DM Sockmonkey's Rise of the Runelords (Inactive)

Game Master keith goudreau

Sandpoint Map
Map Link
Loot

Init:

Init
[dice=Arkus]1d20+4[/dice]
[dice=Jer]1d20+5[/dice]
[dice=Zolarus]1d20+4[/dice]
[dice=Prof]1d20+3[/dice]

Magic Items:

Minor
-Scroll, divine, Bless, 25gp
-Scroll, divine, Magic Stone, 25gp
-Scroll, arcane, Web, 150gp
-Potion, Vanish, 50gp
-Wand, Shocking Grasp, 750gp
-Weapon, +1 Short Sword
Medium
-potion, protection vs evil, 50gp
-Wand, Knock, 4500gp
-Blazing Robe, 11000gp,


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Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

"Bring what you need. We'll bring you there." Arkus repeats after Zolarus.


After that mighty ballad you sang last night telling of "the horrors of the blackest coal that could scare the stars out of the night sky", I think I will pass. Do not get me wrong I appreciate everything you all are doing but I cannot join you. And it is not all cowardice, I am staying a visual sign around here to help keep moral up. I do pray for you at all times and will continue to do so as you venture forth again into your "vile chamber of aeon old eldritch horrors infested with insane demon militaristic warlords".

Zol Apparently the ballad has been the talk of the town and the news has been scaring everyone of what lay below the town in the chambers of horror. People have been also talking of leaving the town and are starting to call it cursed. Father Zantus is legit with what he has said and is also afraid of what demon will crawl out of the pit you have drawn so colorfuly. ,


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

"What?" Arkus exclaims having heard of this ballad only now.....

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

After the ballad Utnapishtim goes to his room and writes about his "big day" in his "hero journal". Then he goes to sleep with his set of Ezren, Kyra, Merisiel, and Valeros action figures. (They're not dolls!)

The next day, he will be ready to continue adventuring. Does anyone have any special requests for spells?

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

"Let's go. The longer we wait, the more the town fret. Perhaps I should have been less colorful in my descriptions last night."

He drops off another freshly cut flowers for Ameiko and sets out for Glassworks.


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Shrugging, Arkus follows. THe prospect of more violence appealing to his jaded soul.


Gnome Alchemist (Grenadier) 3 | AC 18 / 14 tch / 15 fl | HP 9/20 (6 flying head) | Init +5 | Fort +3, Ref +6, Will +1

Jerrick leaves the church and finds the party, ready to head into the Glassworks.


Tik has met with you and decided that she may be of more use helping father Zantus above ground if the town needs defenses. Until Tik posts she will be helping father Zantus.

Gathering all of your gear and supplies you walk up to the Glassworks refreshed from a night of sleep, a good meal, and charity healing from father Zantus.

The Glassworks is silent, walking through to the stairway to the basement level and dungeon beyond you are greeted by a scene of gore. The guards that were left to defend the top of the stairs are not there; and there is a decorated splatter that covers the walls. The guard's weapons have been haphazardly been tossed around the floor and saturated red smears of blood easily show the men have been dragged to the floor below, there is renegade blood smearing every few steps and with careful examination shows a human fingernail embedded in one of the topside stairs. It may be a sign that the guard was still alive when brought into the abysmal basement and was trying to break free.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

- Move Action: Withdraw my Wand of Magic Missile
- Standard Action: Cast dancing lights and send them around the area to illuminate.
- Free Action: "I hope we're as heroic as you make us out to be, Zolarus!" the wizard says with a slight tremor in his voice.
- Swift Action: 5-foot-step forward.
Perception: 1d20 ⇒ 12 , Survival: 1d20 ⇒ 14

Anything else to see here? Any other clues?

BTW, nice creepy opening to this, GM! :-) Totally appropriate for the Halloween season! :-D


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Arkus being more practical starts testing the weight of the fallen weapons.....

"Free weapons.."


Gnome Alchemist (Grenadier) 3 | AC 18 / 14 tch / 15 fl | HP 9/20 (6 flying head) | Init +5 | Fort +3, Ref +6, Will +1

Perception: 1d20 + 7 ⇒ (1) + 7 = 8

Jerrick leads Radgit (medium pony) into the room. “Thought you said there were guards...” he says, almost teasingly, as he draws an alchemist's fire from his bandolier and begins tossing it from hand to hand.

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

Zol sheds a few tears for the fallen and his anger grows seeing the carnage decorate the room.

"Poor souls. If I had any clue this might happen to them...I feel somewhat responsible for their deaths. Dammit. What is this place exactly? Only the most evil and vile creatures would celebrate suffering and torture. Something very sinister is lurking in this dungeon and we must put an end to it!"

If nothing else is found of significance in the room, then he heads back to the unexplored chamber to the north. He listens for threats nearby.

DC 15 Perception, Listen takes 10


Weapons are.
Short sword
Mace
Short spear
Warhammer
2 daggers
2 small shields

This is the common type militia outfitting for 2 men. They must still be wearing their armor.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

(Assuming that the party sees no immediate threats/clues.) Utnapishtim presents his holy symbol of Desna and offers a brief prayer for the fallen town guards. He bends down to gather the two daggers, and says "I'm not strong enough to carry most of this equipment. But, I would be honored to wield these guard's weapons into battle against evil."

Then he looks to see what kind of wounds the dead men died from.

Heal: 1d20 ⇒ 16 (What knowledge check would you like me to roll?)
Knowledge(arcana): 1d20 + 10 ⇒ (15) + 10 = 25 (Woo hoo!)
Knowledge(dungeoneering, engineering, geography, history, local, nature, nobility, planes, and religion): 1d20 + 9 ⇒ (20) + 9 = 29 (Double woo hoo!)
Spellcraft (if applicable): 1d20 + 10 ⇒ (20) + 10 = 30 (Yahtzee!)


The men are not present. It looks as if they were dragged alive into the dungeon below. You assume this by the fingernail in the wooden stair, the man must of been struggling to get free. Also you could easily assume that the amount of blood present would mean the men may not have too much longer to live if they do not get prompt medical attention (healing of some sort), TIME MAY BE OF THE UP MOST URGENCY.

@ Arc:
When you pick up the Warhammer it has a kinda funny feeling to it. Like it makes your muscles in your forearm tense up weirdly, in a good kinda way. The short spear does the same, your muscles tense up. You also feel a type of calmness like a wolf pup under the protective care of her mother.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Whoops! Sorry, I missed that the bodies weren't there. Can I use my spellcraft roll to identify Arc's new weapons instead?

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

Oops. I missed it too and thought the stairs were headed to the alter. I should have read more closely.

Instead of moving away from the group. Zolarus marches down the stairs.

"We need to move quickly. The guards may still be alive. Ark, do you mind taking the lead? There will soon be more bloodshed."


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Arkus gathers all the weapons, tucking them onto his belt, slinging them over his shoulder or over his back.
His movement suddenly swift and sure. Short sword to the left side of his belt, mace to the right, spear over his back, warhammer as well crisscrossing the spear while his flail is shifted to join the shortsword. Daggers are kept in his boots, ignoring the shields.

"Weapons feel good." with one of the most sadistic grins the orc could ever have.


Unless Ark elaborates about the weapons you have no reason to use Spellcraft on them.

So everyone is at the top of the stairs at the Glassworks that lead to the Glassworks basement. I stopped you there. This is the last call for purchased items, and preparations. Please let me know how you wish to proceed.

If anyone has tracking (survival) as a trained skill please roll.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

"Since time is of the essence, I'm happy to send my Dancing Lights ahead of us. I don't think we'll ruin the element of surprise any more with lights."

(We won't be very stealthy because we're not moving at half-speed, anyway.)


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Survival 1d20 + 6 ⇒ (1) + 6 = 7 Wow.....Arkus is too busy admiring his new weapons.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Are we using a new map or the same map?


Gnome Alchemist (Grenadier) 3 | AC 18 / 14 tch / 15 fl | HP 9/20 (6 flying head) | Init +5 | Fort +3, Ref +6, Will +1

Jerrick grumbles. “Radgit won't like the stairs. Guess he better stay up here.” He whispers a bit in the pony's ear.

Handle Animal (Guard): 1d20 + 1 ⇒ (20) + 1 = 21

“Come on then, let's get to the part where we burn some goblins.” he says with a hint of enthusiasm, and prepares to follow someone down the stairs.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

Since nobody has voiced any objections...

Utnapishtim sends his dancing lights down the stairs ahead of the party. He stands with his wand of magic missile at the ready.

Suggested party formation: Ark => Zol => Jerrick => Prof.


Everyone cautiously descends the stairs being careful to avoid the stepping in the blood trail and questionable pieces of what appear to be scalp and clear jelly - like spots. The creaking stairs below your feet make the depths below seem evermore foreboding.

The cellar smells like fish left out in the sun too long mixed with a twangy coppery bloody smell. Taking your first steps into the basement you are appalled by the thin sheen of clear jelly ichor that invisibility coats the floor. While it does stick to the soles of your shoes and is slippery it is not causing any other issues with walking around. The basement continues with this motif of foreign fluids and stink with and occasional membranous masses about the size of Ark's fist polka dotting your journey. The masses are inspected by Prof and he can assume that what ever creature made them has begun to claim this as a lair. The masses are otherwise insubstantial and are ruled out to have any ill effect.

After a careful search of the Glassworks basement you decide that the area is safe for the most part and the guards and whatever creatures that took them have ventured ever deeper into the dungeon.

Please put your characters back at the entrance for the main dungeon and let me know what you want to do. Jer for the time being please use Tik's mini until I can put yours on the board.

Picture the goo like from the movie Alien (Aliens). The masses are beginning to take Giger - like shape.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

I've taken the liberty of moving the party and the dancing lights on the map.

@GM: Are there any knowledge checks I can roll for the 'alien' goo on the floor?


Sent you a PM.

Any other questions?

Please describe your actions to continue.


Gnome Alchemist (Grenadier) 3 | AC 18 / 14 tch / 15 fl | HP 9/20 (6 flying head) | Init +5 | Fort +3, Ref +6, Will +1

Jerrick is following along, absentmindedly juggling his alchemist's fire.

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

Realizing that innocent lives are potentially at risk, Zolarus prods the group to move north quickly at the expense of stealth.

Moving the group unless there are objections.


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Arkus leads the way with the shortspear in hand. Looking around with disinterest as he realises none of them are springing out to attack him and his comrades, he steps using the spear to test the more questionable substances......
Perception 1d20 + 6 ⇒ (15) + 6 = 21


The floor is less sticky down here. The odd growths or masses have become more frequent and bigger. They have hardened and have made the floor uneven in parts. Looking down the hallway looks as if you were looking down the long ribcage of a snake from the inside. The masses become more frequent only a few inches apart at times that connect floor to ceiling. They are an opaque almost beige white that cast their own darker brown shadows in the ribbing. The odor has magnified intensely in the lower levels and many of you chew back whatever sick your stomachs would conjure.

Ark careful taps along the growths as everyone continues.

Please continue to move your characters.

Everyone is familiar with the Alien movies right? The growths on the walls are like the inside of the hive, only not a dark color. If anyone needs a visual reference let me know I will see what Google has to offer.


Gnome Alchemist (Grenadier) 3 | AC 18 / 14 tch / 15 fl | HP 9/20 (6 flying head) | Init +5 | Fort +3, Ref +6, Will +1

Jerrick tucks the alchemist's fire back into the bandolier, slips a hand into his pocket and pulls out a smokestick, which he proceeds to fiddle with as the party moves along. He scans continuously to see if there's anything to burn.

Perception: 1d20 + 7 ⇒ (18) + 7 = 25

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

"Shall we proceed into the large room to the east, then?" Utnapishtim moves the dancing lights eastward.

I took the liberty of updating Jerrick's avatar with his image from the messageboards. I also took the liberty of outlining party members in green so that it's easier to tell friend from foe at a distance--especially since I'm a conjuration/teleportation specialist, and there will be new creatures on the board a lot as I go up in levels.


A red marble statue of a strikingly beautiful but, at the same time, monstrously enraged human woman stands in the middle of this room, her stony expression twisted in fury. The woman wears flowing robes, and her long hair is held back from her face by an intricate headdress of hooks and blades. In her left hand she carries a large book, the face of which is inscribed with a seven-pointed star. Her right hand holds a glittering metal-and-ivory ranseur.

Prof's knowledge History with + 5 bonus: 1d20 + 9 + 5 ⇒ (10) + 9 + 5 = 24
Really... Really really? It was a DC 25...

This is a strange shaped room. There is a door to the North and a hallway that continues East out of sight.

Everyone please describe your actions.


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Arkus without wasting time heads for the statue and grips the ranseur, pulling it away and exerting strength if needed.

He cares not for the other possible items on the statue, seeing only a beautiful weapon that could be used.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4
DM Sockmonkey wrote:
Really... Really really? It was a DC 25...

LOL!!! :-D

I moved Arkus' token on the map to be adjacent to the statue.

Utnapishtim will move the dancing lights to facilitate examination of the statue.

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

Feeling thirsty, Zol drinks his wine and watches Ark grab the ranseur.

"If I was a law biding citizen, then I would recommend not taking things that do not belong to you. Fortunately, I'm not."


Ark this is a fine weapon made by a master craftsman. It slides out of the statue's hand without any resistance. It is well balanced and has been kept oiled and polished. The edge is razor sharp and fine steel. This is not only a beautiful piece but a deadly one.

1d20 ⇒ 13
1d20 ⇒ 12
1d20 ⇒ 20
1d20 ⇒ 13

Prof you will be receiving a PM.

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4
DM Sockmonkey wrote:
Prof you will be receiving a PM.

Thanks! :-)

- Free Action: "Um. Friends. Heroes. I can hears something approach from the southern entrance to this new eastern hallway." Utnapishtim starts nervously.
- Move Action: Nothing.
- Standard Action: Ready an action to shoot a Magic Missile at the first visible enemy (from my wand).


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Arkus admires his new weapon.

"An impressive weapon indeed. I have not encountered one such as this beauty in my hands..."

On hearing Prof.
"It's a good time to test this then." bring the point to bear, Arkus readies for combat.


Gnome Alchemist (Grenadier) 3 | AC 18 / 14 tch / 15 fl | HP 9/20 (6 flying head) | Init +5 | Fort +3, Ref +6, Will +1

Knowledge (Arcana) on the book: 1d20 + 9 ⇒ (7) + 9 = 16

Ready an action to throw a bomb at hostiles.

Grand Lodge

Nagaji Dual-cursed Life Oracle 6 HP 51/51 | DR 3 AC 24* (+2 vs evil) T 10* FF 24* CMD 17* | F+5 (+2 vs poison) R+3 W+6 (+2 vs mind) | Init +0 | Perc+12 | Conc+12 | Channel 5/5

"What are you all aiming at? Prof, your good ear hear someone coming? You must have a bit of elven blood in your veins. Well, I better get ready".

Zolarus begins his barroom song of old heroes victories and draws his rapier while moving closer to Arkus.
--------------------------------------------------------------------------

Ongoing effects: Inspire Courage, Fortified Drinker (1 hr)

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

"I think it's more of those sinspawn creatures!"


Sinspawn indeed! Two of them rush up the hallway springing the trap they set.

They charge forward and one attacks Ark the other attacks Zol. From the earthen hallway to the North comes the flapping of two disembodied heads. They have bat-like wings that sprout from the sides of their heads. One of the sinspawns bites Zol and a flying head bites Jer.

On Ark flatfooted (vs AC 17)
bite: 1d20 + 3 ⇒ (3) + 3 = 6
claw: 1d20 + 3 ⇒ (5) + 3 = 8
claw: 1d20 + 3 ⇒ (6) + 3 = 9

On Zol flatfooted (vs AC 15)
bite: 1d20 + 3 ⇒ (14) + 3 = 17
claw: 1d20 + 3 ⇒ (5) + 3 = 8
claw: 1d20 + 3 ⇒ (6) + 3 = 9

bite damage on Zol: 1d6 + 1 ⇒ (3) + 1 = 4

Flying heads
Two on Jer Flatfooted (vs AC 15)
bite: 1d20 + 5 ⇒ (6) + 5 = 11
bite: 1d20 + 5 ⇒ (15) + 5 = 20

One on Ark flatfooted and flanked (vs AC 17)
bite: 1d20 + 7 ⇒ (3) + 7 = 10

Damage to Jer 1d4 ⇒ 2
Jer's fort save vs DC 12: 1d20 + 3 ⇒ (10) + 3 = 13

Prof you get 1 AOO on the flying head that is now flanking Ark.

Profs knowledge check
1d20 + 9 ⇒ (3) + 9 = 12
Prof has no clue what these are.

Init
Arkus: 1d20 + 4 ⇒ (9) + 4 = 13
Jer: 1d20 + 5 ⇒ (15) + 5 = 20
Zolarus: 1d20 + 4 ⇒ (3) + 4 = 7
Prof: 1d20 + 3 ⇒ (20) + 3 = 23
Flying Heads: 1d20 + 1 ⇒ (6) + 1 = 7
sinspawn: 1d20 + 5 ⇒ (4) + 5 = 9

Init
Prof
Jer
Ark
Sinspawn
Zol
Flying Heads

Silver Crusade

Male Human Wizard Conjurer (Teleportation School Archetype)/3 | HP: 20/20 | AC 13 Tch 13 FF 10 | Init +3 | Perc +0 | Fort +3, Ref +5, Will +4

AoO (Readied Action?) - If I can do this, since I readied, I will fire a magic missile Magic Missile Damage: 1d4 + 1 ⇒ (3) + 1 = 4
__________

Since I'm also at the top of initiative:
- Standard Action: "Freeze Dirtbag!" Magic Missile Damage: 1d4 + 1 ⇒ (3) + 1 = 4

That's my wand's activation: "Freeze Dirtbag!"

- Move Action: Move 1 square south.

- Free Action: "Flying heads?!?"
__________

I have outlined the target of my magic missiles in red.


Male Orc Barbarian (Invulnerable Rager) 2 HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|
Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Seeing his newest weapon useless in these close quarters fighting, Arkus drops it and whips out the shortspear in a deadly thrust.
Attack with Shortspear, Not including any possible bonus 1d20 + 6 ⇒ (2) + 6 = 81d6 + 7 ⇒ (6) + 7 = 13 Bah lousy rolls....

His target? the spawn just next to him and next to a flying head too...


Your muscles twinge and feel good using the mystery spear.

Jer you are up.


Gnome Alchemist (Grenadier) 3 | AC 18 / 14 tch / 15 fl | HP 9/20 (6 flying head) | Init +5 | Fort +3, Ref +6, Will +1

Jerrick steps back (5 ft) and fiddles with some things for a moment, then tosses a bomb at one of the flying bobbers, making sure Ark does not suffer any splash damage. Precise bombs

Ranged attack on red circled target: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Fire damage: 2d6 + 4 ⇒ (5, 4) + 4 = 13 splash of 6, DC 15 to save for half
Assuming that misses: 1d8 ⇒ 1 means it falls in orange marked square.
Reflex: 1d20 + 6 ⇒ (17) + 6 = 23 so 3 dmg to Jerrick


that will miss.

The bad guys attack!

Ark
bite: 1d20 + 3 ⇒ (6) + 3 = 9
claw: 1d20 + 3 ⇒ (6) + 3 = 9
claw: 1d20 + 3 ⇒ (15) + 3 = 18

Zol
bite: 1d20 + 3 ⇒ (9) + 3 = 12
claw: 1d20 + 3 ⇒ (8) + 3 = 11
claw: 1d20 + 3 ⇒ (6) + 3 = 9

Damage to Ark
1d4 + 1 ⇒ (4) + 1 = 5

Init
Prof
Jer
Ark
Sinspawn
Zol
Flying Heads

Zol you are up


Gnome Alchemist (Grenadier) 3 | AC 18 / 14 tch / 15 fl | HP 9/20 (6 flying head) | Init +5 | Fort +3, Ref +6, Will +1

Bomb should still do 6 splash damage even on a miss, unless they save for half.

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