Mazra’s Rise of the Runelords Campaign (Inactive)

Game Master Mazra

Sandpoint
Kaijitsu Estate
Map of Varisia

Party Treasure.
XPs Tally Link with Treasure Found
Map Archive Folder


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Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

We have places to go. So Lord Mayor if you will excuse us we will take our leave.Stone will heal Channel Energy for the group and begin leading everyone to the stables.
Channel : 4d6 ⇒ (2, 6, 3, 5) = 16


Rogue 5/Fighter 3 AC 20|HP 60|F+5R+10W+1|Perc+15|Init.+4|

Book Three - The Hook Mountain Massacre

A cold rain begins to fall as the party returns to the Kaijitsu Villa. The rest of the day was uneventful.

Day Forty-Four

You are visited around midmorning by the Captain of the Guard, "Thank you for your help yesterday. I am pleased it ended well." Uriana will look at Garrath with a slight head nod. "You need to know, we have not heard from Fort Rannick. It is a Magnimar outpost near Turtleback Ferry." She pauses, "Yes, the same location that was noted in the letter found near the Lamia Matriarch. The outpost is lead by a group of Rangers known as the Order of the Black Arrows. A report from them is past due."

You have time to regroup and reprovision. What do you do?


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

They're probably either dead or have been captured, either way something not good. maybe this one will have some more information for us. I say we go check it outFlynn looks at the rest of his companions


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

but no time to craft?

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

I agree we need to go check this out. Is there someone that can guide us up there? Also if we are riding up there do we need to improve our horses? I know Brandark and I both have heavy war horses but what do you all have?


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

I would suggest that you take the time, and purchase some heavy horses for yourself.

Will we have a couple of IRL days to get the treasure sorted, cash distributed, and purchases made, before we push on??


The event with Uriana that opens up The Hook Mountain Massacre can occur at about any time. If the party (Elektra) needs more time for making scrolls or other such endeavors, I am OK with adding days to the calendar to whatever the party needs. There is another hook coming anyway. Just let me know how much time you need and I will move the game time ahead. We can always RP activities at the Bazaar of Sails or other locations within Magnimar during the days used to recover and prepare for the long journey inland; including buying new mounts, etc..


Female Elf Fighter 2/Ranger 4 | Init.+3|Percept.+12|(+14 Goblin) |AC17 T13 FF14|HP 53/53|F+9 R+7 W+2;+1 Fear, +2 enchant.|SP30|

Day Forty-Nine

A familiar face to all except Flynn arrives at the Kaijitsu Villa, an elf named Shalelu Andosana. "I heard through my sources in Magnimar that you are heading to Fort Rannick. I would like to accompany you on this journey," the elf says plainly.

To Each player: Please provide what you do during this five days before the arrival of Shalelu. We can gameplay this activity in the Discussion thread.


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Garrath perks up at the arrival of Shalelu, "You have my vote. Your company is always welcome. He looks around at the city, "The sooner we get out of this place the better. It smells of rot, and corruption.


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

A friend of yours i assume?Flynn speaks to the group,


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

"I would be delighted to join up with you!"

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Hello Shalelu I would welcome your company. And please allow me to introduce our newest companion. Flynn this is Shalelu. She is a trusted friend and ally.Shalelu this is Flynn he is also a trusted friend and ally.


Female Elf Fighter 2/Ranger 4 | Init.+3|Percept.+12|(+14 Goblin) |AC17 T13 FF14|HP 53/53|F+9 R+7 W+2;+1 Fear, +2 enchant.|SP30|

Shalelu will give Garrath a bashful smile. She will look at Stone whe he speaks, then look at Flynn, giving the Inquisitor a positive head nod. She then looks at Elektra, "When will we be leaving for Fort Rannick?"

@Flynn - Shalelu doesn't say much. And when she does it is usually important or very silly, and you may not know the difference. So don't be offended by her less than enthusiastic greeting. It's her way. She also sees Elektra as the party leader. Don't be offended by that either. It is an Elf perception thing. She sees Elektra as some kind of Elf Princess. I am not sure where she gets that from. ;)


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

Trust me Flynn doesn't care much about who she is or what she thinks. until Flynn see's what she can do as far as he's concerned things go as they have been

Flynn nods back, not showing much care or concern for the newcomer. he turns to the group Soon, When we get to the fort i'll scout things out. we need to figure out the situation there before anything else. If there are any survivors, there rescue comes first. I don't like the idea of going in through the front, if we can find an alternate way in that might prove best


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Welcome back Shalelu.

Brandark gives her a wave, as he bellies up to the table to eat.

I am hoping to leave in the next day or two, but I think we will need some time to get things sorted out here, before we leave.

Meaning the sales, purchases, and item creation, if any


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Looking at Shalelu Elektra bows and replies

Elven:
"May your travels have been filled with sun and your nights full of the fresh wind over the treetops!"
Switching to common, so that the others also understand. "We will leave when we have all preperations finished. We have just finished a battle against an evil monstrosity, and we need at least another day to replenish our supplies. Also we were given permission to stay in a manor, and I need at least a few hours to clean it. With magic of course! Manual labour is not good for delicate hands used to weave spells."


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

Flynn rolls his eyes, Elves...Anyway i'm going to be doing research on Fort Rannick. See if i can find out anything useful, back door entrances things like that. i'll also wind up purchasing a horse for the trip there Flynn tries to catch the attention of the group, You all know my name, some of you have at least a brief idea of what i have done. So please try not to spread my name around so freely, Flynn Elric is unfortunately a name that will get you more enemies than allies. Honestly we are lucky those Chelaxian's from before didn't recognize me.


Flynn will find a Heavy Horse suitable for training. Brandark is a superior horsedwarf and may can help with training you and your horse.

Flynn will find out that Fort Rannick is located at the northern end of a wide valley that runs along the southern edge of the Hook mountains. This bleak landscape stretches on for miles along the border between the mountains and Kreegwood. The Order of the Black Arrows have maintained a garrison there for decades. Unfortunately, on a handful of merchants in Magnimar have been to Fort Rannick. They will be able to provide a general layout of the fort, but not much more.


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Garrath grits his teeth at Flynn's comment about 'Elves' "Watch what you say about Elves, especially those we know. These 'Elves' have proven themselves many times over, and I would take their worth over just about anyone else I've met."


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

Relax my comment wasn't made with malice, i've worked with some trustworthy elves before.Then again some of the one's i've seen were more corrupt than any human...Flynn sighs scratching the back of his head, What i'm trying to say is you four i trust, i worked with you for long enough to get a read on that fact. I won't trust her until those same conditions are met

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

I think that could be said for any of us. Shall we head to the fort and prove all our worth.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

I suggest that we leave in the morning. I still have a couple of things I have to get from the market

With that, Brandark heads out for the Bazaar


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

"I agree, it is time to leave the city behind. Let us feast tonight, and enjoy a last bath and featherbed, because on the morrow we will be in the wilderness again. Brandark, if you can check our horses, that their are well and fit, Stone and Flynn check if you have all for the rigours of the street, Garrath, I trust you can take of food and feed for our travels, if you want I will write you a few things you might miss," and the elf smiles to take any edge of the comment, showing she means female needs like soap and fresh fruits."And I will clean the house after we have done the shopping tour!"
Elektra will summon 6 unseen servants to let the house shine like new, gather enough warm water for all of them, and that after they leave everything is in order


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

At Bazaar:

Brandark looks around for a scroll of Bears Endurance, and Secret Chest

He also intends to turn a lot of his coin into gems for portability.

After a few hours of wandering around, Brandark returns to the manor.

Aye, I can be checking our horses.
Brandark will look over the horses, and check the gear to ensure that there will be no problems on the trip.


Brandark will find a vendor with a Scroll of Bear's Endurance. The vendor is asking 150gp for it.

DC 20 Diplomacy Check $135gp, DC25 Diplomacy Check $120gp

Scroll of Secret Chest Available? 1=No 2=Yes: 1d2 ⇒ 1

A scroll of Secret Chest cannot be found, at this time, at the Bazaar of Sails.

Gems are plentiful at the Bazaar of Sails. There is no penalty to exchange coin for gems of comparable value.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

After only being partially successful, Brandark returns to the Manor.

Lady Elektra, will this come in handy for a belt of health?
Brandark proffers the scroll.
Will anything else be needed ?

Not even going to try to roll for the diplo. :). . will accompany her back to the bazaar if she needs to go there.


Init.+5|Perc.+11|AC21|HP55|F+5 R+12W+11|CMB+10|CMD24|30'

Later that evening Devora Heidmarch approaches the party, "I have received a message from the Grand Lodge. I have been called away on official Pathfinder business. And though I am torn as to what to do, I must yield to the order from the Grand Lodge." She looks at Elektra, "I am sorry I will not be there to show you more of the Pathfinder's ways. But truth is, you already know more than most. I look forward to reading your commentaries when you return." She then looks back to the rest of the party, "May your stories be legendary!"


Day Fifty

This was the last day the party was in Magnimar. Many used it to buy last minute items and rest.

Day Fifty-One

A cold rain greets our brave Heroes as they leave for Turtleback Ferry and Fort Rannick. Shalelu informs the party that the best route is actually back up the Lost Coast Road to Sandpoint.

Encounter Probability 10% to Sandpoint (01 to 10): 1d100 ⇒ 15

That was close!

As night approaches, the Party arrives back at Sandpoint. It doesn't take long for crowds to form, parties to start, and ale and wine to flow freely. Ameiko is quick to ready the Rusty Dragon for a celebration to welcome back the Heroes of Sandpoint.


Female Elf Fighter 2/Ranger 4 | Init.+3|Percept.+12|(+14 Goblin) |AC17 T13 FF14|HP 53/53|F+9 R+7 W+2;+1 Fear, +2 enchant.|SP30|

Day Fifty-Two

Ameiko ended the celebration early to allow the party a chance to get to bed early and leave early.

Shalelu leads the party north along the Lost Coast road. It bends due east north of the Devil's Platter and Ravenroost.

Encounter Probability 10% Sandpoint thru Tickwood (01 to 10): 1d100 ⇒ 60

The road is busy. By the time you reach the area between the Shankwood and Tickwood forest, you will have met two caravans and several other travellers. One never saw a crowded highway during a time when Goblin clans raided along this stretch of the Lost Coast road. But now with one clan destroyed and others in fear, the road is safer to travel. But that doesn't mean the road is safe.

Encounter Probability 15% Tickwood thru Thistle River (01 to 15): 1d100 ⇒ 19

That was close too.

After crossing the Thistle River, not far from Thistletop, the Lost Coast Road turns north heading toward Windsong Abbey and Riddleport well beyond. But Shalelu turns the party off the Lost Coast road due east, "This is the Mosswood trail. Be on your guard."

Encounter Probability 20% Mosswood (01 to 20): 1d100 ⇒ 57

The trek is slower through this winding forest trail. By evening Shalelu leads the party to a small grove, "This place is safe. It is protected by a Treant friend of mine."

The party will have an uneventful evening.

More to come.


Moving on.

Day Fifty-Three

Encounter Probability 20% Mosswood (01 to 20): 1d100 ⇒ 46

Having traversed the Mosswood many times, Shalelu leads the party. The morning ride, this day through this thick forest, was uneventful. The going is slow as you negotiate fallen trees, ravines, hills, and the aftermath of a rock slide.

Encounter Probability 20% Mosswood (01 to 20): 1d100 ⇒ 17

About mid-afternoon rising out of the Mosswood's many ravines is a familiar foe to most. You hear the labored beating of this black horse's large bat-like wings.

The winged horse's movement puts it about 20 feet above the level of the horses. There is a ravine about 50 feet below the horse.

Garrath's Initiative: 1d20 + 9 ⇒ (20) + 9 = 29
Elektra's Initiative: 1d20 + 7 ⇒ (18) + 7 = 25
Flynn's Initiative: 1d20 + 6 ⇒ (5) + 6 = 11
Stone's Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Brandark's Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Shalelu's Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Sandpoint Devil's Initiative: 1d20 + 3 ⇒ (20) + 3 = 23

Garrath and Elektra can react before the Sandpoint Devil gets its next initiative. Everyone else will be flat-footed.

@Flynn - You have two unique horse tokens for your mount, 2 and 3. Your choice. Let me know which number you pick.

Hopefully, a new map will be up by the time you read this.


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

I'm feeling 3


Map note: The yellow lines represent the trail. Anything off trail is difficult terrain.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Elektra cast summon monster 4 summoning a medium air elemental.


Working to hover in place, the black winged horse screams. Birds flee. Small woodland animals scury away.

Every creature needs to make a saving throw. Bay (Su) When the Sandpoint devil screams, all creatures within a300-foot-radius spread must succeed on a DC 19 Will save or become panicked for 2d4 rounds. This is a sonic, mind-affecting, fear effect. Whether or not the save is successful, a creature is thereafter immune to the Sandpoint devil’s bay for 24 hours. The save DC is Charisma-based.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Will: 1d20 + 5 ⇒ (6) + 5 = 11 panicked


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

will: 1d20 + 8 ⇒ (19) + 8 = 27


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

will save: 1d20 + 9 ⇒ (19) + 9 = 28

Garrath yells back at the beast, Ready for round 2!!?? I'll not let you get away this time!


Horses need to save too, (All creatures).

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Stone's will save: 1d20 + 8 ⇒ (15) + 8 = 23
Shadowmist's will save: 1d20 + 3 ⇒ (19) + 3 = 22
Waiting on everyones and there horses save to find out what I should cast first.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

HorseWill: 1d20 + 3 ⇒ (3) + 3 = 6
The horse does panic, the horse does run,
where will it end, who will have won.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Brandark will: 1d20 + 4 ⇒ (17) + 4 = 21
abacus will: 1d20 + 3 ⇒ (13) + 3 = 16

Steady on

Brandark quickly slides off Abacus and gets his feet firmly on the ground.

Get over here you miserable misbegotton beast


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

Horse will: 1d20 + 3 ⇒ (12) + 3 = 15

Dammit, i fight better on the ground anyway Flynn jumps off the horse, drawing is bow


Also, any creatures that fail their saves will be panicked for 2d4 Rounds. If you don't get a chance to make your rolls today, I will roll and recap the round by tomorrow.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Stone will call to Sarenrae power to bolster Elektra and Abacus courage.
Do not fear this monster The Dawnflower is with us.
Remove Fear


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Garrath's generic horse roll: 1d20 + 3 ⇒ (3) + 3 = 6
acrobatics: 1d20 + 10 ⇒ (20) + 10 = 30
thrown weapon attack: 1d20 + 10 ⇒ (17) + 10 = 27
thrown weapon attack: 1d20 + 10 ⇒ (20) + 10 = 30
crit: 1d20 + 10 ⇒ (15) + 10 = 25
damage attack 1: 1d8 + 3 ⇒ (7) + 3 = 10
damage attack 2: 1d8 + 3 ⇒ (6) + 3 = 9
damage crit?: 1d8 + 3 ⇒ (2) + 3 = 5

The horse bolts from under Garrath who jumps nimbly from the back of the animal to the ground. He sets the greatsword on the ground and pulls out chakram readying them for throwing.

plan is to throw when it gets to 40', and then pick up the greatsword again.


Female Elf Fighter 2/Ranger 4 | Init.+3|Percept.+12|(+14 Goblin) |AC17 T13 FF14|HP 53/53|F+9 R+7 W+2;+1 Fear, +2 enchant.|SP30|

Shalelu's Will Save: 1d20 + 3 ⇒ (3) + 3 = 6
Shalelu's Horse Will Save: 1d20 + 3 ⇒ (16) + 3 = 19

Shalelu's horse is unfazed by the bay of the Sandpoint Devil. It scares the poop out Shalelu. She attempts to push her horse away as fast as she can drive her mount. But the attempt fails. Shalelu's horse moves forward along the trail as normal.

Shalelu's Handle Animal: 1d20 + 3 ⇒ (6) + 3 = 9

Shalelu's Panic: 2d4 ⇒ (1, 1) = 2

This is now the third time Shalelu has come across this ferocious outsider from some abominable plane.


May not get the recap done as quickly as originally thought.

@Garrath - Your character can react before the Sandpoint Devil's Bay. You could toss Chakram's in Round One, then dismount when your horse bolts. By the way, yours horses getting out of the way may not be a bad thing. What would you like to do?

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Uuumm Kill the Sandpoint Devil. Yes yes that is what I want to do. : )


Moving on.

The Sandpoint Devil appears flying up out of a ravine.  It had just devoured a wild boar.

Round One

@Garrath - I took a little liberty from your post.

Garrath was alert when the Sandpoint Devil appears, almost as if he was expecting it. The Shoanti Barbarian sends one then another Chakram at the demon horse. Both sharp circular throwing rings cut into the creature's black hide. Garrath will note that the rings failed to cut as deeply as he had hoped.

The Chakrams were subject to the Sandpoint Devil's DR.

Elektra begins to weave a spell.

The black demon horse let's out a horrific scream. Birds fly away. Small woodland animals scury away.

Garrath's horse bolts. The Shoanti Barbarian nimbly jumps from his steed, as it gallops off to the east.
1=East, 2=Southeast, 3=South: 1d3 ⇒ 1
Garrath's Horse Rounds Panicked: 2d4 ⇒ (4, 3) = 7

Elektra and her horse flees. Glistenwing stays with her master.
Elektra Rounds Panicked: 2d4 ⇒ (4, 2) = 6
1=East, 2=Southeast, 3=South: 1d3 ⇒ 2
Elektra's Horse Rounds Panicked: 2d4 ⇒ (2, 4) = 6

This will cause Elektra to lose her spell.

Stone and his mount were unfazed by the scream. The Cleric seeks Sarenrae's assistance to Remove Fear.

Range close (25 ft. + 5 ft./2 levels)
Targets one creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart. You can affect two at 7th level. 3 when you reach 8th level. Which two creatures do you affect within 40 feet?

Brandark slides off Abacus, as the trained warhorse also turns and runs.

1=East, 2=Southeast, 3=South: 1d3 ⇒ 3
Brandark's Horse Rounds Panicked: 2d4 ⇒ (3, 4) = 7

Brandark can still take a standard action in the Round.

Flynn too, deftly jumps from his horse as it bolts from the scream.
1=East, 2=Southeast, 3=South: 1d3 ⇒ 3
Flynn's Horse Rounds Panicked: 2d4 ⇒ (3, 1) = 4

Flynn also can take another standard action in the Round.

Shalelu panics. Her horse simply moves forward along the trail.

Garrath 29 (AC18 77/77)
Elektra 25 (AC 13 39/39)
Sandpoint Devil 23 (AC? -14/?)
Stone 21 (AC22 51/51)
Brandark 18 (AC21/20 55/55)
Flynn 11 (AC19 43/43) 
Shalelu 7 (AC17 53/53)

Round Two

Map has been updated.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Stone will move Shadowmist down the trail then south. He will then cast remove fear on Elektra and her horse.

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