Burnt Offerings: Trouble at the Sandpoint Glassworks

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Re: Trouble at the Sandpoint Glassworks

Postby marine7312000 » Mon Apr 27, 2009 11:23 pm

Durmisht yells, Priest, heal me after the fight is over! in a barely understandable voice. His body is covered in blood, both his and the dogs', and he shakes drops out of his hair as he lets out a bloodcurdling scream and attacks D4
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Activates rage and surprise accuracy 1d20+10=15, 2d6+8=12
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Re: Trouble at the Sandpoint Glassworks

Postby patransom » Tue Apr 28, 2009 12:54 am

Humming to Ameiko's flute music, Vi wanders across the room (to 4556). This time, she doesn't bother talking as she points a burst of lightning at D5...
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Again shooting into melee at -4 (1d20+1=16, 1d6+2=7)
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Re: Trouble at the Sandpoint Glassworks

Postby Benji » Tue Apr 28, 2009 8:53 am

marine7312000 wrote:Durmisht yells, Priest, heal me after the fight is over!


Nuts t' that! Ah'm healin' ye now, ye o'erconfident lout!

 OUT-OF-CHARACTER:   
I've been looking at Dregs' character sheet and I think he has one 1st level spell left. He's gonna substitute that for a Cure Light Wounds. First he'll move to 4352 and then cast it on Durmisht.

Cure Light Wounds (1d8 2=3)


Ack! Ah'm sorry about the wee li'l amount, laddie! Seems ah used up all o' my faith killin' that wee pup...
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Re: Trouble at the Sandpoint Glassworks

Postby klakxor » Tue Apr 28, 2009 9:21 am

Tuck will move down the table slightly to get a better shot at D5, cursing at himself that he keeps missing.

1d20+7-4=18, 1d6+1=4

Apparently his new angle helps as he fires.

 OUT-OF-CHARACTER:   
Ack, forgot the whole shooting into melee penalty before
"Remember this. 15 will get you 20, but 18 will get you a +4"

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Re: Trouble at the Sandpoint Glassworks

Postby admin » Tue Apr 28, 2009 2:22 pm

If any Goblin Dogs remain standing when Mak's turn is up, he'll move to strike it (1d20+6, 1d6+5)
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Re: Trouble at the Sandpoint Glassworks

Postby BusyCowboy » Tue Apr 28, 2009 6:03 pm

Chada looks around after stabbing the incompetent mutt thing and winces [Yell]Will you shut up! We're trying to kick some dogg butt here![/Talk] as she keeps her rapier in defensive mode.
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Re: Trouble at the Sandpoint Glassworks

Postby Duniagdra » Tue Apr 28, 2009 9:55 pm

patransom wrote:Humming to Ameiko's flute music, Vi wanders across the room (to 4556). This time, she doesn't bother talking as she points a burst of lightning at D5...
 OUT-OF-CHARACTER:   
Again shooting into melee at -4 (1d20+1=16, 1d6+2=7)
Good Shot! Vi flurries her fingers summoning an orb of static electricity. She pushes her palm out and the orb hurtles for D5 landing with a thud and sizzle. (D5 dead)
BusyCowboy wrote:Chada looks around after stabbing the incompetent mutt thing and winces Will you shut up! We're trying to kick some dogg butt here! as she keeps her rapier in defensive mode.
marine7312000 wrote:Durmisht yells, Priest, heal me after the fight is over! in a barely understandable voice. His body is covered in blood, both his and the dogs', and he shakes drops out of his hair as he lets out a bloodcurdling scream and attacks D4
 OUT-OF-CHARACTER:   
Activates rage and surprise accuracy 1d20+10=15, 2d6+8=12
Durmisht musters all his aggression and summons a little extra oomph that seems to help. (D4 dead)
Benji wrote:
marine7312000 wrote:Durmisht yells, Priest, heal me after the fight is over!


Nuts t' that! Ah'm healin' ye now, ye o'erconfident lout!

 OUT-OF-CHARACTER:   
I've been looking at Dregs' character sheet and I think he has one 1st level spell left. He's gonna substitute that for a Cure Light Wounds. First he'll move to 4352 and then cast it on Durmisht.

Cure Light Wounds (1d8 2=3)


Ack! Ah'm sorry about the wee li'l amount, laddie! Seems ah used up all o' my faith killin' that wee pup...
Dregs hurries to Durmisht's call and summons the power of his faith. A small ebb of luminescence leaps from Dregs to Durmisht and one wound partly heals. (Durm +3hp)
klakxor wrote:Tuck will move down the table slightly to get a better shot at D5, cursing at himself that he keeps missing.

1d20+7-4=18, 1d6+1=4

Apparently his new angle helps as he fires.

 OUT-OF-CHARACTER:   
Ack, forgot the whole shooting into melee penalty before
Tuck had a beyond a doubt awesome shot lined up for D5, but Vi managed to take the beast down before he could let loose the arrow he knocked back. (Sorry Klakxor)
admin wrote:If any Goblin Dogs remain standing when Mak's turn is up, he'll move to strike it (1d20+6, 1d6+5)
Finding that his comrades finished off the last of the threat with skillful excellency, Mak looks for something else to do?
With the room safe, Ameiko enters and lays her hands on Durmisht, CLW for Durmisht. (1d8+3=9) A flow of energy wafts from her body directed by her arms and hands into Durmisht. He seems to heal a little more right in front of you. (Durm +9hp)
Devion calls forth the power of his faith as he steps to Durmisht. He takes hold of Durmsht's arm and some of Devion's health is transfered to Durmisht. (Lay on Hands) Durm +2hp)
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Current Damage:
  • Durm = -11
  • Dregs -8
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Re: Trouble at the Sandpoint Glassworks

Postby admin » Tue Apr 28, 2009 10:08 pm

Mak opens 4450 (the room at the top of the image)
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Re: Trouble at the Sandpoint Glassworks

Postby marine7312000 » Tue Apr 28, 2009 10:08 pm

Durmisht thanks Ameiko, Dregs, and Devion in turn and then says So who wants to find more things to kill? with a grin as the blood covered his face begins to dry.
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Re: Trouble at the Sandpoint Glassworks

Postby Duniagdra » Tue Apr 28, 2009 11:00 pm

Mak opens the door at 4450 and find several baths with fairly clean water; cold, but seemingly clean. Some basins on a counter top look as though you could wash you face and hands. Bars of soap are placed beside each tub and basin. Towels and rags lie folded on shelves. This is clearly a washroom. Seems the goblin's didn't touch this room. There's one other door in here. When Mak opens it, he's hit by a slight waft of waste. A seat with a hole on the flat surface indicates this to be the toilet.
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Re: Trouble at the Sandpoint Glassworks

Postby admin » Wed Apr 29, 2009 9:52 am

Mak then opens 5057
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Re: Trouble at the Sandpoint Glassworks

Postby klakxor » Wed Apr 29, 2009 10:09 am

Tuck continues to follow Mak as he examines the doors.
"Remember this. 15 will get you 20, but 18 will get you a +4"

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Re: Trouble at the Sandpoint Glassworks

Postby Benji » Wed Apr 29, 2009 10:30 am

Dregs walks up next to Durmisht and uses his ability to call on positive energy.

Positive Energy Burst (1d6=1)

It would appear that the gods don't want Dregs to heal people :(
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Re: Trouble at the Sandpoint Glassworks

Postby Duniagdra » Wed Apr 29, 2009 12:44 pm

As Mak opens the door, he finds this room is a mess; barrels and sacks of grain and crates of dried fish and venison have been completely demolished, and most of the food is missing. A broken dogslicer lies near the northern corner, discarded by one of the goblins who ruined it trying to get at the food.

Through the next door lay mounds of wood too small to be for the furnace. Considering the location of this back room, it is quickly deduced that this is cooking wood. Nothing else lies in wait here.

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A small burst of power radiates from Dregs and he and Durmisht regain a small bit of health. (Dregs +1hp, Durmisht +1hp)
Current Damage Remaining:
  • Dregs -7
  • Durm -10
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Re: Trouble at the Sandpoint Glassworks

Postby Black Phoenix » Wed Apr 29, 2009 1:08 pm

marine7312000 wrote:Durmisht thanks Ameiko, Dregs, and Devion in turn and then says So who wants to find more things to kill? with a grin as the blood covered his face begins to dry.


Devion lets out a heartful semi-menacing laugh, in agreement to Durmisht idea.

Hahahahaha, To slay these mongrels would bring satisfaction to my boredom!
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Re: Trouble at the Sandpoint Glassworks

Postby admin » Wed Apr 29, 2009 1:30 pm

Mak opens the next door
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Re: Trouble at the Sandpoint Glassworks

Postby Duniagdra » Wed Apr 29, 2009 1:45 pm

Mak opens the opposite door. This is where the staff prepared their meals; the goblins tore this place apart looking for food, and the room is in disarray as a result.

Nothing more is found here. Another room safe. Two more doors (3959 and 4160) remain for this area or the door back into the hall.
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Re: Trouble at the Sandpoint Glassworks

Postby Black Phoenix » Wed Apr 29, 2009 2:49 pm

Devion moves to 4158 and ponders which door to open.

"Hey tuck, which door do you think might hold some more critters?"
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Re: Trouble at the Sandpoint Glassworks

Postby admin » Wed Apr 29, 2009 3:01 pm

Only one way to find out...! Mak opens 4160
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Re: Trouble at the Sandpoint Glassworks

Postby klakxor » Wed Apr 29, 2009 3:59 pm

Tuck laughs and says, whichever door we don't open

Not actually believing this, he keeps an arrow knocked as he follows behind Mak
"Remember this. 15 will get you 20, but 18 will get you a +4"

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Re: Trouble at the Sandpoint Glassworks

Postby Duniagdra » Wed Apr 29, 2009 4:26 pm

When Mak opens this door he finds what looked to have been the sleep quarters of the eight people who worked here. They apparently lived here as well. The beds are all in various states of disarray and blood is spattered over the walls and sheets.

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Nothing more to see here folks. Please move on. :lol:
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Re: Trouble at the Sandpoint Glassworks

Postby admin » Wed Apr 29, 2009 5:59 pm

Mak opens 4158
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Re: Trouble at the Sandpoint Glassworks

Postby Duniagdra » Wed Apr 29, 2009 6:54 pm

When Mak opens this door (3959 and not 4158, which happens to be busted furniture) he finds himself looking dow a short hall with two doors on his right. the end of this short hall turns right.
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Re: Trouble at the Sandpoint Glassworks

Postby patransom » Wed Apr 29, 2009 7:02 pm

Vi moves up to 4157 to get in better position for when Mak heads down the hall and opens more doors.
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Re: Trouble at the Sandpoint Glassworks

Postby admin » Wed Apr 29, 2009 7:11 pm

Mak opens the 1st door and, if nothing is there, the 2nd door.
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Re: Trouble at the Sandpoint Glassworks

Postby Black Phoenix » Wed Apr 29, 2009 8:07 pm

Devion moves to 4158 along side Mak, with sword at the ready.

"Lomedae guide us"
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Re: Trouble at the Sandpoint Glassworks

Postby Duniagdra » Wed Apr 29, 2009 10:37 pm

As you roam door to door, you expose a storeroom with tools, clothing for servants, firewood, and other miscellaneous supplies in it. Next is a cleaning closet with cleaning supplies and tools. You find another storeroom containing finished glassware products ready for display. The last room you look in is rounded with a skylight overhead. This room contains a shop where customers can browse the various glassware produced here. Bottles, windowpanes, and glasswork art are the primary contents.

Still finding no sign of her father, Ameiko asks if you've all been to the furnace yet. A nod from one of you tells her enough. She goes to the workshop and when you enter, you find her standing in front of the man you saw sitting in the chair, covered in glass. When you approach she simply says, We need to get the guards for Tsuto. He'll need to be held accountable for his crimes to my family and the people of Sandpoint.

When you step outside the door (room A12 on the Full Map) you see that a small crowd of people had gathered and been waiting for you to emerge. Among them is one of the town guard. You call the guard aside and explain your findings and he runs off to get more men. As instructed, he returns with several men and a few of Gorvi's men to clean up the bodies of the goblins and goblin dogs and other mess. (Gorvi is a male half-orc who has taken up the business of keeping Sandpoint clean, and has come to make quite well of himself in doing so, well enough to hire a number of otherwise vagrants local to Sandpoint.)

Father Zantus arrives to help with what's left of the bodies of the workers and Ameiko's father. Seeing the injuries on all of you, Zantus does his best to help. Healing for Dregs and Durmisht (Channel Energy) (2d6=6) Healing for Dregs and Durmisht (1 each) (1d8+4=10, 1d8+4=7)

 OUT-OF-CHARACTER:   
If you decide that you need time to rest and regain spells, three of the guards can be left to wacth the tunnel you found in the basement, or you can continue from here. Ameiko will not be joining you in either case.
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Re: Trouble at the Sandpoint Glassworks

Postby klakxor » Thu Apr 30, 2009 12:20 am

Tuck looks at the others, I think I would really like to continue on today of you guys are up to it. Wouldn't want any of those gobbo's getting off easy, ya know what I mean.
"Remember this. 15 will get you 20, but 18 will get you a +4"

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Re: Trouble at the Sandpoint Glassworks

Postby Benji » Thu Apr 30, 2009 7:53 am

Ah'll be fine wit' carryin' on too laddies, jus' be careful! Ah'm out o' major healin' fer th' day as it is.
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Re: Trouble at the Sandpoint Glassworks

Postby admin » Thu Apr 30, 2009 8:32 am

Mak nods to Dregs.
He then turns toward Father Zantus Would you happen to have some healing magiks we could take with us in the Tunnel? There are sure to be dangers there, and we should not delay too much, since the town is in Danger...
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