders presides over Magnimar along with the Lord-Mayor, a title held for life. Currently, the overbearing Lord-Mayor Haldmeer Grobaras controls the city, his bombastic and largely self-serving voice drowning out those of a fractured council of squabbling merchants, commoners, and bored nobles.

Sandpoint
Those who head north from Magnimar along the rocky coastline quickly find themselves in a peculiar country. Fog drapes the rolling landscape, floating spectrally along damp and lonely moors. Small woodlands grace the region, their tangled depths redolent of nettles and pepperwood and pine sap, while further inland, river valleys lined by majestic redwoods wind between ragged tors and limestone escarpments. This vastness and the sense of isolation have earned the region its local name. This is the Lost Coast.

Yet there are pockets of civilization along the Lost Coast. Campsites can be found in nearly every gulch and hollow along the cliff-lined reaches, and lonely houses sit upon bluffs now and then—domiciles for eccentrics or the rich seeking a bit of peace far from the bustle of Magnimar’s streets. Roadside inns grace the Lost Coast road every 24 miles or so, placed by virtue of the distance most travelers can walk given a day’s travel. Low stone shrines to a variety of gods give further opportunities for shelter should one of the all-too-common rainstorms catch the traveler unaware. Given time, any of these seeds of civilization could bloom into a fullgrown town, or even a city. It’s happened once already, along the shores of a natural harbor nestled among the cliffs some 50 miles northeast of Magnimar. What was once a larger-than-normal campsite in the shadow of an ancient ruined tower has become the Lost Coast’s largest town: Sandpoint.

As one approaches the town of Sandpoint, the footprint of civilization upon the Lost Coast grows more clear. Farmlands in the outlying moors and river valleys grow more numerous, and the blue-green waters of the Varisian Gulf bear more and more fishing vessels upon its surface. Passage over creeks and rivers is more often accomplished by wooden bridge than ford, and the Lost Coast Road itself grows wider and better-kept. Sight of Sandpoint from either approach (south or east) is kept hidden by the large upthrust limestone pavements known as the Devil’s Platter or the arc of rocky outcroppings known as Whistler’s Tors, but as the final bend in the road is rounded, Sandpoint’s smoking chimneys and bustling streets greet the traveler with open arms and the promise of warm beds, a welcome sight indeed for those who have spent the last few days alone on the Lost Coast Road. From the south, entrance to Sandpoint is governed by a wooden bridge, while from the north a low stone wall gives the town a bit of protection. Here, the Lost Coast Road passes through a stone gatehouse that is generally watched by one or two guards—the southern bridge is typically unattended. Aside from the occasional goblin, the citizens of Sandpoint have traditionally had little worries about invasion or banditry—the region simply isn’t populated enough to make theft a lucrative business. Hanging from a bent nail at both the gatehouse and the southern bridge is a sign and a mirror— painted on each sign is the message: “Welcome to Sandpoint! Please stop to see yourself as we see you!”

Varisia:


Map of the area around Sandpoint:


Sandpoint itself:



Sandpoint At a Glance
Spoiler:
Most of the buildings in Sandpoint are made of wood, with stone foundations and wood shingle roofs. The majority are single-story structures, with a few noted exceptions. The town is often thought of as two districts by the locals. Uptown consists of areas 1–12. Most of these buildings are relatively new, and the streets are open and less crowded. This section of town is also physically above the rest, situated on a level bluff overlooking the southern half of town, which consists of areas 13–46. The majority of the town’s buildings can be found downtown, which grows increasingly crowded as available space is claimed by new arrivals. Downtown is built on a gentle slope that runs from a height of about 60 feet above sea level to the west down to only a few feet above the waterline to the east and south. Sandpoint Harbor is a fairly deep natural harbor, 30 feet for most of its expanse, with sharply rising slopes near the shore. The languid waters of the Turandarok River wind down from the hinterlands, skirting Devil’s Platter to empty into the harbor—the river is often used to transport lumber harvested far upriver down to the local saw mill.

South of town rises another bluff on which Sandpoint’s most affluent landowners have staked their claims. Only a few hundred feet north of town rises an upthrust spur of rocky land topped with a few trees—this is known now as Chopper’s Isle, once the home to Sandpoint’s most notorious criminal. A remote outcropping accessible only by flight or by a skilled climber, locals now believe the isle to be haunted by Chopper’s ghost. Children often dare each other to go out to the isle’s base at low tide and touch the barren cliff face that surrounds it, but no one’s visited the top in years.

The sight that strikes all visitors to Sandpoint at first is the ruinsof the Old Light. The original height of this tower is unknown, but those who have studied the ancient architecture of the crumbling remains estimate it might have stood more than 700 feet tall. Today, less than a quarter of that remains. The Old Light rises from sea level and is built into the face of a 120-foot-tall cliff, the tower extending another 50 feet above that level to culminate in ragged
ruins. The remaining shell is yet another reminder that neither the Chelaxians nor the Varisians are the first settlers of this land, yet apart from a few badly weathered carvings signifying that the peak of this tower once held a brilliant light, no insight to the tower’s true purpose remains.

1. Sandpoint Cathedral
Easily the largest building in Sandpoint, this impressive cathedral is also the town’s newest structure.

2. Sandpoint Boneyard
Set in the shadow of the Sandpoint Cathedral and accessible via a gate to the north or from several doors leading into the cathedral itself, this expansive cemetery overlooks the Turandarok River.

3. The White Deer
A pair of wooden life-sized deer, carved with painstaking care from white birch, stand astride the entrance to this sizable tavern and inn.

4. The Way North
As with several other buildings in the vicinity, this one-story structure was recently rebuilt after the Sandpoint Fire. Originally a stable, the building has been converted by its owner into a cramped and cluttered library to house his tremendous collection of maps and sea charts.

5. Jeweler
This squat stone building escaped the fire that ravaged northern Sandpoint, much to the relief of its owner, a jeweler named Maver Kesk.

6. Junker’s Edge
Garbage gathered by Gorvi’s boys (see area 7) is routinely dumped over the edge of this cliff to gather on the beach below. Several of the town’s citizens rankle at this practice, but until an equally cost-effective and convenient option is presented, the town council is reticent to change its ways. In any event, the sea generally makes short work of the junk, ensuring it never piles up too high.

7. Gorvi’s Shack
This dilapidated shack is home to one of Sandpoint’s few halforcs, a fat, heavily tattooed man named Gorvi. Despite the ramshackle look of his home, Gorvi’s made quite a pretty penny for himself serving as Sandpoint’s dungsweeper, enough that he employs about two dozen vagrants and curs, paying them regularly in copper to haul one of his distinctive red wheelbarrows through the streets to collect refuse and garbage.

8. Sage
The sole occupant of this ancient building is a cantankerous old man named Brodert Quink, a balding expert on history and engineering.

9. Locksmith
A dwarf named Volioker Briskalberd has owned and operated Sandpoint’s locksmith business since the town’s founding. Something of an institution, most of the town’s locks were built by Volioker.

10. Sandpoint Garrison
This stone fortress serves double duty as Sandpoint’s militia barracks and its jail. The jail itself is located in an underground wing, while the above-ground portion houses the town’s guard. Sandpoint’s town guard consists of a dozen full-time watchmen; about twice this many servants and other experts (smiths, cooks, bookkeepers, couriers, and the like) dwell here as well.

11. Sandpoint Town Hall
The majority of the ground floor of this two-story building consists of a meeting hall large enough to seat most of Sandpoint’s adults, although town meetings have rarely been even half so well attended. The upper floor contains offices and storerooms, while a vault in the basement below has been functioning as the town bank for decades.

12. Savah’s Armory
The northeast corner of this building bears a few scars from the Sandpoint Fire, but fortunately for its owner, Savah Bevaniky, the building escaped significant damage. Savah’s shop sells all manner of weapons and armor, including several masterwork items and exotic weapons.

13. Risa’s Place
Risa Magravi operated this tavern for the first 30 years of Sandpoint’s history, and even now that she’s gone mostly blind in her old age and has left the day-to-day affairs of the job to her three children, the mysterious sorceress remains a fixture of the tavern. Known as much for Risa’s tales of ancient legends and myths as for its spiced potatoes and cider, this tavern is a favorite of the locals if only becuase its out-of-the-way location ensures
strangers rarely come by.

14. Rovanky Tannery
Situated at the edge of town, Larz Rovanky runs Sandpoint’s tannery.

15. Red Dog Smithy
Named for its owner’s affection for large red mastiffs, two to three of which can always be seen lounging about nearby, Red Dog Smithy is owned by a bald and powerfully muscled man named Das Korvut. Das’s temper is, perhaps, his true claim to fame—he has little patience for customers, and even less for everyone else. Sandpoint suffers his foul-mouthed attitude and frequent drunken midnight rants because he really does know his job. And as long as he’s busy hammering metal, he stays relatively calm and confined to his smithy. The local children have recently been circulating a somewhat cruel rhyme about Das that they’ve taken to chanting at hopsquares.

“Here comes crazy-man Das Korvut,
Mad as a cut snake in a wagon rut.
See how his chops go bouncity-bounce?
How many people has he trounced?
One! Two! Three! Four...”


16. The Pillbug’s Pantry
Nestled at the base of a cliff and tucked between several old tenements, nothing but a painting of a pillbug perched on a mushroom indicates this building’s anything more than yet another home. The proprietor of this establishment is a man named Aliver “Pillbug” Podiker, an accomplished herbalist, and gardener.

17. Bottled Solutions
This cluttered shop is owned by the half-elf Nisk Tander, who sells bottles, bags, and other alchemical containers filled with potions or poisons.

18. Cracktooth’s Tavern
A particular favorite of patrons of the Sandpoint Theater, Cracktooth’s Tavern is always full after the latest show at the nearby playhouse lets out. A large stage gives actors, singers, and anyone else the opportunity to show their stuff.

19. House of Blue Stones
This long stone building is primarily a single large chamber, the floor decorated with polished blue stones set within winding pathways of reed mats. This structure was built 10 years after Sandpoint was founded by a wandering monk named Enderaki Sorn—today, the monastery is tended by Enderaki’s daughter, Sabyl. A worshiper of Ioun, the god of knowledge, Sabyl maintains a large collection of old books and scrolls in the basement chambers below.

20. Sandpoint Glassworks
One of the oldest industries in Sandpoint, the Glassworks has been owned by the Kaijitsu family from the town’s inception. The glassworking trade has been in the family for generations, and many of their techniques—perfected in distant Minkai—result in dazzling and impressive works that fetch top price among the nobles of Magnimar, Korvosa, and beyond.

21. Sandpoint Savories
The smells issuing from this bakery fight against the salty tang of the sea every morning except on Sunday. It has been owned and operated by the Avertin family for the past two decades.

22. The Curious Goblin
This bookshop is a testament to one man’s obsession with the printed word. Chask Haladan has maintained his love affair with books for nearly 70 years and shows no sign of giving it up any time soon. His store is surprisingly complete, and almost all of his wares are far too pricy for any of the locals to shop here with any frequency.

23. Sandpoint Theater
Brand-new cathedrals and ancient ruins aren’t the only incongruities Sandpoint boasts. This massive playhouse, financed entirely by owner, Cyrdak Drokkus, features one of the most impressive theaters on this side of Varisia—it certainly competes with the playhouses of Magnimar. The Sandpoint Theater often showcases local talent.

24. Carpenter’s Guild
The vast majority of the buildings in Sandpoint were erected by members of the town’s large and eternally-busy Carpenter’s Guild. It is currently being overseen by Guildmaster Aesrick Battlehorn.

25. Sandpoint Lumber Mill
This long building was one of the first to be built when Sandpoint was founded. It is owned by the industrious Scarnetti family.

26. General Store
Owned and operated by Ven Vinder and his familiy, Sandpoint’s oldest and best-stocked general store has a little bit of everything—farm equipment, weapons, tack, tools, furniture, food, and even homemade pies by Ven’s wife Solsta.

27. Turandarok Academy
As families thronged to Sandpoint, the town founders quickly came to realize that they needed somewhere to handle the education of children, a place to house unfortunate orphans, and somewhere to busy older children to keep them from becoming delinquents. The answer was the Turandarok Academy. Part school, part orphanage, retired adventurer Ilsoari Gandethus volunteered to be the academy’s headmaster.

28. Madame Mvashti’s House
Although from outside this appears to be an ancient, decrepit manor house with several rooms, only one person lives in this old building—ancient and mysterious Niska Mvashti. Old even when Sandpoint was founded some 40 years ago, Madame Mvashti (as she prefers to be called) is a historian and seer, part of a long tradition of oracles in her family. She performs readings with cards or carved bones.

29. Grocer’s Hall
This building’s facade is open to the air where it faces the market. During the day, bins and trays and tables here are heaped with produce brought in that morning from the outlying farms. Near the back of the store are tools, seeds, feed, tack, and other supplies useful for farming. The other half of this building is filled with living quarters, meeting halls, file rooms, and storage.

30. Vernah’s Fine Clothing
Rynshinn Povalli has owned and operated this clothing shop for the last five years.

31. Wheen’s Wagons
A man named Bilivar Wheen, an elderly wheelwright, owns this workshop.

32. Scarnetti Mill
As with the Sandpoint Lumber Mill, this building is owned by the Scarnettis. All of the flower and grain produced here is supplied by local farmers.

33. The Hagfish
One of Sandpoint’s most popular taverns, especially among fishermen and gamblers, the Hagfish is also Sandpoint’s best bet for a good old-fashioned seafood meal.

34. Valdemar Fishmarket
Like the Grocer’s Guild across the market, the facade of this long building is open to the air. Here, locals can shop among the day’s catch, picking out cod, salmon, tuna, shellfish, and even the odd octopus for the evening’s meal.

35. Sandpoint Market
On most days, Sandpoint’s marketplace is empty save for the odd group of children who enjoy using the wide-open area to play whistleball or other games. Twice a week, the market fills with vendors. At the start of each week, the farmer’s market radically increases the daily selection of goods available at the Grocer’s Hall, while all day at the end of the week merchants from Magnimar, Galduria, Nybor, Wartle, and beyond take part in the Town Market.

36. Sandpoint Meat Market
Local butcher Chod Bevuk runs the Sandpoint Meat Market. Half of this building doubles as a slaughterhouse, with the meat itself put on display for sale in the front half of the market. Most of the meat processed here is from livestock or animals caught by hunters.

37. The Rusty Dragon
This large structure is Sandpoint’s oldest inn, notable for the impressive (and quite rusty) iron dragon that looms on the building’s roof, doubling as a lightning rod and decoration. Owned and operated for the past six years by the lovely and popular Ameiko Kaijitsu, the Rusty Dragon is not only one of the town’s most popular eateries (made so, in large part, by the spicy and exotic food served here), but also a great place to meet visitors from out of town, since most newcomers to Sandpoint come upon this inn first, the north Lost Coast Road being less traveled.

38. Goblin Squash Stables
The sign above this door perpetuates one of the greatest fears of the lowly goblin—being trampled underfoot by a horse. Tended by a retired hunter named Daviren Hosk Daviren’s hatred of goblins is nearly legendary in Sandpoint.

39. Two Knight Brewery
While Sandpoint’s taverns serve a wide variety of spirits, they all proudly serve the mead, ale, and rum brewed here at the Two Knight Brewery. Established almost 40 years ago by two brothers only a few years after Sandpoint was founded, their expertise at brewing has only increased over the years.

40. Sandpoint Mercantile League
This large building serves many purposes. One can book passage on a ship bound for other ports, arrange for caravans or carriages for overland travel, or send messages to folk in town or as far away as Korvosa or even Riddleport. Inquiries into land ownership, building construction, and founding new businesses, both in Sandpoint proper and in the surrounding hinterlands, must begin their processes of official foundation here.

41. Sandpoint Boutique
This large boutique and shop sells all manner of clothing, weapons, toys, artwork, books, and tools imported from throughout the world. The place is owned by Hayliss Korvaski.

42. Fatman’s Feedbag
If the Hagfish is Sandpoint’s most popular tavern, Fatman’s Feedbag is its most notorious. Bar fights are common, and Sheriff Hemlock typically has to come down here two or three times a week to sort them out when they grow particularly violent or loud.

43. The Pixie’s Kitten
Many of Sandpoint’s crasser locals have a much more colorful name for this establishment, but Kaye Tesarani runs the town brothel with class and distinguished grace. She pays her girls and boys quite well, and the three bouncers she employs are more than enough to handle troublemakers.

44. The Feathered Serpent
The sole proprietor of this cramped and cluttered shop is Vorvashali Voon. Not everything in his shop is for sale, rendering it part museum in its eclectic collection of strange relics, statues, and monument fragments.

45. Hannah’s
While Abstalar Zantus (area 1) does his best to take care of Sandpoint’s truly sick and needy, he can’t help everyone. For minor aches, pains, and illnesses, most of Sandpoint’s citizens depend on Hannah Velerin. In her shop and home she sells medicines and receive patients.

46. Sandpoint Shipyard
The southern facade of this long building is open to Sandpoint Harbor, allowing its small army of shipwrights, ropemakers, and sailmakers to work their trade in one of four drydocks right on the shore. The shipyard is owned by the Valdemars, with Belven Valdemar overseeing the constant work there.

47. Valdemar Manor
This manor house commands a breathtaking view of the town of Sandpoint and the harbor below, as befits the family most connected to the town’s shipbuilding and fishing industries.

48. Scarnetti Manor
The Scarnetti family controls Sandpoint’s mills and the lumber industry.

49. Kaijitsu Manor
This manor is the smallest of the four noble houses overlooking Sandpoint, yet the Kaijitsus are perhaps the richest family in town. Lonjiku Kaijitsu has carried on his father’s proud work as glassmaker, and the Sandpoint Glassworks is perhaps the town’s most prosperous business, with its products
regularly shipped as far as Korvosa.

50. Deverin Manor
Living within the largest manor, the Deverins have traditionally held the role of “leader” in Sandpoint. Old Amos Deverin served as the town’s mayor for its first 23 years, and his son Fenchus served for the next 11. Both Deverins perished to unfortunate accidents, leaving Amos’s youngest daughter as the heir to the family fortune and a likely candidate for mayor. Kendra Deverin didn’t initially want the job, but after she was nominated for the role, she won the election by a landslide.


Your characters find themselves in the city of Sandpoint. You are in attendance, for whatever reason, at the Swallowtail Festival on the first day of autumn in. For five years, the faithful of Sandpoint have attended church in smaller wooden structures rebuilt after a fire destroyed the previous temple, and while their new pastor Abstalar was helpful, kind, and wise, church wasn't the same. Now, the new cathedral is finally done. All that remains is for the Swallowtail Festival to renew the site’s blessings from the gods and it will be as if the Sandpoint Fire had never occurred.


Last edited by Admin on Mon Jan 23, 2012 5:18 am; edited 8 times in total
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Re: Rise of The Runelords 1 - Burnt Offerings

Post  Admin on Tue Jun 14, 2011 4:48 am

And here is where all our trouble started...


The sun sits high on a bright blue sky, and though autumn is just around the corner, the air is pleasantly warm in the city of Sandpoint. A brisk wind carries the smell of salt from the sea, mingling with the smells of exotic spices, roast meat and animals. The streets are filled with excited people, laughing children and barking dogs. Merchants are gathered in the main square, eagerly presenting their wares to the equally eager potential buyers. It is the first day of autumn, and the Swallowtail Festival has just begun.


Spoiler:
Now is the time for you to introduce your characters - interact with some NPC's, explore the festival grounds and take part in the many enjoyments the festival provides.
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Re: Rise of The Runelords 1 - Burnt Offerings

Post  SigneGT on Tue Jun 14, 2011 5:22 am

In a rather isolated corner of the market place a young woman is examining the lavish jewelery shown in one of the stands. The owner, a rather suspiciously looking fellow, encourages her to buy every little gem in his (probably not completely legal) stand, but she seems distracted somehow.

Although her eyes thoroughly examines every gem in every ring, her thoughts are definitely not in Sandpoint or anywhere near the Swallowtail Festival. A small lizardlike creature with scales like opals is running around her ankles, there is no doubt that this woman deals in the arts of magic.

If you were to read this young womans thoughts in this moment of her life, you would see wild dreams about adventures, success and perhaps redemption for past misdeeds. As these thoughts circle through her head, the almost slimy looking shop keeper stops talking to her when he sees her eyes changing colour almost like the ocean on a stormy day.
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Re: Rise of The Runelords 1 - Burnt Offerings

Post  Le kek on Tue Jun 14, 2011 6:11 am

Jack looked down at his notebook, looked back up in disbelief, looked down again, turned a few pages, looked back up. "Really? Is this what I travelled this far for? By Iouns eye do they even have public outhousing?" He walked a few paces and was greeted by a mirror and a welcome sign. Jack looked at the welcome sign and muttered under his breath: "Pretentious peasants.. Now I've seen everything." He sighed, renewed his waning smile, and strode on in what he judged a striking manner.

"Father Zantus... Father Zantus... where might you be?" Jack whispered as he flipped through his notebook. Do these people even have a church? he thought as he wandered around the town, trying to find the high-priest.
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Re: Rise of The Runelords 1 - Burnt Offerings

Post  Admin on Tue Jun 14, 2011 6:31 am

Jack:
It doesn't take you long to track down Father Zantus. Abstalar Zantus - Sandpoint's new high-priest - is a kindly man with a receding hairline and dark eyes. He is conversing with two young men - perhaps his acolytes - and as you approach, you overhear the a few words.

"...in the thousands!" He says. "They have truly done a marvelous job."

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Re: Rise of The Runelords 1 - Burnt Offerings

Post  Le kek on Tue Jun 14, 2011 6:40 am

Jack raises a hand in greeting and gives him his best expression of a warm smile. "Zantus, I presume?" He says. "I bring greetings from Abbot Brakkus." He slips him a letter with the abbot's seal, detailing his arrival.
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Re: Rise of The Runelords 1 - Burnt Offerings

Post  SigneGT on Tue Jun 14, 2011 6:54 am

With no idea where to go or how to go about this "adventuring" business, Shara finds herself wandering aimlessly around the stalls of the festival. Her only company being the dragonling familiar she has, a little not very dragonlike being called Osmus.

"Well, a good start would probably be to find a place to sleep, eat and safely store my luggage" she thinks to herself while Osmus mumbles little rhymes in draconic.

Spoiler:
As you may or may not have noticed, Osmus seems a little distraught. To most outsiders he seems like the retarded cousin of the familiar family, but don't hate him too much. Behind all the eccentricity he is actually quite intelligent, you just have to learn to communicate with him.
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Re: Rise of The Runelords 1 - Burnt Offerings

Post  Admin on Tue Jun 14, 2011 7:27 am

Jack:

Father Zantus smiles and takes the letter.

"Oh, yes, thank you." He says. "I'm afraid you've arrived on a day where I'm most terribly busy, so our conversation will have to wait. For now, please do enjoy our festival." He gestures at a series of brightly coloured stands with a variety of games and competitions. "I promise you'll enjoy yourself!"

Shara:

You quickly find your way to The Rusty Dragon, notable for the impressive (and quite rusty) iron dragon that looms on the building's roof. As you step inside, you find that the inn is nearly empty. Most villagers must be out on the festival grounds. Behind the counter stands a young human woman. Her upper arms are covered in intricate tattoos and colourful threads and beads are interwoven with her amber hair. Above the bar hangs a sign that reads "discount rooms for anyone who tells an exciting adventure story."

"'Ello love," she says as you walk in. "What'll it be?"

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Re: Rise of The Runelords 1 - Burnt Offerings

Post  SigneGT on Tue Jun 14, 2011 7:50 am

"Oh, b-but.. I.. I was looking for a room" Shara stutters. "But i've never done any adventuring, that's what i'm here for. I don't know any stories. No wait! I think i may know one".

Shara takes off her grey wollen cloak, sits down in a nearby chair and starts singing an old Chelaxian song about adventures and gold.

"Once lived in Chelaxian a greedy lad,
he would do anything in his power
give all that he had
for fame and gold,
for ale and food
For this lad named Jonathan
it wasn't about gratitude"

Shara continues to talk about Jonathan's adventures in a land far away. About how he gathered an adventuring party, earned enough gold to keep him a wealthy man for the rest of his life. And about how he lost it all, because of his greed and paranoia towards his "friends".

"I'm afraid i don't know any other stories. My family isn't really about the storytelling and coziness of a homely fire..."



Spoiler:
Diplomacy check to convince the lady, that my story is adequate.

d20 roll for 15 + 9 modifier.

= 24 diplomacy.



Last edited by SigneGT on Tue Jun 14, 2011 7:58 am; edited 1 time in total
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Re: Rise of The Runelords 1 - Burnt Offerings

Post  Le kek on Tue Jun 14, 2011 7:51 am

"...Of course." Jack says. "I will see you later."
Jack sets about to wander around the booths, not really caring about the physical activities, when he spots a man playing dice.
His interested piqued, he starts watching the game from a distance.
Spoiler:
perception check to spot cheating or a trick to the game. 16+11=27
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Re: Rise of The Runelords 1 - Burnt Offerings

Post  Admin on Tue Jun 14, 2011 8:03 am

Shara:

The young woman laughs and applauds. "Lovely," she says. "You have a great voice! Reckon you could make a career from singin'." She waves her hand dismissively. "Anyway, you've certainly earned a discount. Five silver will get you a room for a week and complimentary breakfast."

Jack:

You find no trickery in the man's dice game, but you get the sense that you could certainly win a few coins if you'd care to try.

Spoiler:
Perception or thievery check (DC15) to win a few rounds of Dice. 10 silver reward.
DC19 to win several rounds of Dice. 50 silver reward.
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Re: Rise of The Runelords 1 - Burnt Offerings

Post  Le kek on Tue Jun 14, 2011 8:13 am

"My good man, I will have a try at the dice, if you please" he smiles at the man, and sits on the stool in front of the booth.
Jack takes up the cup and shakes it with the confidence of a trained dice player. With the sound of heavens the cup slams on the table, he pulls it up and it shows... 1 and 1...
"Blast it Avandra, come on now!" he mutters
"I merely have to warm up." he assures the man and takes up the cup again.
"Come on now, double six, double six."
1...1...
Spoiler:
Perception check 1+11=12
With a sneer he flips the coins he owes to the man, and takes off.
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Re: Rise of The Runelords 1 - Burnt Offerings

Post  SigneGT on Tue Jun 14, 2011 8:18 am

"That sounds great!" Shara exclaims with a sincere smile on her face. "I'll move my bags in there right away".

After having moved her luggage into the well-earned room in the inn, Shara sets out to learn something about Sandpoint and what possible work she might find there.

In an attempt to find a source of valid information, she stumbles upon a small boy in ragged clothing.

"Hi there. Are you interested in making a few coins?" Shara whispers at him with a smile. "You see, i am looking for information, and you look capable of telling me everything i need. You also look like a businessman, which is exactly why i intend to pay you"

Shara winks at the little boy and places a shiny silver coin in the boy's grubby hand.

Spoiler:

Streetwise check to gain information from the small homeless street urchin Razz

D20 roll for 17 + 9 modifier for a = 26 streetwise roll.
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Re: Rise of The Runelords 1 - Burnt Offerings

Post  Admin on Tue Jun 14, 2011 8:33 am

Jack:

"Tell your friends!" The dice man calls as he pockets his newfound coins.

Shara:

The Homeless Street Urchin's eyes go wide at the prospect of such wealth. His smiles widely and starts talking so fast you have trouble following.

"You know the sheriff, right, he's shackin' up with missus Kaye over from the Pixie's Kitten an' rumor goes that the new cathedral is protected from fire by magic! Oooh, and Roger swears on his mum's life that he saw goblins stealing scrap down at the junktoss after nightfall. He says they're using it to build a trash golem. I'm Buddy, by the way. Can I have another coin?"
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Re: Rise of The Runelords 1 - Burnt Offerings

Post  Admin on Wed Jun 15, 2011 3:00 am

Spoiler:
When Francis eventually shows up, we can really get the game rolling. For now, feel free to do whatever.
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Re: Rise of The Runelords 1 - Burnt Offerings

Post  Le kek on Wed Jun 15, 2011 3:04 am

Best get to work then.. damn dice. Jack thinks.
He walks around the city, trying to get a sense of the various entrance points whilst looking for suspicious activities/people.
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Re: Rise of The Runelords 1 - Burnt Offerings

Post  Francis on Thu Jun 16, 2011 11:10 pm

"Amidst the colours and joviality Of the fair. Laughter fills the air from one of the many taverns, the usual mix of tavern goers, barmaids and in general those looking for a good time while spirits are high in the festival. 

It is here we come across a strange sight, an odd looking fellow to the locals, though the reason of this person being here did not affect the joy of the festival as he joined in the merry making and laughing while listening to a skilled bard sing a rather interesting tale to do with a lady of a certain free disposition. 

The strange fellow is a Shadar Kai by the name of Shathys, his white dreadlocks tied in a pony tail. A tattoo across his face telling of one of his greatest feats. 

As a particularly vivid part of the story was sung the tavern erupted in laughter.

A chorus of backslapping and mug clashing followed as the rest of the tale made it's way.

"What a queer notion." Shathys thought, "They tell tales with words rather than marks, I find these people interesting, perhaps this journey was not lost after all."

And so once the final verse of the song was sung, Shathys stood up and unsteadily made his way to the door, the so called "Ale" that he was given provided a strange effect that he had never experienced. "Well then," Shathys said "Let's see what we can see." and with that, stumbled out the door into the fair.

Spoiler:
sorry I'm late guys
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Re: Rise of The Runelords 1 - Burnt Offerings

Post  Admin on Fri Jun 17, 2011 1:03 am

Spoiler:
Hurrah, Francis has joined us! Let's get this party rolling. Best put on your seatbelts, folk, because it's time for some motherfucking adventure.


You spend a few minutes taking in the sights, sounds and smells of the festival, until your attention - along with everyone else's - is caught by a woman standing on a newly built wooden stage in the middle of the square.


Kendra Deverin

"Can I have everyone's attention, please," she shouts. "It's time for the opening speeches!"

As people gather around the stage, the woman motions for silence. When the muttering has died down, she speaks.

"Ladies and gentleman," she calls with a broad smile. "Welcome to the Swallowtail Festival! For those of you who haven't been here long, I'm Kendra Deverin, the mayor. I would like to welcome all of our visitors to our lovely little town, and I hope you enjoy this time as much as the rest of us surely will. We're all very proud of our new cathedral, and this celebration is as grand a blessing as we could hope for. We still have a few speakers to get through, so I won't keep you any longer. Please welcome Sheriff Belor Hemlock."



To scattered applause, Mayor Deverin steps aside to let a large, bald, grim-faced man take the stage.

"Thank you," he says. "I would like to remind you all to be safe around this evening bonfire. Fire has claimed enough lives in our town already, we don't need another tragedy. I would like to ask for a moment's silence, to remember those who lost their lives in the fire that caused so much grief five years ago."

To your surprise, the entire village falls into complete silence for a moment. Even the sound of the wind and waves seem to die down.

"Thank you," the sheriff says and makes his exit.

A flamboyantly dressed man with long, flowing golden hair jumps onto the stage and introduces himself as Cyrdak Drokkus. He quickly brings the crowd's mood back up with his rousing anecdotes as he delivers a not-completely-irreverent recap of the long process the town went though to finance and construct the new cathedral. He throws in a bit of self-promotion at the end, as is his wont, inviting everyone to stop by the Sandpoint Theater the following evening to check out his new production of "The Harpy's Curse," revealing that the lead role of Avisera the harpy queen will be played by none other than the famous Magnimarian diva, Allishanda!

Finally, after much applause, Father Zantus himself takes the stage.

"Hello everyone," he says. "I'd like to tell you a story." As he talks, a few of his acolytes wheel a large covered wagon into the square. "Once upon a time, there was a great war amongs the gods. Melora, the goddess of the wilderness, the sea and nature was thrown from the heavens and fell to our world. There, she was found by a blind child who nursed her back to health. As a reward for her kindness, Melora transformed the child into a beautiful and immortal butterfly."

At his signal, the acolytes pull aside the wagon's cover, releasing the thousand children of Melora - a furious storm of thousands and thousands swallowtail butterflies that swarm into the air in a spiraling riot of colours to a great cheer from the crowd. The sun is reflected through their great wings, bathing the entire square in an ever-shifting pattern of colours. Children laugh and futilely chase the butterflies, never quite quick enough to catch them.

"And now," Father Zantus calls over the fluttering of the butterflies, "It's time to find the champion of the Swallowtail Festival!"

The Championship of the Swallowtail Festival is a competition based on five games:
- The Devil Hunt
- The Goblin Toss
- The Lighthouse Smash
- The Dragon Races
- Catch The Greased Pig

It will work a little differently from a normal skill challenge, but it should still be fairly simple.

For each game, you each make a skill check of your choice. If you beat the easy DC (11), you score 0 points. If you beat the normal DC (15), you score 1 point. If you beat the hard DC (19), you score 2 points. If you fail a skill check (10 or below) you lose 1 point. It's up to you do describe what happens.

This will result in 15 checks total. You cannot use the same skill twice in a row, and you can't use the same skill that the person before you just used. There's no need for initiative, it's just first come, first serve. Once you've all made a skill check, we'll move on to the next game.

You're not required to attend the competition, but if you don't, you're a loser.

Without further ado:

Round 1: Fight!

The Devil Hunt

Do you have what it takes to bring down the infamous Sandpoint Devil and keep him from menacing the surrounding area? Take a shot and find out! This is an archery range set up on the beach down by the lighthouse. A large target painted to look like a demonic, winged horse is set up fifty yards away from a firing line. The bull's-eye is about where a horse's heart would be.

Good luck!

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Re: Rise of The Runelords 1 - Burnt Offerings

Post  Le kek on Fri Jun 17, 2011 1:43 am

"pffft, an archery range. I've been training with a bow and arrow since I was but 50 years old!" Jack reclaims. "Hand over the bow and I'll show you peasants how it's done."

Jack breathes slower and slower, in the end he's completely quiet and he almost seems like a statue, only his hair moves slightly in the breeze. Without anyone realizing it, the arrow thuds exactly into the bulls-eye.
"Phew." Jack whispers. "haven't done that in years."
Spoiler:
Stealth check 19+9 = 28
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Re: Rise of The Runelords 1 - Burnt Offerings

Post  SigneGT on Fri Jun 17, 2011 1:51 am

"I think you've had enough money for one day Buddy, but i might come and talk to you later." Shara pats the little orphan on the head and moves towards the crowds.


Intrigued by the competetion Shara thinks to herself "Oh. This might be the perfect opportunity to meet some new people and gain a little renown"

Shara knows better than anyone how horrible she is at shooting, but hey, who said that she can't use what's she's good at to win. With that in mind, she does a little flip with her wrist before shooting at the target.

Spoiler:
Arcana check. Roll 10 + 5 modifier. 15.

She barely hits the target, but at least it isn't a miss.
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Re: Rise of The Runelords 1 - Burnt Offerings

Post  Francis on Fri Jun 17, 2011 1:58 am

Intrigued by the prospect of a challenge, Shathys makes his way to the archery contest, the grogginess from the accursed ale is beginning to fade as he is handed a bow and one arrow.

Standing still, feeling a gentle breeze caress his face, Shathys draws the bow and with a low growl lets an arrow fly with a twang.

The arrow flies true and pierces through the beasts heart

Spoiler:
1d20 -> 16 + 9 (acrobatics) = 24
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Re: Rise of The Runelords 1 - Burnt Offerings

Post  Admin on Fri Jun 17, 2011 2:15 am

Few of the villagers are experienced archers, and almost everyone misses the target completely. Everyone, that is, except a select few. Three outsiders - an elf, a young woman and a decidedly strange-looking Shadar-kai - all pass with little trouble and much applause.

Current score:
Jack: 2 points
Shethys: 2 points
Shara: 1 point

Round 2: The Goblin Toss

Three Goblins have found their way into your house and are tearing the place up! Grab them and toss them into the fireplace before they can destroy everything.

A large, padded square arena is set up in the middle of the Sandpoint market square. The arena is 30 across, and a large barrel filled with water is set in each of the 4 corners, with flames painted on the sides. In the arena itself, 3 children dressed in heavily padded goblin costumes are running around, laughing and falling over themselves.

You must catch all 3 "Goblins" and throw them into the barrels of water. At the moment when all 3 are in the barrels at the same time, you win. The "Goblins" are allowed to try and escape the barrels, so be swift! Good luck!
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Re: Rise of The Runelords 1 - Burnt Offerings

Post  Le kek on Fri Jun 17, 2011 2:21 am

"Really? I have to throw children into barrels of water... Why am I even here.." Jack grumbles to himself

Before going in, Jack watches the children for a moment, trying to figure out the most optimal way of getting them all in barrels, their movement patterns and so on. He walks in the arena, the children running around all over the place, he grabs one, sees another one in his peripheral view, snaps out with a hand and grabs the little bugger around the waist. After they're both in their barrels he turns to the other two. With an unnatural agility he speeds across the arena and gets hold of one, throws him in a barrel and finally he gets the last one. With a sigh he straightens up and looks behind him. A very wet "goblin" got up from his barrel and is now running around, albeit a bit sluggy, weighted down from his decidedly wet costume. "No!" jack exlaims. After a few seconds, he's back in his barrel though.
Spoiler:
perception check 6+11=17
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Re: Rise of The Runelords 1 - Burnt Offerings

Post  SigneGT on Fri Jun 17, 2011 2:47 am

"Children" Shara whispers to herself. "I can deal with children". She steps into the enclosed area and gets to it.

With determination Shara walks closer to the children. She looks at each one and says: "Isn't it warm in those pesky goblin suits? Have you ever wondered how nice it would be to just jump in the water and get soaked? You know, you could throw the wet goblin ears at annoying people you know afterwards..."

Spoiler:
Diplomacy check to convince the children to jump in themselves. 17 + 9 = 26

An unconventional but very effective method.
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Re: Rise of The Runelords 1 - Burnt Offerings

Post  Francis on Fri Jun 17, 2011 2:59 am

Frowning slightly to himself..."Those aren't real goblins...what an odd game."

Very calm and business like Shathys begins to coil around a length of rope grinning slightly to himself. "they never said we couldn't MAKE them stay still."

Taking off his shirt and folding it neatly before releasing a shrill warcry and charging the "goblins" 

The battle was brutal but short lived. Smiling cheerily to himself as he dons his shirt, selectively not hearing the rapping coming from inside the barrels secured with rope. 

Spoiler:
16 + 8 athletics
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