GM Arkwright's Enduring Rise of the Runelords (Inactive)

Game Master Arkwright

Game Map


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Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

Isme tilts her head at Spectrum. She thinks about offering to take care of it but assumes that would be another moral quandary in itself. Maybe later.


Well played, good sir.

Three doors remain; one north, one west, one east. Listening at the eastern and western doors, you find they lead to corridors with another door.

What do?


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Spectrum opens the east door, moves into the hall, and listens at the next door.


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

Isme follows at a distance, perching on the highest thing she can find.


Nothing.

Pushing the door open, Spectrum enters a workroom; crates, barrels, miscellaneous refuse. To the north, the sound of crashing surf echoes in.

He recalls that to the north is where the goblin described a 'monster' as being.


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Spectrum checks over his gear and runs a mental inventory of the spells he'd prepared that morning.

"This is where the goblin's monster should be. Prepare yourselves."

Spectrum spent a few moments with his wand and charged the two dragons and himself with electricity. They crackled.

Three charges off the wand of Shocking Grasp. Share spells to transfer the first two to the dragons. We are all Holding The Charge.


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

Isme casts spells on herself, first forming an invisible barrier around her then trilling a song to split into three identical images.

Mirror Image: 1d4 + 1 ⇒ (1) + 1 = 2

Casting Mage Armor and Mirror Image.

"Ready. I'll start us off," Isme says and flies ahead to the north, making sure Spectrum follows close.


The floor of this cavern seems strangely polished and smooth. To the east, a thick curtain of vines and nettles hangs down over a wide opening overlooking the Varisian Gulf. A leathery, eyeless squid with a squat body the size of a rain barrel splitting into a tangle of tentacles sits against the wall next to its twin; spotting intruders, they let out sibilant hisses and move to attack.

Init
Enemy 1d20 + 5 ⇒ (11) + 5 = 16
Spectrum 1d20 + 4 ⇒ (9) + 4 = 13
Isme 1d20 + 5 ⇒ (13) + 5 = 18
Noro 1d20 + 2 ⇒ (12) + 2 = 14

Order
Isme
Enemy
Spectrum, Noro


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

Isme stares unimpressed at one of the squids and then tries to see if they react to her magic.

Evil Eye (Will DC 17, -2 to saving throws) on one of them for 8 rounds. Successful save means duration is reduced to 1 round.


Will 1d20 + 7 ⇒ (9) + 7 = 16

The creature shivers slightly, struck by Isme's curse.
As one, they lash out with their grasping tentacles.

Attacks against Noro
1d20 + 2 ⇒ (17) + 2 = 19 1d6 + 1 ⇒ (5) + 1 = 6
1d20 + 6 ⇒ (8) + 6 = 14 1d6 + 2 ⇒ (5) + 2 = 7
1d20 + 2 ⇒ (11) + 2 = 13 1d6 + 1 ⇒ (4) + 1 = 5
1d20 + 6 ⇒ (2) + 6 = 8 1d6 + 2 ⇒ (1) + 2 = 3

She grins and bats away their feeble strikes bar one, stepping up and lashing out herself.

1d20 + 10 ⇒ (13) + 10 = 23 1d6 + 8 + 1d4 ⇒ (5) + 8 + (2) = 15
1d20 + 10 ⇒ (20) + 10 = 30 1d6 + 4 ⇒ (3) + 4 = 7
Confirm 1d20 + 10 ⇒ (3) + 10 = 13 1d6 + 4 ⇒ (5) + 4 = 9

She lands two dreadful blows with her fists.

Go Spectrum


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Spectrum moves in and attacks with his lightning charged blade.

Spellstrike: 1d20 + 4 ⇒ (9) + 4 = 13
Damage, Shocking Grasp: 1d8 + 1d8 + 3 ⇒ (3) + (2) + 3 = 8

If I miss I continue to hold the charge.


Current Effects:
none
HP 8/8, AC 15, Fort +0, Ref +2, Will +2, Perception +5, Blindsense 30'

Glimmer swoops in and tries to lash her tail out to discharge the energy of the spell.

Touch Attack: 1d20 + 9 ⇒ (2) + 9 = 11
Shocking Grasp: 1d8 + 3 ⇒ (5) + 3 = 8

Guess she's still holding the charge as well.


Touch Attack: 1d20 + 9 ⇒ (16) + 9 = 25
Shocking Grasp: 1d8 + 3 ⇒ (4) + 3 = 7


A trio of strikes send lightning crackling through the creature's bleeding body; it spasms a little then collapses to the ground, smoke puffing from its exploded eyes.

Good kill!
Go Isme


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

Isme attempts to force the remaining creature to unconsciousness.

Slumber (DC 17, Will negates) on the remaining creature.


Will 1d20 + 5 ⇒ (19) + 5 = 24

Ignoring Isme's sleep-inducing stare, it lashes out at Spectrum.

Attack 1d20 + 6 ⇒ (14) + 6 = 20 1d6 + 2 ⇒ (4) + 2 = 6
1d20 + 2 ⇒ (19) + 2 = 21 1d6 + 1 ⇒ (1) + 1 = 2
Grapple 1d20 + 10 ⇒ (17) + 10 = 27 1d6 + 1 ⇒ (3) + 1 = 4

Landing two hits, it spurts poison deep into his bloodstream and traps him in its writhing, trapping tentacles.

Spectrum is now Grappled and takes 12 damage; Fort save please


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Fort: 1d20 + 5 ⇒ (8) + 5 = 13


Spectrum suffers 1d4 ⇒ 1 Con damage.

Noro steps up and attacks again.

1d20 + 10 ⇒ (9) + 10 = 19 1d4 + 1d6 + 8 ⇒ (2) + (1) + 8 = 11
1d20 + 10 ⇒ (3) + 10 = 13 1d6 + 4 ⇒ (5) + 4 = 9

She lands a single hit.

Go Isme


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

I don't really have any attack options.

Isme caws ominously at the creature before cackling madly.

Misfortune (DC 17 Will negates) + Cackle


Will: 1d20 + 5 ⇒ (18) + 5 = 23

The creature stubbornly ignores Isme's assault of ill-luck.

Spectrum, sorry, I think I missed your turn, have it now


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Escape Artist: 1d20 + 4 ⇒ (16) + 4 = 20

Spectrum struggled to get free.


Current Effects:
none
HP 8/8, AC 15, Fort +0, Ref +2, Will +2, Perception +5, Blindsense 30'

The little dragons, not sure of what to do, flap around the room waiting.


Spectrum makes it.

That cost a standard action, you have the rest of your turn remaining if you want to do anything else.


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Acrobatics: 1d20 + 11 ⇒ (15) + 11 = 26

Spectrum rolls clear to get behind Noro.

lets let it try to grapple the monk instead.


Nicely done.

Furious, the creature turns and tries for a series of blows against Noro. It inches towards the wall.

Attacks
1d20 + 6 ⇒ (14) + 6 = 20 1d6 + 2 ⇒ (3) + 2 = 5
1d20 + 2 ⇒ (7) + 2 = 9 1d6 + 1 ⇒ (5) + 1 = 6 1d20 + 10 ⇒ (1) + 10 = 11

It lands a blow.

Go everyone else.


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

Isme continues to sling omens at the creature.

Evil Eye (DC 17 Will), -2 to AC for 8 rounds or 1 round if succeed on save, then Cackle to extend by a round.


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Spectrum continues his momentum to the other side of Noro and comes back in swinging and electrically charged blade.

Spellstrike, shocking grasp: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d8 + 1 + 1d8 + 4 ⇒ (3) + 1 + (4) + 4 = 12

Crit Confirm: 1d20 + 4 ⇒ (8) + 4 = 12
Critical Damage: 1d8 + 1 + 1d8 + 4 ⇒ (3) + 1 + (5) + 4 = 13


Spectrum lands a deadly and sparking blow, burning the creature to spasming cinders.

After recovering, you push past into the next part of these creatures' lair. Dozens of strange dead bodies lie scattered about this room. Most are of sea birds and ospreys, but there are six dead goblins here as well. Each body is literally skin and bones, as if all of the interior organs and muscles have somehow been drained away, leaving behind skeletons draped with leathery, slowly rotting skin.


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Detect Magic


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

Isme states the obvious. "That doesn't look good."

Perception: 1d20 + 12 ⇒ (8) + 12 = 20


Small +1 Hide Armor, Small Masterwork Shortbow

Isme finds nothing.


What next?


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

"I don't see anything else. Let's try another door."

I think we haven't opened the door to the west.


What door to the west?


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

From D1, I think. We haven't taken the north door either if I'm right.


My bad, got east confused with west.

The group move through the underground corridors, a warren of ancient stone and modern wood and carpet, to and past another door and into a prison.

The southern wall of this room is a bank of cells with iron doors, six in all. The rest of the room is obviously a torture chamber; a rack sits against the far wall, an iron maiden stands to the north, and a fire pit smolders below a spiky cage dangling from a chain in the ceiling to the east.

No magic

Pushing through a northern door, you find A dusty nest of rags, dog hides, and straw sits in the northeast corner of this room. To the south, a long workbench cluttered with pliers, hooks, tongs, saws, and knives runs along the wall.

No magic


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Sorry, busy week.

Spectrum drinks a potion wincing at the foul taste, then magically cleaned the blood away from his white clothing.

Potion of Infernal Healing.

Then as his wounds knit themselves together he went on, repeating the process of having the dragons scout ahead and listen at doors before moving forward and opening them.

He wrinkles his nose in disgust at the torture chamber but says nothing.

Moving on to the door to d12


Current Effects:
none
HP 8/8, AC 15, Fort +0, Ref +2, Will +2, Perception +5, Blindsense 30'

Perception: 1d20 + 6 ⇒ (12) + 6 = 18

Stealth: 1d20 + 19 ⇒ (19) + 19 = 38


The twin dragons hear nothing beyond the door; one by one, everyone steps inside the chamber.

Stone fonts containing frothy dark water sit to the north and south of the eastern entrance to the room, and twin banks of stone pillars run the length of the long chamber. At the western end, shallow stairs rise to a platform about two feet off the ground. The walls surrounding this platform are lit by hanging braziers that emit glowing red smoke, giving the place an unnerving crimson lighting that throws the bas-relief carvings of countless monsters feasting on fleeing humans into lurid display.
A black marble altar stone, its surface heaped with ashes and bone fragments, squats before a ten-foot-tall statue. The sculpture depicts a very pregnant but otherwise shapely naked woman who wields a kukri in each taloned hand and has a long reptilian tail, bird-like taloned feet, and the snarling head of a three-eyed jackal with a forked tongue. Its left kukri flickers with fiery orange light while the right one glows with a cold blue radiance.


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

"Lamashtu." Spectrum said with a tone that left no questioning what he thought about the mother of monsters.


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

Isme looks around the chamber, perhaps wary of any monsters that might worship at this altar.

Perception: 1d20 + 12 ⇒ (9) + 12 = 21

She also twitters another song to see the magic in the place.

Detect Magic too, just to be sure!


Isme detects the presence of magic; before she can narrow it down further, she manages to spot a sinister presence hiding in the rafters- an emaciated dog, flying, staring down at the group. As she spots it, it attacks, as does its twin in the other corner.

Init
Isme 1d20 + 5 ⇒ (2) + 5 = 7
Noro 1d20 + 2 ⇒ (10) + 2 = 12
Spectrum 1d20 + 4 ⇒ (3) + 4 = 7
Enemy 1d20 + 6 ⇒ (7) + 6 = 13

As one, the hounds raise their jaws and let out terrifying howls promising death and torturous pain.

Make two DC 12 Will Saves or be panicked for 2d4 ⇒ (2, 2) = 4 rounds.

Noro 1d20 + 6 ⇒ (15) + 6 = 21 1d20 + 6 ⇒ (10) + 6 = 16


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Will: 1d20 + 3 ⇒ (19) + 3 = 22

Will: 1d20 + 3 ⇒ (14) + 3 = 17


Current Effects:
none
HP 8/8, AC 15, Fort +0, Ref +2, Will +2, Perception +5, Blindsense 30'

Spell resistance?

Will: 1d20 + 4 ⇒ (11) + 4 = 15
Will: 1d20 + 4 ⇒ (6) + 4 = 10


Will: 1d20 + 4 ⇒ (4) + 4 = 8
Will: 1d20 + 4 ⇒ (13) + 4 = 17


Go ahead and have your turns if you make your saves.


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Noro is up first. I'm sure she walks up and punches one of them.


You can all go together. I'll post in a bit.

I should note, they're all currently hovering 20ft off the ground.


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

Will: 1d20 + 4 ⇒ (14) + 4 = 18
Will: 1d20 + 4 ⇒ (20) + 4 = 24

Isme shakes off the howls and sends a supernatural command at one of them.

I'll try for a Slumber (DC 17 Will negates)on the one that isn't punched.

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