Revival of the Runelords (Inactive)

Game Master Cellion

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INIT template:
[dice=Ziva]d20+2[/dice]
[dice=Astrid]d20+3[/dice]
[dice=Colvyn]d20+4[/dice]
[dice=Kellek]d20+2[/dice]
[dice=Guiness]d20+2[/dice]


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Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

same here
Thank you, I just happen to be looking in the right direction...that is all. Insects are not nice but if you leave them alone they should do the same. Let us leave them in piece before they decide we are bothering them.


Revival of the Runelords Slideshow

Sorry guys... got called in to work some extra shifts. I will get on this when I have the chance.


Revival of the Runelords Slideshow

dice:
1d2 ⇒ 2
Cade: 1d20 + 6 ⇒ (4) + 6 = 10
Colvyn: 1d20 + 6 ⇒ (1) + 6 = 7
Kargas: 1d20 + 4 ⇒ (1) + 4 = 5

MAP UPDATED

Map Info:
* The dark square at the top of the map is the area where the lights are, though they are obscured by foliage for the moment.
* If a part of the map looks like it has foliage there, it does. Such areas are difficult terrain.
* The contour lines show the slope of the hill, which is fairly steep. Moving uphill costs double the normal movement (thus a 5' step is not allowed going uphill), and creatures that are uphill from another creature get the +1 bonus for high ground.
You cannot take a charge action going uphill but going downhill the bonus to hit for charging is +4 and the AC penalty 1s -4.

Cade, Colvyn, and Kargas keep their distance from the tree with the insect nest as they head up the hill.

Things seem quiet, until Kargas steps on a twig. It snaps, and suddenly the leaves on the ground rustle as some kind of rope goes taut, and bent tree branches spring back.

CMB: 1d20 + 15 ⇒ (20) + 15 = 35

The rope snags Kargas by the ankle, and he his hauled up into the air! A large log acting as a counterweight falls on the other side of the tree. The tree shakes, and you can see another rope connecting the tree Kargas is hanging from to the tree with the insect nest!

Large furry green and brown spiders begin pouring out of the nest!

You guys are surprised, but so are the bugs, so there is no surprise round.

Cade: You don't know much about spiders, but you know that when they swarm like that ordinary weapons do nothing against them, and they get you if they move into your space. In short you know what the basic swarm traits are.

Kargas: You are grappled by the rope. You can escape by: making a Grapple or Escape artist roll, making a strength check to break the rope, or cutting the rope with a weapon (requires a roll to hit and damage). Getting out/breaking the rope will cause you to fall 10 feet. If you exceed the grapple/strength roll by 5 then you can hang on to the rope if you wish, or use acrobatics to break your fall.

more dice:
Cade: 1d20 + 4 ⇒ (11) + 4 = 15
Colvyn: 1d20 + 4 ⇒ (2) + 4 = 6
Kargas: 1d20 + 2 ⇒ (4) + 2 = 6
bugs: 1d20 + 3 ⇒ (12) + 3 = 15
Cade (u): 1d20 + 1 ⇒ (10) + 1 = 11

Round 1 Initiative:
Block 1: Cade!
Block 2: Spiders
Block 3: Colvyn, Kargas

Cade is up!


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

Well we are in a pickle now aren't we?
Cade moves past Kargas and towards the counter weight.
Prepare yourself Kargas. I am going to try and cut you down.
He looks down at the swarm
Then again you might be the in the safest place for now.
He looks to Colvyn
That thing is a swarm...deadly things and immune to our weapons. Since it is spiders, I would bet it is poisonous. Something that damages and area would be great right about now.

I did a double move and placed a C where my character was. I am not sure where the counter weight is. I was thinking that the next round I would cut it down and let it roll over the swarm...if I can that is.


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

Kargas opens his mouth to swear but the slithering rope is faster and jerks him off his feet. URK!!" As he dangles from the branches he twists to examine the rope even as he warily eyes the spiders. "...I'm, heh, I'm really glad Ameiko or Flor aren't here to see this," he mutters as he reaches for his falchion.


Revival of the Runelords Slideshow

Cade: The counterweight is on the other side of the trunk of the tree - I marked it with a brown circle. It is a big rotten log, maybe 6' to 7' long, now with one end resting on the ground and the other end with the rope on it. Kargas will probably free himself on his own turn however, and you may have your own problems.

Cade pushes his way into the brush at the base of the tree.

The spiders swarm towards the tree, gathering at its base. Many begin climbing the trunk of the tree, but Cade is caught within the carpet of spiders, and they begin to crawl all over him!

swarm damage: 1d6 ⇒ 5
distraction: 1d20 + 1 ⇒ (10) + 1 = 11
venom: 1d20 + 1 ⇒ (12) + 1 = 131d2 ⇒ 1

Cade is soon covered with spiders; the feeling of them crawling all over him drives him into a near panic. But as they bite him, he can also feel a giddy light-headedness wash over him, which under other circumstances might actually be pleasant.

Cade: 5 damage, and you are nauseated (no standard actions next round). You also take 1 point of charisma damage. Note that 1 point of ability damage doesn't actually do anything, but 1 more and your CHA bonus drops by 1. As a result of the poison you also need to make a DC 10 charisma check any time you try to say anything; failure means you babble and fail to make sense.


Revival of the Runelords Slideshow

Round 1 Initiative:
Block 1: Cade
Block 2: Spiders
Block 3: Colvyn, Kargas

Round 2 Initiative:
Block 1: Cade (5 damage, nauseated, 1 CHA damage)
Block 2: Spiders
Block 3: Colvyn, Kargas

Everyone is up! Kargas, see my earlier post about getting free.


Male Ratfolk Warpriest 9 / Trapper 2 | hp 71/71 | AC21 T15 FF 17 CMD 21 | Fort +11, Ref +11, Will +10 (+1 vsTraps) | Init +4 | Perc +19 (+3 vsTraps) D.D +25 (+2 vsTraps) Darkvision 60ft | Move 30 Ft | Condition:
Spoiler:
Blessing: 7/7, Fervor 3d6 7/7, Sacred Weapon 4/9, Sacred Armor 9/9

Colvyn digs in his pack and takes out his only alchemist's fire. "Cade, get out of there!" He moves slightly sideways to a better view of the swarm. It's my only only one, let's hope this works... He waits for Cade to clear the swarm before throwing it.


Revival of the Runelords Slideshow

Colvyn gets ready to throw.

Colvyn: This counts as a readied action. If you like, you can make the roll in advance, though it is best to put it in spoiler tags.

Round 1 Initiative:
Block 1: Cade
Block 2: Spiders
Block 3: Colvyn (ready), Kargas

Round 2 Initiative:
Block 1: Cade (5 damage, nauseated, 1 CHA damage)
Block 2: Spiders
Block 3: Colvyn, Kargas

Cade and Kargas are up! Kargas, see my earlier post about getting free.


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

Could I simply use the rope to Climb into the tree? We know the branch will support my weight.


Male Ratfolk Warpriest 9 / Trapper 2 | hp 71/71 | AC21 T15 FF 17 CMD 21 | Fort +11, Ref +11, Will +10 (+1 vsTraps) | Init +4 | Perc +19 (+3 vsTraps) D.D +25 (+2 vsTraps) Darkvision 60ft | Move 30 Ft | Condition:
Spoiler:
Blessing: 7/7, Fervor 3d6 7/7, Sacred Weapon 4/9, Sacred Armor 9/9

Ready Action=Cad, get out of there!:

Colvyn's throws the flask at the swarm the moment that Cade moves out of it. As the alchemist's fire explode in the mist, Colvyn is already working on plan "B". Now what... maybe a torch...

Alchemist's fire away!: 1d20 + 5 ⇒ (18) + 5 = 23
Burn!!: 1d6 ⇒ 3 plus splash


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

Does that creature suffer from the same move penalties as we do?
Feeling the spiders climb on top of him is almost too much for him but he keeps his calm. Removing himself from the swarm as best as he can, Cade backs up and away.
Speak: CHA: 1d20 + 3 ⇒ (20) + 3 = 23
I am clear...light them up.


Revival of the Runelords Slideshow
Kargas Stormscar wrote:
Could I simply use the rope to Climb into the tree? We know the branch will support my weight.

Yes you can. Normal climb check for climbing a rope. It's worth mentioning though that it looks like the spider swarm is also climbing the tree.

Cade Goodbarrel wrote:
Does that creature suffer from the same move penalties as we do?

A creature with a climb speed can move uphill using its climb speed. They will still be slowed by difficult terrain.

Colvyn "Slick" Dashtail wrote:
** spoiler omitted **

Colvyn hurls the flask at the swarm. There is a WHOOF! as the contents spill out and ignite on contact with air. The flames burn the spiders, and the few individuals that survive scatter into the underbrush.

However, the tree Kargas is hanging from is now burning. It is raining though, which will limit the fire's progress.

End Combat... as long as Kargas gets out of the burning tree reasonably quickly.

venom: 1d20 + 1 ⇒ (5) + 1 = 6 Cade: No more damage from the poison, though you will still have the speech issue for a while.

Cade suspects that he has gained the ability to detect magic, since some of the trees seem to be glowing pretty colors.


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

Was there any save vs the poison? other than the CHA save for talking


1 person marked this as a favorite.
Male Ratfolk Warpriest 9 / Trapper 2 | hp 71/71 | AC21 T15 FF 17 CMD 21 | Fort +11, Ref +11, Will +10 (+1 vsTraps) | Init +4 | Perc +19 (+3 vsTraps) D.D +25 (+2 vsTraps) Darkvision 60ft | Move 30 Ft | Condition:
Spoiler:
Blessing: 7/7, Fervor 3d6 7/7, Sacred Weapon 4/9, Sacred Armor 9/9

" Censored swear words I didn't prepare any water this morning..." Colvyn rushes to the tree, trying to use the dirt and what water he was in his waterskin to extinguish the fire.

If he put it out before Kargas gets down:

"Since you are up there, can you see what is the source of the light"


Revival of the Runelords Slideshow
Cade Goodbarrel wrote:
Was there any save vs the poison? other than the CHA save for talking

Yep. You made the second one, and one save was all that was needed. Remember we are using inverted saves, so I do the rolling.


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

"What's a 'censor'?" the half-orc grunts, twisting upright and grasping the rope. Muscles flexing, the berserker hauls himself up into the tree, balancing there while drawing his falchion and chopping at the rope.

Climb: 1d20 + 1 ⇒ (16) + 1 = 17
Attack Rope: 1d20 + 4 ⇒ (6) + 4 = 10


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

Thanks. That was a nice shot.


Revival of the Runelords Slideshow

Kargas hauls himself up and cuts himself free.

The fire doesn't go out easily, but it is not spreading quickly either, and Colvyn eventually manages to put out the fire.

Cade: 1d20 + 6 ⇒ (12) + 6 = 18
Colvyn: 1d20 + 6 ⇒ (13) + 6 = 19
Kargas: 1d20 + 4 ⇒ (19) + 4 = 23

Kargas and the others can't make out any more about the light from where they are, but from his vantage point Kargas can see another log hanging in a tree to the northeast, indicating that there is another noose trap somewhere up the hill. He can also see another spider nest further to the northeast.

Cade Goodbarrel wrote:

Thanks. That was a nice shot.

Cade nods to Colvyn, but his words come out:

Thanks. Fat as a rice pot.

Cade:
Your character is basically high, and the effect is not entirely unpleasant. This effect will last for longer than the encounter. If you fail a charisma check when you try to speak, go ahead and make up something that sounds sort of like what your character is trying to say. You could put what he is really trying to say in a spoiler tag with a DC 15 INT check.

For the record, feel free to deliberately fail your Charisma checks if you think it will be funny.


Revival of the Runelords Slideshow

So what now?

* Head straight up the hill towards the light?
* Head towards the log and try to disable the trap?
* Throw alchemist's fire (or something) at the other spider nest?
* Fall back first and wait for Cade to get back to normal?
* Turn back?
* Something else?


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

After pointing out the spider nest and log trap, Kargas scratches his chin and gives the halfling a quizzical look. INT Check: 1d20 ⇒ 12

"What're you babbling about?" Slowly easing himself out of the tree with the length of severed rope, Kargas drops the last foot or two to the ground. "Pretty sure we can weave around the snare and the spider nest, the light doesn't look like it's gone anywhere or changed at all. Still up for it?"


Male Ratfolk Warpriest 9 / Trapper 2 | hp 71/71 | AC21 T15 FF 17 CMD 21 | Fort +11, Ref +11, Will +10 (+1 vsTraps) | Init +4 | Perc +19 (+3 vsTraps) D.D +25 (+2 vsTraps) Darkvision 60ft | Move 30 Ft | Condition:
Spoiler:
Blessing: 7/7, Fervor 3d6 7/7, Sacred Weapon 4/9, Sacred Armor 9/9

Colvyn pauses for a second, looking at Cade. He then shrugs and turn to Kargas.

"I'm good, but I am out of alchemist's fire and the like. Would you happend to have any, just in case?"


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

"Nope! But now that we know what we're looking for it should be easier to spot any others."


Revival of the Runelords Slideshow

For the record, Cade should have an Alchemist's fire handy. See THIS POST. Cade also has a flask of oil with a rag in the neck for a wick.

So what's the plan?


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

I vote for continue chasing the light. It doesn't look like its moved locations, does it?


Revival of the Runelords Slideshow
Kargas Stormscar wrote:
I vote for continue chasing the light. It doesn't look like its moved locations, does it?

Nope. It flickers but doesn't look like it has moved.

Any other opinions? I will wait a bit and move ahead if nobody else speaks up.


Male Ratfolk Warpriest 9 / Trapper 2 | hp 71/71 | AC21 T15 FF 17 CMD 21 | Fort +11, Ref +11, Will +10 (+1 vsTraps) | Init +4 | Perc +19 (+3 vsTraps) D.D +25 (+2 vsTraps) Darkvision 60ft | Move 30 Ft | Condition:
Spoiler:
Blessing: 7/7, Fervor 3d6 7/7, Sacred Weapon 4/9, Sacred Armor 9/9

Go toward the light...

"I agree. But let's go at a slower pace. It's not because we know of two traps that it doesn't mean there isn't more." Colvyn will grab a branch from the ground that is at least taller then him and use it to prod at anything that he finds suspect.


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

Cha Saves: 1d20 + 3 ⇒ (9) + 3 = 12
You two want to just walk up to the light....why? Do you not think that someone placed those traps there for a reason. I am a duelist and therefore used to misdirection and feints. Is there something more to this area than just the lights up there. Could there be someone watching us right now?
Cade looks around for a bit...
Perception: 1d20 + 6 ⇒ (2) + 6 = 8

Cha Saves: 1d20 + 3 ⇒ (7) + 3 = 10
Do you think it is wise to do this without the others?


Revival of the Runelords Slideshow

Nobody has noticed anyone watching, but obviously whatever set the traps has to be intelligent.

So I'm hearing these suggestions:

* Head up the hill normally
* Head up the hill slowly (how slowly? FYI 2 minutes per 5' would allow you to take 20 to look for traps.)
* Go back to town and get the others. This will take a few hours.


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

If we do go up the hill, I vote for taking our time. Taking 20 would be ideal:26 Perception. I do have an alchemist fire. The oil flask and rag is just for cleaning and taking care of the weapons he has but could be used to as a make shift fire splash weapon.


Male Ratfolk Warpriest 9 / Trapper 2 | hp 71/71 | AC21 T15 FF 17 CMD 21 | Fort +11, Ref +11, Will +10 (+1 vsTraps) | Init +4 | Perc +19 (+3 vsTraps) D.D +25 (+2 vsTraps) Darkvision 60ft | Move 30 Ft | Condition:
Spoiler:
Blessing: 7/7, Fervor 3d6 7/7, Sacred Weapon 4/9, Sacred Armor 9/9

"We should be fine. Just need to not step into any more traps." Colvyn then turns towards the light. "I get the feeling that there is nothing up there. Just a distraction to attract people into those traps. It would be unwise to leave them armed and that someone else falls prey to them."

Taking 20 sounds good. That gives me 27.


Revival of the Runelords Slideshow

MAP UPDATED

Because Cade and Colvyn have the better perception rolls, I put them in front. Strictly speaking one could use Aid Another to help the other.

The group looks at the ground carefully as they proceed slowly up the hill.

Once they come around the tree between them and the light, they can see the source more clearly. There is an earthen cave, much like an animal burrow dug out of the hill. Foliage still obscures some of it but it looks like it could accommodate a medium creature.

Coming around the corner of the tree and going to the right to avoid a small rocky outcrop, Colvyn spots another noose trap on the ground ahead. The group considers their options.

The trap is marked with a red "X".

FYI there is a little grey patch visible just north of the figures for Cade and Colvyn. This is a small rocky outcrop and is difficult terrain.

So do you:

* Just go around it?
* Try to disable the trap without setting it off?
* Spring the trap using a stick or other item? (FYI it looks like if this trap goes off it will disturb the other spider nest)
* Something else?


Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

Cade points to the cave and using his weapons to motion that they leave the trap alone. He also motions that they avoid the rocky outcropping.

Cade continues to look around as the move along...
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
He still takes his time and helps Colvyn with spotting traps.


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

"I wanna know what's in that cave..."


Revival of the Runelords Slideshow

Cade, don't forget that I roll perception checks secretly. If you want to look for something specific just let me know.

Cade Goodbarrel wrote:
Cade points to the cave and using his weapons to motion that they leave the trap alone. He also motions that they avoid the rocky outcropping.

The party decides to simply go around the trap. Unfortunately, any route uphill that avoids the trap passes through difficult terrain (either the rocks or the trees). The party must either climb over the rocks or push through the brush on either side.

There doesn't seem to be any traps in the rocks, so the party begins to advance over them.

dice:
Cade: 1d20 + 6 ⇒ (2) + 6 = 8
Colvyn: 1d20 + 6 ⇒ (6) + 6 = 12
Kargas: 1d20 + 4 ⇒ (17) + 4 = 21
Cade: 1d20 + 4 ⇒ (12) + 4 = 16
Colvyn: 1d20 + 4 ⇒ (4) + 4 = 8
Kargas: 1d20 + 2 ⇒ (2) + 2 = 4
Monsta: 1d20 + 5 ⇒ (11) + 5 = 16

As the two small companions clamber over the rocks, Kargas thinks he hears a hissing noise from up ahead. He looks up and can make out a figure hiding in the bushes in front of the cave. The figure has an approximate human shape, and is backlit by the light coming from the cave mouth.

The figure pushes its head out and hisses loudly. It spits, and a glob of greyish goo flies out of its mouth.

goo -4 cover: 1d20 + 4 - 4 ⇒ (10) + 4 - 4 = 10

The goo narrowly misses Colvyn's head! If Colvyn had been standing up instead of on all fours climbing the rocks, he would have been hit!

Surprise Round:
Block 1: Monster
Block 2: Kargas

Round 1:
Block 1: Monster
Block 2: Cade, Colvyn, Kargas

Kargas is up! This is a surprise round so standard or move action only. Cade and Colvyn are surprised and may act next round.

A picture of the creature is to the right of the map. None of you know what it is.


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

"Hoo! You're ugly, aren'tcha? Not big enough to impress the shamans, but it's good to practice on the little beasties first."

The half-orc steps past Colvyn and advances on the...thing. Sparks crackle from his eyes and the smell of ozone surrounds him as his many scars begin to glow with an azure light. With a bloodthirsty growl the half-orc lunges, falchion glinting threateningly as it flashes towards the creature's many eyes.

Move Action, Free Action (Rage), Standard Action (Power Attack)
Power Attack: 1d20 + 6 ⇒ (19) + 6 = 25 Confirm?: 1d20 + 6 ⇒ (20) + 6 = 26 Critical Hit: 4d4 + 22 ⇒ (4, 1, 3, 1) + 22 = 31

If it's an Aberration or Magical Beast I get +1 to attack & damage from my Monster Hunter trait (already included)


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

Oh crap, I missed the part about only one action. Okay, I just move...but I'd like to keep that attack roll if I can...


Revival of the Runelords Slideshow

MAP UPDATED

Kargas Stormscar wrote:
Oh crap, I missed the part about only one action. Okay, I just move...but I'd like to keep that attack roll if I can...

We'll see... :) BTW Kargas: You moved through two difficult terrain squares and one normal square. Movement costs are doubled when going uphill so that would require a 50' move. I moved your icon to the open square to the right which you were able to reach.

The creatures hisses again, much more loudly this time, and the hissing is interspersed with clicks.

Spiders begin to pour out of the spider nest to the east, and the carpet of spiders begins approaching the group. They look green and brown, the same species as the others.

The creature steps back into the tunnel, and spits another glob of goo, this time at Kargas. But the glob splats against the edge of the entrance. Kargas can see that close up the goo looks like a mass of sticky strands.

goo: 1d20 + 4 ⇒ (1) + 4 = 5

Round 1:
Block 1: Monsters
Block 2: Cade, Colvyn, Kargas

Everyone is up! Yes, Kargas, you may make your attack using the above roll. If you had been entangled by the goo it would have been lost.


1 person marked this as a favorite.
BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

I'm totally gonna get chewed up by that swarm, but worth it!

Blinking, Kargas realizes he hadn't advanced as far forward as he'd thought--the creature was still beyond arm's reach. And yet...it had felt so real. A vision of the immediate future perhaps? Darting forward across the rough ground, he knows in his heart of hearts that the creature is doomed. I've already killed you.

The falchion descends.


Male Ratfolk Warpriest 9 / Trapper 2 | hp 71/71 | AC21 T15 FF 17 CMD 21 | Fort +11, Ref +11, Will +10 (+1 vsTraps) | Init +4 | Perc +19 (+3 vsTraps) D.D +25 (+2 vsTraps) Darkvision 60ft | Move 30 Ft | Condition:
Spoiler:
Blessing: 7/7, Fervor 3d6 7/7, Sacred Weapon 4/9, Sacred Armor 9/9

My actions will depend if the creature is still standing after that hit... which I hope it isn't...


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Male HP:28/28 AC:21 T:16 FF:16 F:+3 R:+8 W:+3 Perc:+8 Init:+6 Rapier +10,1d4+4 CMB;+6 CMD:+17 Halfling Swashbuckler 3

Cha Save: 1d20 + 3 ⇒ (4) + 3 = 7
He is Quimby Jose the Lion King and you will be my meat Popsicle. Now be a good goat and fetch me my fighter pants. Second star tonight...OK? Beware the purple cummerbund, it will make you walk like a giant.
Cade is certain that the others understood his wishes and move forward. He draws his Alchemist fire and tosses it at the mass of rushing spiders.
Attack: 1d20 + 5 - 2 ⇒ (15) + 5 - 2 = 18
Splash Damage: 1d6 ⇒ 2


Revival of the Runelords Slideshow

MAP UPDATED

Kargas enters the tunnel and swings his falchion, striking the creature in the torso. The creature reels, but is somehow still standing.

Amidst his babbling Cade pulls out a flask of alchemist's fire and lobs it at the swarm of spiders. It hits! The swarm is now on fire!

Round 1:
Block 1: Monsters
Block 2: Cade, Colvyn, Kargas

Colvyn is up! You do have Line-of-Sight to the creature Kargas is fighting but the creature is in melee with an ally and has cover. There's really nothing you can do about that unless you are able to get into the cave and behind the creature (in which case he won't have cover).


Male Ratfolk Warpriest 9 / Trapper 2 | hp 71/71 | AC21 T15 FF 17 CMD 21 | Fort +11, Ref +11, Will +10 (+1 vsTraps) | Init +4 | Perc +19 (+3 vsTraps) D.D +25 (+2 vsTraps) Darkvision 60ft | Move 30 Ft | Condition:
Spoiler:
Blessing: 7/7, Fervor 3d6 7/7, Sacred Weapon 4/9, Sacred Armor 9/9

Colvyn looks at the situation. He has nothing to efficiently fight the swarm and he has no clear shot to the creature. So, with no offensive option, he will go for defence. Closing the gap between him and Kargas, he asks for Erastil to protect the Half-Orc for his foe.

Move up behind Kargas, and cast protection from evil.


Revival of the Runelords Slideshow

MAP UPDATED

Colvyn enchants Kargas' defenses with a touch.

The creature lunges forwards and bites at Kargas, mandibles clicking.

bite: 1d20 + 3 ⇒ (1) + 3 = 4 Man, this creature just can't get a break!

But Kargas steps to one side and the creature bites only air. The creature then steps further back in the tunnel. 5' step back.

The swarm continues to advance, and engulfs both Cade and Colvyn! Both of them feel the spider bites and begin to get delirious.
Cade: 1d6 ⇒ 41d20 + 1 ⇒ (16) + 1 = 171d2 ⇒ 11d20 + 1 ⇒ (11) + 1 = 12
Colvyn: 1d6 ⇒ 41d20 + 1 ⇒ (12) + 1 = 131d2 ⇒ 21d20 + 1 ⇒ (4) + 1 = 5

Cade: 4 damage and 1 CHA damage (for a total of 2) so you now have a -1 penalty on Charisma rolls, including the roll to make sense. You are also nauseated by the spiders (move actions only this turn).

Colvyn: 4 damage and 2 CHA damage. Like Cade you now have a -1 to Charisma rolls, and you need to make a DC 10 charisma check to make sense whenever you speak; failure means you babble instead. You are not nauseated.

Colvyn:
Your character is basically high, and the effect is not entirely unpleasant. This effect will last for longer than the encounter. If you fail a charisma check when you try to speak, go ahead and make up something that sounds sort of like what your character is trying to say. You could put what he is really trying to say in a spoiler tag with a DC 15 INT check.

For the record, feel free to deliberately fail your Charisma checks if you think it will be funny.

1d6 ⇒ 3

Many of the tiny spiders are still burning, and gradually enough of them burn to death that the rest of the swarm scatters, disappearing into the foliage.

Burn damage from Cade's alchemist's fire happens at the start of his turn. The swarm is gone.

Round 2:
Block 1: Monsters
Block 2: Cade (nauseated), Colvyn, Kargas

Everyone is up!


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BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

Kargas is dimly aware that something is is going on behind him, but he trusts his companions to handle it and keeps his eyes locked on the retreating creature. "Oh no you don't," he chuckles as keeps pace with it, "we're not done here."

5ft step, Standard Action to Power Attack
1d20 + 6 ⇒ (15) + 6 = 21 Slice!: 2d4 + 11 ⇒ (3, 1) + 11 = 15


Revival of the Runelords Slideshow

Once again Kargas hacks into the creature's torso, and this time the creature goes down in a spray of greenish blood.

Combat Over.

Cade Poison: 1d20 + 1 ⇒ (20) + 1 = 211d2 ⇒ 1
Cade Poison: 1d20 + 1 ⇒ (14) + 1 = 151d2 ⇒ 1
Cade Poison: 1d20 + 1 ⇒ (1) + 1 = 2

Colvyn Poison: 1d20 + 1 ⇒ (19) + 1 = 201d2 ⇒ 1
Colvyn Poison: 1d20 + 1 ⇒ (7) + 1 = 8

The poisons run their course and Cade and Colvyn have a hard time making sense. Cade is also pretty badly hurt (he's at 2 HP).

Cade: 2 more CHA damage.
Colvyn: 1 more CHA damage.


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

"Okay, now we're done here!" Turning, the half-orc frowns in concern at his smaller companions. "Are you guys okay? You don't look so good..."

End Rage, I had it on for 3 rounds so now I'm fatigued for the next six.

Breathing hard, the berserker peers deeper into the cave, still searching for treasure, or at least the source of that light. Perception: 1d20 + 4 ⇒ (18) + 4 = 22


Revival of the Runelords Slideshow

After binding their wounds and getting their bearings, the group peeks in the small earthen cave where the light continues to flicker.

The dead creature is grotesque, but even with the chance to examine it closely, none of you recognize it. It's face resembles that of a spider but it has only four limbs and stands upright like a human. It has claws on its hands but it is hard to imagine those digits manipulating tools.

The odd thing though it that it seems to have sores and lesions all over it's body. None of you are trained in medicine and you are not sure why that would be.

The passage is just large enough for Kargas to navigate, but after 10' it widens to a chamber perhaps 10' wide and 15' long. The chamber looks like it was dug recently and the creature probably dug it with its claws. There is a pile of leaves and detritus that includes some strands of the web-like material the ropes of the traps are made of. There is another narrow exit at the far end that Kargas thinks he might be able to fit through if he got on his hands and knees; daylight can be seen from the exit.

But most interesting is the ceiling. Though it must have been covered with earth until fairly recently, the ceiling is stone and looks like it has been carved. In the center of the ceiling is a strange grey metallic disc, with a reddish stone hub. Embedded in this disc are a variety of crystals in different shapes and colors, and many of them are emitting light, while others are dark. The disc is turning slowly around the central hub.

Colvyn (casting detect magic) is able to determine that these crystals are magical. But he is not able to determine what they do. The metal of the disc also seems strange; it does not look like any metal you are familiar with, and it is slightly warm to the touch.

dice:
Colvyn Spellcraft: 1d20 + 6 ⇒ (2) + 6 = 8
Colvyn Spellcraft: 1d20 + 6 ⇒ (6) + 6 = 12
Colvyn Spellcraft: 1d20 + 6 ⇒ (7) + 6 = 13
Colvyn Spellcraft: 1d20 + 6 ⇒ (1) + 6 = 7
Colvyn Spellcraft: 1d20 + 6 ⇒ (8) + 6 = 14
Colvyn Spellcraft: 1d20 + 6 ⇒ (3) + 6 = 9
Kargas Arcana: 1d20 + 4 ⇒ (9) + 4 = 13

So now what?


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

"S'pretty, but I'm gonna let the elf handle this, she seemed to know about magic."

Kargas would like to gather up some underbrush and cover the cave entrances to block the light as much as possible, then retrieve the monster's head to show off back in Sandpoint. After that he's ready to go.


Male Ratfolk Warpriest 9 / Trapper 2 | hp 71/71 | AC21 T15 FF 17 CMD 21 | Fort +11, Ref +11, Will +10 (+1 vsTraps) | Init +4 | Perc +19 (+3 vsTraps) D.D +25 (+2 vsTraps) Darkvision 60ft | Move 30 Ft | Condition:
Spoiler:
Blessing: 7/7, Fervor 3d6 7/7, Sacred Weapon 4/9, Sacred Armor 9/9

Colvyn turns to Cade as the spiders swarm disperse. "Another, shouting constraint births the designed plant." Then, using the last of his divine energy, he touches Cade and the energy transfer to him, closing some of his wounds. "An, apt chalk gasps! Sell ghost." He then walks inside the cave with Kargas. Looking at the gems, he tries to identify them, but can't seem to make sense of them. With Kargas comment, Colvyn looks at the big Half-Orc. "An emotional face, indicates a revenue opposite the tuned sweat." He then helps Kargas to hide the entrance. "A textual accent, bumps a philosophy next to every halted law."

Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
Charisma Check1: 1d20 - 3 ⇒ (10) - 3 = 7
Charisma Check2: 1d20 - 3 ⇒ (3) - 3 = 0
Charisma Check3: 1d20 - 3 ⇒ (5) - 3 = 2
Charisma Check4: 1d20 - 3 ⇒ (10) - 3 = 7

Int DC 15:

"See, told you we could do this."

Int DC 15:

"There, good as new! Well almost."

Int DC 15:

"You are right, let's get someone else eyes on this."

Int DC 15:

"At least now, no one else will fall into those traps."

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