Ringtail's Rise of the Runelords

Game Master Ringtail

Ringtail's Rise of the Runelords - Chapter 1: Burnt Offerings

The party, along with their newest ally, brave the perils of the Nettlewood in order to face the goblin threat at Thistletop and put an end to the menace once and for all.


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Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Spoiler tag to backtrack if I pass something that your character wishes to investigate. I'll try to take as little control over your characters as possible while running this narrative.

Knowledge Engineering or Craft Stoneworking DC 15:
The worked stone here is obviously thousands of years old, if not older but has held up remarkably well through the ages. The architecture and design seems to be rather strange, as though the builders purposefully strove to avoid symmetry and even complicate matters. It construction and support is so solid, however, that modern architects could learn quite a few things with only a cursory tour of the structure. Many of the techniques seem to be reminiscent of multiple styles of building with hints of Tian, Keleshite, and even Azlanti influences...or perhaps those are all derivatives of this base style, depending on its true age and origin.

Rather than follow the narrow passage into the worked chamber the party continues to follow the earthen cavern to see how far the tunnel leads. After following it for another 50' or so, there is another opening in the stone into a worked room. A red marble statue of a strikingly beautiful but, at the same time, monstrously enraged human woman stands in the middle of this chamber, her stony expression twisted in fury. The woman wears flowing robes, and her long hair is held back from er 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 runic star with seven hooked points. Her right hand holds a glittering ranseur of steel and ivory. Three other exits lead off of this room; a set of narrow stairs straight ahead which lead down into the darkness, a short hallway ending in a door to the north, and a worked passage to the south.

The ranseur is obviously of masterwork quality, and with the intricate ivory inlay looks to be quite valuable, though it may take a bit of work to wrest it safely from the statue's hand, and it is unlikely that such can be done without damaging the marble statue.

Knowledge Arcana, History, or Nobility DC 35:
You recognize the statue as a depiction of Runelord Alaznist from your studies. She was a powerful wizard and ruler of an ancient civilization known as Bakrakhan, and drew her arcane might from the primal sin of wrath. Little is known about her fallen city-state, as most information has been lost to the ages.

^ We add like someone is going to hit the DC.

Appraise DC 20:
The ivory inlay on the ranseur adds quite a bit of value. Sold from either a weapon or art shop at full value this piece would probably fetch 100 GP more than a masterwork ranseur. To an arms or art merchant you could probably sell it for a gain of half of that (205 GP).

Again, rather than venture into the strange complex, you continue to look through the smuggler's tunnel to the end. Not much further ahead the cavern opens up into a large chamber- obviously once a prison, as testified by the nearly two dozen cells that line the room's perimeter. A rickety wooden platform overlooks the room, with two flights of stairs descending to the prison floor 10' below. A 5' wide wooden walkway runs from the northern edge of the platform to a passageway to the east.

Dungeon Map

As the party makes its way around the walkway, ready to check around the outer edge of the complex and work inward to prevent too much from getting behind them...

Stealth:1d20 + 7 ⇒ (3) + 7 = 10 Stupid, little, freaks. Well, there is no way everyone taking 10 passive perception won't notice them.

...everyone notices more hissing and the grating noise of scratching claws against stone. Looking below another trio of those strange monstrosity's from near the entrance shamble out from poor hiding places within the cells and start for the stairs, their eyes full of hatred and promising a viscous battle.

Everyone keep in mind that the walkway is 10' above the ground, making you out of reach with those on the ground without a reach or ranged weapon. Stairs count as difficult terrain to travel upward, but not down. The room is now normal illumination since you have multiple light sources and are in the center.

Initiative:
Alyoma:1d20 + 1 ⇒ (14) + 1 = 15
Ansruath:1d20 + 5 ⇒ (5) + 5 = 10
Dehrisan:1d20 + 4 ⇒ (11) + 4 = 15
Flitter:1d20 + 6 ⇒ (2) + 6 = 8
Gorgoron:1d20 + 1 ⇒ (18) + 1 = 19
Tardek:1d20 + 7 ⇒ (19) + 7 = 26
Enemies1d20 + 5 ⇒ (14) + 5 = 19

Tie Breaker:
Alyoma:1d20 + 1 ⇒ (15) + 1 = 16
Dehrisan:1d20 + 4 ⇒ (13) + 4 = 17

Tie Breaker 2:
Gorgoron:1d20 + 1 ⇒ (18) + 1 = 19
Enemies1d20 + 5 ⇒ (17) + 5 = 22

Final Initiative:
Tardek
Enemies
Gorgoron
Dehrisan
Alyoma
Ansruath
Flitter

No surprise round since everyone saw them; go ahead and declare 2 actions. 1 you want and 1 in case you can't perform the 1st.


Round 1
HP 12/12, AC 16

Spoiler:
Alyoma will either stay where she's at (if no monster attacks her), or move away (5' if possible).
If no monster attacks her, she will call down Minute Meteors on the closest unengaged monster (damage:1d4 + 1 ⇒ (1) + 1 = 2; Ref save DC 13 to take no damage).
If she has no target or is attacked, she will try to 5' step away and use Magic Missile (same damage as Minute Meteor).


Male Half-Elf Fighter 3

Round 1, 19/22

If any of the creatures close in on him he will attack if not he will move to attack one.
Ansruath moves his blade to strike at the creature closest to him. Growling low as the blade goes through the air.

Attack and Damage Rolls
1d20 + 6 ⇒ (1) + 6 = 71d10 + 4 ⇒ (7) + 4 = 11


Male Halfling Mysterious Stranger Gunslinger / Level 1 / HP 11 [11] / AC 19 / T-15 / FF-15 / Fort +4 / Ref +7 / Will +1 / Initiative +4

Round 1 / Init 8
Hp 21 / AC 19

Action 1

Raising his crossbow to his shoulder, and sighting down it at one of the beast, Flit grins around the butt of the cigar he had been smoking. "Suck Cold Iron, punk!"

Point-Blank Shot on Creature starting in M6-1d20 + 8 ⇒ (20) + 8 = 281d8 + 1 ⇒ (5) + 1 = 6

Confirm Crit-1d20 + 8 ⇒ (18) + 8 = 261d8 + 1 ⇒ (7) + 1 = 8

Action 2

Spitting out the Cigar, Flit moves towards the creatures slowly, raising his crossbow, keeping his eyes peeled for other danger.

Move closer, to occupy J8 or K8, whichever opens up!

Raising his crossbow, Flit snaps off a shot at one of the beasts.

Shooting at P10-1d20 + 8 ⇒ (15) + 8 = 231d8 + 1 ⇒ (8) + 1 = 9

Just used up ALL my good rolls! Haha


Round 1, Init 26
hp 17/17, AC 20
Buffs: Dex mutagen

'Here we go again,' Tardek mutters, drawing another bubbling vial from his side and hurls it the length of the chamber.

Bomb attack P10
1d20 + 8 ⇒ (1) + 8 = 9 vs. touch
1d6 + 3 ⇒ (6) + 3 = 9 fire


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Disappeared from my focus list. Re-dotting.


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Round 1
HP 17/17 | Firebolts 6/6 | CPE 4/4

Action 1
Gorgoron attacks the nearest creature, leaning into his spear strike to drive the blade home.
Attacks the creature at M6, moving to M8 or where ever he is closest in order to attack.
1d20 + 3 ⇒ (18) + 3 = 211d8 + 3 ⇒ (5) + 3 = 8

Action 2
Gorgoron hurls a bolt of flame into one of the creatures.
1d20 + 2 ⇒ (16) + 2 = 18 (vs. touch).
1d6 + 1 ⇒ (6) + 1 = 7


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Initiative:
Tardek
Enemies
Gorgoron
Dehrisan - Delaying Action
Alyoma
Ansruath
Flitter

We'll have Dehrisan delay until he shows up. I think he's been rather busy as of late.

Dungeon Map

Random square for a grenade miss: 1d8 ⇒ 2
Reflex save: 1d20 + 2 ⇒ (12) + 2 = 14
Climb check (with a -4 move at half, rather than one quarter, speed): 1d20 + 4 ⇒ (16) + 4 = 20

The half orc alchemist quickly mixes a dangerous concoction and lobs it at one of the advancing monstrosities. The throw comes up short and wide, however, and crashes against the stone floor, erupting in a gout of flame. The creature quickly reacts, attempting to dive out of the way of the blast, narrowly dodging the red-hot flames. The strange being nearest Ansruath starts climbing up the beams supporting the wooden walkway, and drags itself up before him, hissing meanly before lashing out with its split jaws in a viscous attempt at a bite.

Bite at Ansruath: 1d20 + 3 ⇒ (20) + 3 = 23
Critical confirmation: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
After being successfully bitten, I'll need a Will Save DC 12 from Ansruath, failure indicates that he is sickened for 1d6 minutes. 1d6 ⇒ 6

As the brute's fangs tear past Ansruath's armor and into the half elven warrior's flesh its eyes pulsate with an eerie, crimson glow. The fighter's mind begins to dance with insane visions of murderous rage and hatred of all that is. The ire is so tremendous it threatens to overwhelm him. All the while another disgusting creature races out from its hiding place with uncanny speed and passes beneath the supporting beams of the walkway to menace Alyoma. It snarls just like its companion as it lunges forward to try to sink its teeth into the sorceress's ankle.

Alyoma is still on the stairs and thus not quite out of reach. However, she will have cover to attacks made through the edge of the staircase, granting a +4 bonus to AC, and allowing her to move away without provoking AoOs.
Bite at Alyoma:1d20 + 3 ⇒ (9) + 3 = 12

Thankfully the rickety stairs prevent the creature's attack from gaining any ground and its mandibles rip off chunks of the old wood with a sickening crack. It chews its mouthful quickly to dust as though promising great pain to the young woman. The final one in the trio lopes up the stairs before it, eyes bulging with rage as it growls at Dehrisan, but before attacking it lifts its face to the air. A disturbing, watery slurp issues- what almost sounds like mucus-filled nostrils sniffing. Its head slowly turns to Flitter, as if fixated on the Halfling and directs it's attack toward him.

Bite at Flitter:1d20 + 3 ⇒ (10) + 3 = 13

Luckily, with the gap between the platform where the beast lunges from and the walkway on which Flitter stands, the monster is unable to find a good angle of attack and its slavering jaws are relatively easy for the small crossbowman to sidestep. With a perfect avenue of attack Gorgoron drives his spear into the...thing threatening Flitter and Dehrisan. The pale fleshed beast gurgles in anguish and turns its hate-filled eyes to the priest as he withdraws the speartip from its gut, dripping with viscous, dark blood. Alyoma quickly moves backward away from the monstrous creature and hurls a bolt of arcane force into its chest with a quick utterance and gesture. The magical volley aduibly thumps into the creature, winding it. Ansruath attempts to retaliate against the one which attacked him, but finds its speed difficult to compensate for as his blade harmlessly slices through the air.

Before I finish resolving Round 1- Flitter, if you wish to move you'll provoke an AoO unless you successfully tumble with Acrobatics, and if you attack with your crossbow you'll also provoke and AoO (from the one on the platform, the other is 10' below and doesn't threatend you). If you want to still attack and keep that critical, you are welcome to, but you'll have to risk the AoO. Also, if you still wish to attack you have two tagets that are more or less equidistant from you with no cover, the one that attacked you or the one that attack Alyoma. This would also be a good place for Dehrisan to hop in, and for Tardek to declare a 2nd round action. That way I can resolve through the enemies on the second round and everyone will know their positions for their turns.


Male Half-Elf Fighter 3

Round 2, 14/22

Had to be a will save *sigh*
Will Save" 1d20 ⇒ 4

Ansruath feels sickened at the vision that was shown to him and decides to finish this creature off before it can harm others. He moves his blade to strike at the creatures head.

1d20 + 4 ⇒ (13) + 4 = 171d10 + 2 ⇒ (1) + 2 = 3


Male Half-Elf Hedge Witch 1

Dherisan 5-foots back to J-11 and and hits the thingy next to him with a slumber hex, DC 14. Sorry about the long absence, but my schedule is settled now. I've got a lot to catch up on, it seems, so for now, I'll dumb my way through this combat, and I'll rejoin the IC portion once we've put these guys down.


Round 2
hp 17/17, AC 20

Tardek raises his crossbow and fires at the monster threatening Flitter.

1d20 + 3 ⇒ (1) + 3 = 4
1d8 ⇒ 1


Male Halfling Mysterious Stranger Gunslinger / Level 1 / HP 11 [11] / AC 19 / T-15 / FF-15 / Fort +4 / Ref +7 / Will +1 / Initiative +4

Ill take the AoO and shoot at the one threatening Aloyma. keeping the Crit! :) Thanks Ringtail!

Round 2 / Init 8
Hp 21 / AC 19

Flit takes a step away from the creature and begins to reload.

5-Foot Step / Reload


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Dungeon Map

Initiative:
Tardek
Enemies
Gorgoron
Dehrisan - Delaying Action
Alyoma
Ansruath
Flitter

Finishing Round 1 resolution and starting Round 2 (through Tardek and the enemies):

Bite attack on Flitter (AoO): 1d20 + 3 ⇒ (13) + 3 = 16

Flitter takes careful aim at the monster assaulting Alyoma and with a practiced squeeze of the crossbow's release sends a bolt through the creature's pallid torso, spearing it, while he ducks a powerful lunge from the nearby assailant. Thick ichor leaks from its wound as it howls in pain and rage, but remains standing, snapping its mandibles in the halfling's direction. Dehrisan hisses an arcane curse, trying to lull the strange being into magical slumber, but it seems to not even notice hexes effects. Completely missed that immunity in the first fight against these things. That will teach me to pay attention to my defense lines in my stat blocks. Tardek takes a shot in an attempt to aid his beset colleague, his bolt flies wide. The creature Flitter skewered races up the stairs in a rage. Once near him, much like the other, it pauses to sniff the air, its eyes bulging as it becomes entranced and tries to lock its jaws around the short crossbowman. Its ally starts slashing and biting wildly in a furious frenzy, its sharp fangs sinking into the ranger's flesh, while the monster assaulting Ansruath continues his attack.

Bite attack on Flitter: 1d20 + 3 ⇒ (3) + 3 = 6
Bite attack on Flitter: 1d20 + 3 ⇒ (17) + 3 = 20
Claw attack on Flitter: 1d20 + 3 ⇒ (15) + 3 = 18
Claw attack on Flitter: 1d20 + 3 ⇒ (4) + 3 = 7
Bite damage on Flitter: 1d6 + 1 ⇒ (6) + 1 = 7
Flitter will need a Will save DC 12 or be sickened for 1d6 minutes: 1d6 ⇒ 4

Bite attack on Ansruath: 1d20 + 3 ⇒ (8) + 3 = 11
Claw attack on Ansruath: 1d20 + 3 ⇒ (20) + 3 = 23
Claw attack on Ansruath: 1d20 + 3 ⇒ (13) + 3 = 16
Total claw damage: 2d4 + 2 ⇒ (1, 4) + 2 = 7

Everyone who hasn't declared for the 2nd Round can do so now.


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Gorgoron pulls his bloody spear free of the monster's body, while shouting encouragement to his allies. Resetting his stance, he thrusts again, with deadly sharp cold iron.

1d20 + 3 ⇒ (16) + 3 = 191d8 + 3 ⇒ (3) + 3 = 6


Male Halfling Mysterious Stranger Gunslinger / Level 1 / HP 11 [11] / AC 19 / T-15 / FF-15 / Fort +4 / Ref +7 / Will +1 / Initiative +4

Will-1d20 + 2 ⇒ (16) + 2 = 18

Round 2 - Continued

Gritting his teeth, Flit feels a wave of twisted emotion sweep over him, followed by dark twisted visions. Shaking his head sharply, Flit forces the emotions and visions down, before continuing to reload.


Round 2, HP 12/12, AC 16

"Flit!"
Alyoma takes a 5' step back, brings up and loads her light crossbow, and fires at the creature attacking Flit.

Spoiler:
3/5 1st level spells, 6/6 minute meteors
Move 5' to I12. Move action to load crossbow, and fire at creature in square I10.
To hit (+2 att, -4 for in melee):1d20 - 2 ⇒ (8) - 2 = 6


Male Half-Elf Hedge Witch 1

Round 2. Initiative 15. Full HP. AC 16

"It seems my forethought is not as practiced as I'd imagined..." Dherisan mutters under his breath the creature shrugs off his spell. His preferred hex is useless, and one of his two remaining spells would prove similarly futile. He measure his options for a moment, and then, against his better judgements steps between the beasts before him, reaching towards flit with a glowing hand and trusting in his protective wards to guard him. "Hang on Flit! Keep your head together!" He lays a hand on the halfling's shoulder, knitting his wounds. He nervously glances from side to side, reconsidering the wisdom of his maneuver.

5-foot to J-10 and use a healing hex on Flit. AC is currently 16 because of mage armor. Healing done: 1d8 + 2 ⇒ (6) + 2 = 8


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Initiative:
Tardek
Enemies
Gorgoron
Dehrisan
Alyoma
Ansruath
Flitter

Dungeon Map

Finishing Round 2 resolution (Gorgoron down):

Gorgoron stabs again, his spear piercing the creature's flesh, and causing it to clutch its oozing wounds. Despite the wicked assault the monster remains fixated on the halfling, eyes alight with rage. Healing energies coalesce about the witch's hand as Dehrisan steps up to mend Flitter's wounds. Alyoma snaps off a quick bolt from her crossbow but the shot harmlessly sails past the ranger's assailant. Despite the visions of anger and destruction dancing around his head Ansruath pushes forth with a strong swipe, but the creature hops back in an attempt to dodge at the last moment, the blade only barely grazing its torso and drawing a thin line of blood.

Flitter, reloading provokes AoO's from the two threatening monsters. Would you still like to do so or would you rather change your action?


I'm now going on my trip to Japan. I should have internet connection, and be able to post. However, the trip is long, and will take the better part of a day, so I won't post for a while.
Ringtail, please run my character as needed.
The next round, Alyoma will reload her crossbow, and try to shoot the creature again.

Spoiler:
Crossbow shot: 1d20 - 2 ⇒ (20) - 2 = 18
Confirm Crit: 1d20 - 2 ⇒ (17) - 2 = 15
Damage: 1d8 ⇒ 3
Crit Damage: 1d8 ⇒ 7


Round 3
hp 17/17, AC 20

Cursing under his breath, Tardek rapidly recalculates hos trajectories, while reloading, he yanks the winch with a loud click, and takes aim, breathing out steadily as he pulls the trigger once more.

1d20 + 3 ⇒ (5) + 3 = 8 vs. K10
1d8 ⇒ 3

Do they have DR? Though our blows seem to be doing less damage? Did flitters cold iron bolt make a difference?


Male Half-Elf Hedge Witch 1

5-foot back and hit k-10 with evil eye. DC 14 save to lower duration to 1 round, -2 attack rolls.


Male Halfling Mysterious Stranger Gunslinger / Level 1 / HP 11 [11] / AC 19 / T-15 / FF-15 / Fort +4 / Ref +7 / Will +1 / Initiative +4

I'll have to, sadly, but I am last, so they hit me when my Health is full. Shouldnt down me, I hope.


Male Half-Elf Hedge Witch 1

Crack 'em over the head with the stock! Improvised weapon!


Male Halfling Mysterious Stranger Gunslinger / Level 1 / HP 11 [11] / AC 19 / T-15 / FF-15 / Fort +4 / Ref +7 / Will +1 / Initiative +4

Then I am stuck in the same situation next turn. Best I can do is hope to drop one of them, then move in to its space, so I can reload unhindered the turn after.


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6
Tardek Skarn wrote:

Do they have DR? Though our blows seem to be doing less damage? Did flitters cold iron bolt make a difference?

Before my next post I'll go through the combat thus far and make sure that I've tallied all of the damage up correctly. It is possible that I may have missed something when crossing between the IC thread and the dungeon map.


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Gorgoron will thrust again with his cold iron spear.

1d20 + 3 ⇒ (10) + 3 = 131d8 + 3 ⇒ (3) + 3 = 6


Male Half-Elf Fighter 3

Round 3, 7/22

Looking a bit injured Ansruath's face hardens as he readies to swing his blade at the creature once again. He levels his blade at the creatures head before swinging his blade to the left.

Attack and Damage Rolls

1d20 + 4 ⇒ (17) + 4 = 211d10 + 2 ⇒ (7) + 2 = 9

Sorry guys I almost crit the thing.


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6
Ringtail wrote:
Tardek Skarn wrote:

Do they have DR? Though our blows seem to be doing less damage? Did flitters cold iron bolt make a difference?

Before my next post I'll go through the combat thus far and make sure that I've tallied all of the damage up correctly. It is possible that I may have missed something when crossing between the IC thread and the dungeon map.

I think the math is all added up appropriately now; I had missed 2 damage on the target in K10.

Recap:
Round 1:
-Alyoma magic missiles monster now in I10 for 2 (2 total damage)
-Ansruath misses his attack on the monster now in M8
-Dehrisan attempts a slumber hex, monster is immune to it
-Flitter deal 14 damage with a critical to monster now in I10 (16 total damage)
-Gorgoron spears the monster now in K10 for 8 (8 total damage)
-Tardek deals 2 to the monster now in K10 with half of splash (10 total damage)

Round 2:
-Alyoma misses with a crossbow
-Ansruath hits monster in M8 for 3 damage (3 total damage)
-Dehrisan uses a healing hex
-Flitter reloads
-Gorgoron deals 6 more damage to the monster in K10 (16 damage total)
-Tardek misses with a crossbow

K10 16, I10 16, M8 3

Round 3:
(unresolved as of yet)


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Initiative:
Tardek
Enemies
Gorgoron
Dehrisan
Alyoma
Ansruath
Flitter

Dungeon Map

End of Round 2 (starting with Flitter) through Round 3 resolution (through Ansruath):

AoO bite on Flitter: 1d20 + 3 ⇒ (13) + 3 = 16
AoO bite on Flitter: 1d20 + 3 ⇒ (6) + 3 = 9

Flitter deftly dodges the lunging fangs of the monsters as he reloads his heavy crossbow, keeping a collected head in the heat of battle. Snapping off another shot of a crossbow of his own, the alchemist's shot whizzes by the pallid skinned creature, unfortunately off course.

Bite on Ansruath: 1d20 + 3 ⇒ (2) + 3 = 5
Claw on Ansruath: 1d20 + 3 ⇒ (16) + 3 = 19
Claw on Ansruath: 1d20 + 3 ⇒ (11) + 3 = 14
Bite on Flitter: 1d20 + 3 ⇒ (17) + 3 = 20
Claw on Flitter: 1d20 + 3 ⇒ (13) + 3 = 16
Claw on Flitter: 1d20 + 3 ⇒ (6) + 3 = 9
Bite on Flitter: 1d20 + 3 ⇒ (9) + 3 = 12
Claw on Flitter: 1d20 + 3 ⇒ (6) + 3 = 9
Claw on Flitter: 1d20 + 3 ⇒ (15) + 3 = 18

Claw damage on Ansruath: 1d4 + 1 ⇒ (2) + 1 = 3
Bite damage on Flitter: 1d6 + 1 ⇒ (3) + 1 = 4
Flitter will need a DC 12 Will save or be sickened for 1d6 minutes: 1d6 ⇒ 5

In a furious flurry of claws and teeth the strange beings counterattack, two directing all of their ire at the halfling ranger, the other continuing its rabid assault on Ansruath. Only a single claw finds its way through Ansruath's scale armor to nick the flesh below, but many such hits seem to be taking their toll on the warrior. Flitter manages to dock, dodge, roll, and weave his way though the slew of attacks directed at him, but one manages to sink its jaws into his shoulder, its eyes glowing blood red as the short crossbowman's mind once again dances with visions of terrible destruction and homicidal rage. As Gorgoron attempts to finish one off, it swaps aside the spear at the last moments preserving its wretched life for the time being. Weaving another arcane ritual Dehrisan attempts to curse one of the assailants, but again the brute manages to stave off the affect without a second glance back at the witch.

There defenses are even better than I remembered. The witch in my home game also would have had a tough time with this battle had I noticed these immunities earlier. Also, it is too late to change now, so the damage will stay, but if Alyoma chooses to cast another spell on one of these she'll need to roll to be SR.

Alyoma raises her crossbow and takes careful aim, just s she squeezes the release the foul beast turns toward her and spreads its split jaws in a hiss. After the string twangs the monster down her sight pauses for a moment, crossbow bolt impaling it through its open mouth and erupting from the backside of its nick. Shortly after it slumps to the ground in a bleeding pile of rubbery flesh.

Great shot!

Ansruath takes a mighty swing which strikes true with a blow with enough force that it might have cleaved the creature in twain, but the sickening visions in the half elf's mind cause him to turn his deadly blow into merely a fierce one, which cuts deep into the monster's side.


Male Halfling Mysterious Stranger Gunslinger / Level 1 / HP 11 [11] / AC 19 / T-15 / FF-15 / Fort +4 / Ref +7 / Will +1 / Initiative +4

Will-1d20 + 2 ⇒ (1) + 2 = 3

Biting back the bile that rushes in to his throat, Flit staggers against the rail for a moment, before pushing himself upright once again.

"You bastard..." Gritting his teeth against the waves of nausea and anger that washes over him, Flit takes a step beside the downed creature, kicking it roughly, before aiming his Crossbow at the remaining one.

5-foot Step to I10

"This wont stop me..."

Raising his Crossbow, Flit stills himself as best he can, before squeezing the release.

(-2)Point Blank-1d20 + 6 ⇒ (13) + 6 = 191d8 - 1 ⇒ (1) - 1 = 0

Oh for godsake... Hahahaha! I hit it but it does bubkiss


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Round 4

Another spear thrust! At K10
1d20 + 3 ⇒ (12) + 3 = 151d8 + 3 ⇒ (5) + 3 = 8


Round 4

Tardek curses again, more loudly. 'Hold on Flitter. Just a bit longer.'

He reloads the crossbow and fires it at the monster in I10.

1d20 + 3 ⇒ (18) + 3 = 21
1d8 ⇒ 3

Thanks for tallying damage carefully! But I was just asking if it looked like our weapons weren't working or not.


Male Half-Elf Hedge Witch 1

Dherisan curses under his breath as the creature shakes off his hex once again. He steps back and begins weaving his hand together. "Flit, get ready to let that bolt fly!" With a snap of his fingers, a series of sparks erupts from the tip of Flit's newly loaded bolt.

5-foot step back and cast Spark on Flit's crossbow bolt, trying to light it on fire.


Back in connection
Round 4

Alyoma reloads her crossbow and fires at the other creature that is attacking Flit.

Spoiler:
HP 12/12, AC 16
Reload and fire crossbow at creature at K10.
Attack: 1d20 - 2 ⇒ (15) - 2 = 13


Male Half-Elf Fighter 3

Round 4, 4/22 HP

Ansruath growls as he sets his blade to strike at the beast once again.

Attack and Damage Rolls 1d20 + 4 ⇒ (6) + 4 = 101d10 + 2 ⇒ (2) + 2 = 4


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6
Tardek wrote:

Thanks for tallying damage carefully! But I was just asking if it looked like our weapons weren't working or not.

Ah, my apologies. After seeing a couple of hits with both cold iron and steel weapons, neither seems to be noticably more effective than the others.

Initiative:
Tardek
Enemies
Gorgoron
Dehrisan
Alyoma
Ansruath
Flitter

Dungeon Map

End of Round 3 and most of Round 4 resolution (through Ansruath again):

Well, Flitter still deals 1 point of nonlethal damage with his bolt, since weapon damage penalties can't bring the total below that according the PRD, so at least the attack wasn't wasted.

Flitter quickly skirts the edge of the narrow walkway, with a few sidesteps, deftly moving about the strange creature's unconscious form, and unleashes another bolt, its tip barely grazing his assailant's side, drawing a thin line of dark blood. It snarls in rage as it continues its onslaught. It stops a moment later, falling to the rickety wooden planks as a spray of blood erupts from its neck, Tardek's shot ending the beast.

Bite on Ansruath: 1d20 + 3 ⇒ (17) + 3 = 20
Ansruath will need a DC 12 Will save or be staggered on the following round.
Bite damage: 1d6 + 1 ⇒ (1) + 1 = 2
Claw on Ansruath: 1d20 + 3 ⇒ (19) + 3 = 22
Claw damage 1d4 + 1 ⇒ (4) + 1 = 5

As the final raging beast before Ansruath fights with unrelenting vigor in light of his ally's deaths one of its mandibles nicks the half elven warrior's neck. The overpowering anger that was gripping his mind intensifies to the worst headache imaginable, threatening to overtake him. As he staggers from the strange after effects of the creature's attack, it slashes through the scale mail over his torso, it's claws rending deep and dropping the half elf before it. The monstrosity gives a terrifying howl of triumph as its steps back, and sets its glowing eyes on your party's priest with a surprising level of intelligence, as if daring him to step forward and face it in combat.

The following action assumes that Gorgoron still wishes to continue his attack. He can 5' step and still connect with the enemy that attacked Ansruath. If Gorgoron wishes to take a different action, let me know and I can always change the following.

Gorgoron gives one more powerful thrust and spears the creature that just dropped his compatriot through the gut. Viscous blood tribbles from the gurgling creatures mouth as if crumples into a twitching pile on the walkway, rivulets of its blood dripping to the stone floor below.

We can get off of initiative now that all of the creatures are down. Feel free to do any healing, investigation, and/or RPing that pleases you, and let mee know with OOC text when you are ready to move on. By this time tomorrow I'll continue the narrative of dungeon exploration, or sooner if many people post they are ready to continue before then. Great job with a tougher battle guys!


Tardek pants rapidly, his breathing rapid already from his enhanced mutagen state.

'Well done my friends. That was a tough battle, and well won,' he smiles around at his companions and pats Flitter on the shoulder.

'Do you need healing my friend? I'm sure our friend Gorgoron will offer, but I can brew a tincture if you are still in need.'


Male Halfling Mysterious Stranger Gunslinger / Level 1 / HP 11 [11] / AC 19 / T-15 / FF-15 / Fort +4 / Ref +7 / Will +1 / Initiative +4

Flit grins, leaning back on the railing. "I am not so hurt dear Consultant. I am sure a quick prayer from friend Gorgoron here will be enough!"

If I have calculated right, Flit has only lost 4 from max health anyway.


Male Half-Elf Fighter 3

Ansruath could use some help.


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

That action sounds like it will work out just fine.

Gorgoron stops to catch his breath, leaning for a moment on his spear. "A good fight, and well fought. I'll see to the injured. I will be channelling the healing flows of my mistress, so please insure the creatures are good and dead, if you would."

Gorgoron waits for the necesary Coup de graces to be completed, giving the creature he felled a focused stab, and then does a Channel Positive Energy or two.

Coup de Grace:
2d8 + 6 ⇒ (7, 3) + 6 = 16 Fort Save 26 or Die

Channeling:

1d6 ⇒ 21d6 ⇒ 6 All injured party members gain 8 HP.

Gorgoron moves to Ansruath, as he is stirring and coming around. "Hold still friend, we'll have you good as new in no time." He draws forth the wand of healing and uses it on the fallen warrior.
1d8 + 1 ⇒ (4) + 1 = 51d8 + 1 ⇒ (6) + 1 = 7 THat's 20 for Ansruath, how much was he down?


Male Half-Elf Fighter 3

I was at -3 thanks Gorgoron. Freaking Sickened. I should of took dual minded.

Waking up he looks at Gorgoron than says "Thank you Father." He than stands to look around nodding as he sees that the creatures are all dead before turning to the others "These beasts are very odd. I would also be careful of their bite it seems to hold some poison that causes visions. Now is everyone well or should we rest?"


Male Half-Elf Hedge Witch 1

"Well, I'm not injured, but I'm ill-prepared to fight these creatures. If we take some time to rest, I can re-convene with Ember and select dweomers that would be more suited to combating them. As it stands, I'm not going to be much use in a fight."


Male Halfling Mysterious Stranger Gunslinger / Level 1 / HP 11 [11] / AC 19 / T-15 / FF-15 / Fort +4 / Ref +7 / Will +1 / Initiative +4

"What say you Friends? Do we retire from this hell for the night and return upon the morrow, when we can be more prepared?" Flit slides his hat back to the back of his head, tipping it up, to grin at the others.


'Maybe your right. But we've barely started, and the tunnel remains open to allow reinforcements and the infiltration of goblins.'

'I would favor pressing on, a bit more. But I am happy to bow to the greater wisdom of the collective.'


Pressing on would be good, but with Dehrisan feeliing that he would not be able to help in battle, perhaps we should momentarily withdraw and reatempt this on the next day.


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

So, quick vote from the party to keep things moving. If you haven't done so, please express whether or not you would like to continue on or take a day to rest. So far it looks like more people are favoring a rest...?


Male Halfling Mysterious Stranger Gunslinger / Level 1 / HP 11 [11] / AC 19 / T-15 / FF-15 / Fort +4 / Ref +7 / Will +1 / Initiative +4

Really I am good either way. Flit will take the lead of those that most need the rest. If the Spellcasters say rest, Flit says rest!


Male Half-Elf Fighter 3

I am good with what the group says.


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

"I suggest we keep going, for a while longer at least. I am still near full strength, as are Flitter and Ansruath. I suggest we keep going a bit longer. The longer we delay, the more likely it becomes that we might be interrupted by goblins, or by the creatures coming up from below."


Male Half-Elf Hedge Witch 1

When Tardek puts it that way, Dherisan is for pressing onwards.

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