Robin's Rise of the Runelords

Game Master robin

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Male Human (Varisian) Sorcerer 2D6

(You're not dead yet, Malcolm! If robin can GM-stabilize you, you might have to undergo some torture...hopefully nothing permanent...and we WILL be back!)

(Gotta sleep, get spells back. Gotta level, leveling might make the difference in hit points....if the others level too, then they get hit points to recover! Need a plan to return stealthily and rescue everyone...)

Dorin staggered away with Zees, hearing Malcolm shout his defiance after them.


Male Human (Chelaxian) Cleric 2

So . . . grasping at a little hope then . . .
Danaris grabs Kast, cursing that he doesn't have the strength to pull both Kast and Gar. As he retreats, he hears Malcolm's last defiant shouts. "We'll be back, Malcolm. Hopefully in time to save you."


Danaris , Dorin , Zees and Kast

Spoiler:

Danaris and Dorin are indeed not followed which allow Danaris to
stabilize Kast . They go back to the surface where all of you are healed again by the priest . But nonetheless , he can not put you all at full health. So you have to wait for the following morning to go back down there. If you want, you can nonetheless speak with people in the town before the night. And on awakening, you have the surprise to see that you are now second level. TIME FOR PAYBACK !

Malcolm and Gar

Spoiler:

You awaken in a place you recognize as the prison . You are feverish and in fact still negative on hit points . It seems that the creatures you fought are now taking care of you (no doubt waiting for you to be healthy again to better interrogate you ). You are in fact naked .
Some time pass and after a good night of sleep , you regain each 4 hits point and are SECOND LEVEL (healthwise, you also win half of the hit points of your second level).


Male Human - Varisian Wizard 1 - Universalist

The light fades away and Zees returns to the land of the conscious again. No!!!

Upon finding Malcolm and Gar have been killed or captured he considers dashing back in alone, but then thinks better of it. He turns to whoever is around, "I'll return in the morning to help rescue them or their bodies. We have failed and are not adequate to the task. We need better weapons, alchemist fires, acid flasks, scrolls and any other resources the town can gather. The goblins are the least of our worries. I warned you that there was evil descending upon this town and we have seen it for ourselves."
1d20 ⇒ 15 - Diplomacy

Zees will go to the academy and attempt to speak to Hsoari Gandethus. "The town needs your help sir. A few of us thought we could do something, but we were wrong and it likely has cost two of them their lives. The town needs a real adventurer with experience and skill. I cannot hit anything but the broad side of a barn and these creatures seem resistant to my other spells. If you cannot help directly, then any resources you could provide would be helpful. Scrolls, potions, rings, cloaks, weapons? Surely there is something in that vault of yours that would help."
1d20 ⇒ 12 - Diplomacy

If Gandethus is not around, Zees will make another futile attempt to break into his vault or his office.
1d20 + 2 ⇒ (2) + 2 = 4 - Disable device. Or take 20 for 22.

If that doesn't work, he will also see Aldern. "Thank you for your generosity and the hunt before. I'm sorry to say that we have not done as well against the evil that threatens this town. I beg of you to provide any assistance you can to help the town."
1d20 ⇒ 5

The morning brings some hope to Zees as the world suddenly appears clearer to him. The hours of studying books seems to have paid off as things begin to make sense in his head. The connections appear so clear now. Hopefully it is still there and the whole town wasn't massacred while I slept.


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

Marigold?

Kast hits consciousness only to fade again to unrest.

Marigold Pottersmoot?

Kast eyes flicker briefly.

I'll die like a soldier for you, Marigold.

Kasts eyes open. He had not been expecting to open them ever again.

Kast reaches for his longspear, groping for a weapon and the opponent that laid him low.

"Malc! Zees!"

Kast struggles to rise to his feet before he realizes that he is no longer in the cavern below and there are no opponents around him.

Kast slowly relaxes, looking around and breathing deeply.

Kast looks at his body...mostly unwounded, the scars of the negative energy from the quasit leave only black and blue marks.

I'll get my payback. Like a soldier. For Marigold.

Kast re-armors himself and prepares for the day ahead.


Male Human (Chelaxian) Cleric 2

After seeing that Kast and Zees are taken care of, Danaris turns to Fr. Zantus. "Father, we encountered something terrible and demonic under Sandpoint. I fear that it has taken Malcolm and Gar and Ameiko Kaijitsu. Perhaps it is the source of the town's recent troubles." He pauses and then: "I fear that the thing may be more than the four of us can deal with. Do the churches have anything that can aid us? Weapons that have been consecrated to the gods that watch over Sandpoint? Or at least weapons forged of cold iron? Or, sources of healing. The first fight with that demon drained all of my resources; perhaps there is something we can do to ensure the aid of the Sandpoint's guardians. Is there anyone else who can help?"

Is it reasonable to hope that we can purchase cold iron weapons in Sandpoint?


Male Human (Varisian) Sorcerer 2D6

Dorin responded to Zees with "They're not dead! I made a bargain with that imp or whatever it was, someone said quasit, but I don't know that that is. I told it to not kill them, and we will be back to play with it again. Now, that means we have three people to rescue before they are sacrificed or killed, not just Ameiko! I'm going to tell the mayor and the guards to watch the beach where those tunnels come out. Go and rest and pray and be back here at morning! Bring weapons! We have friends to rescue!" Dorin also talked with Kast and Dararis, reassuring them with his frustration.

Dorin then spent the rest of the day telling the mayor and the other guards at the garrison about the murder of Kaijitsu at the Glassworks, the goblins found, the tunnels found, and the strange creatures they ran into. Dorin took the verbal disappointment and rebuttals from the adults, and promised them to re-enter the tunnels under the Glassworks and rescue Ameiko and the others. (robin, I'm not sure if Dorin is good enough to persuade the authorities to guard the beach and keep the bad guys from escaping, or if that even matters, but Dorin will try.)

Diplomacy (untrained): 1d20 + 3 ⇒ (6) + 3 = 9 (Oh rat-on-a-stick.)

Just before sunset when the shops closed Dorin took the money he had saved to buy some equipment for the tunnels.
Lantern, bullseye (12 gp) plus 4 flask-pints of oil (4 sp)
4 torches (4 cp)
Pole, 10-foot (2) (10 cp)
28.32 gp left

Dorin went to bed, his thoughts swirling in his head as he imagined the tortures Ameiko, Malcolm, and Gar must be going through.

He awoke the next morning, and to his surprise, felt his magic accelerating through him. He had new spells! The one that was multi-purpose, to clean or cool a surface or change taste, as well as a spell of minor resistance. He re-packed his backpack and left the Rusty Dragon to find Danaris, Kast, and Zees. We still need healing potions. Dorin thought to himself.


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

Assuming that Kast was rescued, healed, then rested for the night. Should be at full health if the priest can channel just once in the morning.

After getting filled in by Danaris and Dorin about what happened after he passed out, Kast will enjoin both Zees and Dorin as they try to rustle up some aid from the town to the threats in their mist.

1d20 + 8 ⇒ (1) + 8 = 9 Diplomacy with Mayor
1d20 + 8 ⇒ (12) + 8 = 20 Diplomacy with Hsoari Gandethus

1d20 + 7 ⇒ (2) + 7 = 9 Know (history)
1d20 + 7 ⇒ (6) + 7 = 13 Know (planes)
1d20 + 7 ⇒ (20) + 7 = 27 Know (religion)

So that he can use to fill in detail to what Zees and Dorin are saying.

Kast will spend what time he can practicing with his morningstar and shield. He feels he'd be better at using them now, but worries it might not be enough.

He practices using both the spear and mornigstar with 2 hands and feels he has finally begun to figure out how to put all the weight in behind an attack, going all out to hit which decreases his accuracy, but increases his power. He likes it.


Male Dwarf Rogue(Unchained)1 | HP 11/11 | AC (20)16, Touch 13, Flatfooted 13 CMD 14 | Saves F 2, R 6, W 0 | Darkision; Perception +4, Sense Motive +0; Init +3 | Status: Normal

Gar wakes up on a hard cold floor. He had just done that a few times in the corridor, but this time it was different...or the same. By the smell he knew where he was...back in the musty prison of those creatures. This time as a prisoner.

Shivering a little, he realizes he is naked and pulls himself up off the floor.

He sees Malcolm has a cell too. But no one else is here. Well...either they got away or didn't make it. Let's hope it's the former.

"Malc. Hey Malc, you awake. Looks like they plan on fattening us up."


Zees : Hsoari is quite concerned what what you are telling him . he tells you that you are free to come see him in the morning if you want him to cast a spell on you or your friends . just let him know what spells you would like . Equipment wise , he has not much to use against a demon but you are free to borrow his cold-iron dagger if you want .
Aldern has not been back in town

Danaris : Father Zanthus is ready to heal you whenever necessary but he has no blessed weapon . He can let you have 2 potions of cure of course . He would recommend you go see Brodert Quink and maybe Sabyl.
( Brodert Quink is a sage known for his theories that the old light was in fact a WMD ) and Sabyl is a disciple of Irori which can be found at the House of Blue Stones

Dorin : the mayor will indeed put two people on the beach and two at the secret entrance but they only will be militia

About cold iron weapons , you can find a cold iron short sword and a cold iron longsword at savah's armory . Savah can also if you need them take the day to make you some arrows or quarrels .


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

Gar and Robin

Spoiler:
Gar, glad you are awake. I have been praying to Abadar for a way out of this. I can only hope that our companions did not totally desert us? Do you have any idea where our clothes and items are located? Do you have anything to pick your lock with?


Male Human (Varisian) Sorcerer 2D6

Dorin will thank the mayor for her prudence. (And he can sleep more confidently now.)

If Savah can make a handful of cold iron crossbow bolts before they go back to the Glassworks, Dorin will take them and pay her back as soon as he can. (He'll be broke by getting the light crossbow.)


Male Human (Varisian) Sorcerer 2D6

(Slight rewrite, robin-approved: Dorin does not purchase the bullseye lantern or the two-ten-foot poles, but instead gets a light crossbow and 20 bolts. Spells changed from Unseen Servant to Magic Missile (still one at Level 2), and to Daze and Spark for the new 0th-level spells. Dorin also leaves a lot of stuff back at his Rusty Dragon Inn room to lighten his backpack.)

(Waiting on robin to approve getting cold iron crossbow bolts from Savah. Kast, did you want Dorin's left-handed cold iron spiked gauntlet?)


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

@Zees:If we're talking free spells (low level): Magic Circle Prot Evil 10' & Heroism & Greater Magic Weaponmight be helpful. We won't have much time as they have 10min/lvl durations, save Gr. Magic Weapon (1 hr/lvl).

@Dorin: I would accept your offer of the CI gauntlet, thank you.

"Savah might have a cold iron longsword that we could borrow for the day? Really, Dorin?"

Kast ponders using a new weapon rather than his trusty morningstar at this time.

I used to this morningstar. Sure, I've sparred with Malc's longsword, but don't know that I can use it well enough. I should get it anyway. Just in case.

Kast will go see Savah and explain the situation and see if he can get the CI longsword until the danger has passed.

1d20 + 8 ⇒ (6) + 8 = 14 Diplomacy

Lots of soldiers carry lots of weapons. I'm getting there. Like a soldier.


No problem , Dorin , you have 10 bolts . And Savah tells you you can repay her whenever convenient or even return to her the bolts .
Even Ven Vinder did not give you grief when you came into his store for the lantern . The tragedy of so many dead in the glassworks seems to have impacted even him
Of course , if Kast were to come into his store , that might be different

Kast no need for any diplomacy roll there. Savah will give you the longsword as soon as you ask for it (one advantage of being a trusted locale )


Male Human - Varisian Wizard 1 - Universalist
robin wrote:
Zees : Hsoari is quite concerned what what you are telling him . he tells you that you are free to come see him in the morning if you want him to cast a spell on you or your friends . just let him know what spells you would like . Equipment wise , he has not much to use against a demon but you are free to borrow his cold-iron dagger if you want .

"Thank you for the cold iron dagger. I'll replace it as soon as I'm able. If you could cast mage armor on at least Danaris and I in the morning it would be helpful. Although all four party members would be best in case who knows what we might encounter that could ignore normal armor. If you could meet us at the glassworks and cast invisibility on each of us, we might be able to slip in fast enough before the spell ends. If you were there, you could also cast protection from evil right before we entered. Also, assuming our friends are locked up, a scroll or two of knock would be helpful. I can't automatically cast it, but my chances are good. Finally, any extra weapons or armor would be appreciated. Surely our friends have been stripped of theirs."

In summary, asking for:
- mage armor x 4
- invisibility x4
- protection from evil x 4
- scrolls of knock x 2
- longsword and best armor available
- adze and chain shirt
I'll ask whoever shows up at the glassworks for weapons and armor if Hsoari was unable to provide them. My spell selection for the day will depend on what he can promise for the morning.

I'm assuming the priest will be at the glassworks or Zees can stop by for healing in the morning.

Zees will also try to acquire a club (0 gp), 5 acid flasks (50 gp) or 2 alchemist fires (40 gp), cold iron dagger (4 gp). Zees currently has 56 gp left.


Male Human (Varisian) Sorcerer 2D6

(Save your gold pieces and get flasks of oil instead of Alchemists Fire. Dorin has Spark now, so he can ignite an oiled target up to 30 feet away with a word and a gesture. Or light a torch before battle and toss it at the oiled-splattered area.)


Male Human - Varisian Wizard 1 - Universalist
Dorin Zstel wrote:
(Save your gold pieces and get flasks of oil instead of Alchemists Fire. Dorin has Spark now, so he can ignite an oiled target up to 30 feet away with a word and a gesture. Or light a torch before battle and toss it at the oiled-splattered area.)

I'll do both and buy 5 flasks of oil. You might not always be available to ignite the oil.


Zees , Hsoari is sorry but he has no scrolls of Knock and does not in fact know the spell . Otherwise he can cast the four mage armor but only three invisibility . He'll ask Father Zantus for the protection from Evil . He also has no adze or armor available but can lend you a masterwork longsword and shortsword .

Danaris go see Sabyl, a young woman (about 25, not specially beautiful but with a certain poise): She receive him civilly at the house of blue stones ( a dojo). When he describes the creatures you fought , she does not recognize the first ones but does indeed know what a quasit is.
She remindes you that a quasit is a familiar formed in fact from the evil the wizard which call it as a familiar had . Given the powers this one exhibited , she concludes that his/her master must have died and that the quasit chose not to bring his master's soul to the abyss but rather to stay on Golarion . She theorizes then that a reason might be a then fascination with Lamashtu which developed over time on it becoming a cleric.
she then delicately suggest that a good way to deal with this quasit if it again makes the error of becoming visible within reach might be to grapple and pin it. She is not sure if it would hamper it casting its channeling but tells you it might then be possible to take its symbol from it thus reducing his casting avaibility .

Danaris also go see Brodert Quink a old man who has a little run to pot. while the initial welcome is tainted by sadness, Brodert Quink becomes quite excited when Danaris relates your adventures . He frantically search his library and force several sketches at Danaris
One is of a mountain , the lower half has ruins of a bridge and the upper half is in fact recognizible as a woman's face despite a certain erosion . Seeign you recognize it , Brodert explains this mountain is situated of the Rivenrake island in the northern part of the Varisian Gulf . the bridge visible is thought by many to be the other end of the Irespan , the ruin of a bridge in Magnimar . Under the mountain is a quite extensive complex but it is quite inhabited by monsters .
The woman is thought to be called ALAZNIST and has been identified as ALAZNIST , one of the mysterious runelord of Thessalonian . She is normally associated with Wrath and evocation spells.

She is also thought to be the first creator of the sinspawn , the creatures you fought . These creatures are aberrations (Knowledge dungeoneering :) ) . They are intelligent creatures , are thought to be immune to mind affecting spells and definitively have some kind of spell resistance . They also have a limited form of fast healing . Brodert seems quite matter of fact when saying this but grows quite intent when he tells you In fact , there are different types of these creatures , each type is associated with a different sin , the must common and the ones found under Hollow Mountain are the wrath spawn . Their bite has the effect you just related and in fact the creatures are thought to 'eat' wrath as their nourishment . I would say that's why the quasit did release you . The facts you told the town will cause wrath in the town and might be near enough to nourish them . More so than if you were all dead or prisoners ...
I hesitate to tell you the following but some people think that when a sinspawn has absorbed enough of its related sin , it separates itself in two but again this is just a theory since no one really know where these creatures come from . One konw they were thessalonian spells for creating them but that does not explain how numerous they still are . Any question I might elaborate on ? "


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
robin wrote:
She is not sure if it would hamper it casting its channeling but tells you it might then be possible to take its symbol from it thus reducing his casting avaibility.

Sounds like we should buy a net. Kast, with his low dex, won't be able to hit with it, but others might. Strength vs. tiny creature shouldn't matter too much.

If Kast is rested and re-armed, he is ready to go back down.

He'll accept the mage armor spell, but doesn't think the invisibility will help because of the short duration. Kast isn't for rushing through enemy territory wherein they may have had time to set traps.


Male Human - Varisian Wizard 1 - Universalist

@ Robin. I'm still confused as to distances. How far away are the prison cells we suspect Malcolm and Gar to be in? It seems like it was a short distance beyond the broken wall, but I could be wrong. How many minutes will the invisibilty spell last?

@ the party. Of course, the problem with invisiblity is the inability to see and coordinate with each other. Oh well. It was an idea.


Male Human (Varisian) Sorcerer 2D6

(To speed things up, let's say Dorin grabs a bag of flour from the kitchens of the Rusty Dragon on his way out. He also picks up a net from Savah along with the cold iron crossbolts.)

(So I think it's safe to have Kast, Dorin, and Zees at the Glassworks. Maybe talking with the militia guards, to see if anything happened during the night. Collaborating all the stuff we've talked about here and in the OOC thread. We're waiting on Danaris to finish talking with Brodert Quink.)


The map shows both the broken wall (in yellow) and the cells ( at the top of the map with bron to indicates the upper level ) and you would need 10 rounds to reach the broken wall from the glassworks .

No problem on the bag of four

And the town is small enought that you can easily know where your comrades are . so you can consider you know what Brodert told Danaris


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

Kast is anxious to go to the spot where Malc and Gar were left. He intends to see if he can figure out to where they were taken (if they are still alive).

As I understand it, I have Mage Armor (uncertain duration) and it will take 10 rounds to get to that point.

Kast has no further preparations to make and is ready to move.


Male Human (Varisian) Sorcerer 2D6

(I'm ready if everyone else is ready.)

(What we really need as players is some kind of "1 new post" on our My Account page on threads we are watching. It bugs me I have to keep logging in on My Account every 5 minutes to switch to another character.)


As you know , I'm off to Scotland for one week and on second thoughts , I am disinclined to try to run the adventure during this time without my books . So I'll see you all when I come back . I should post on sunday normally (maybe saturday night but I arrive back in Paris late .

And Before I forget Volioker Briskalberd (the sandpoint locksmith) will come and press upon you a set of Thieves' Tools just in case ...


Male Human (Varisian) Sorcerer 2D6

(Wow. That's...fortuitous. Do any of us even have Disable Device? I know it's not on Dorin's advancement plan. So I wonder who among us can even use the tools?)


Male Dwarf Rogue(Unchained)1 | HP 11/11 | AC (20)16, Touch 13, Flatfooted 13 CMD 14 | Saves F 2, R 6, W 0 | Darkision; Perception +4, Sense Motive +0; Init +3 | Status: Normal

Get them to Gar. Naked as he is, he won't have his available.


Male Human (Chelaxian) Cleric 2

After finishing his conversation with Quink, Danaris races down to the glassworks. He quickly recounts the fruits of his research with the others and then: "I suppose that we are as ready as we are going to be for this. I just hope that Erastil has watched over our friends and that he will help guide us to them safely."


Male Human (Varisian) Sorcerer 2D6

(Ready!)


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

Kast continues to practice with is new (borrowed) cold iron longsword, still awaiting everyone to be ready to go back and take that demon down.

I'm truly going to make his altar/temple into one of love and order. With flowers. And bunnies.


In the morning , you assemble in the glassworks , said spells are cast upon you and off you go .
I assume Kast is in the front but where are the others and who has the light ?
You arrive at the broken wall without mishaps

map


Male Human - Varisian Wizard 1 - Universalist

After Kast, I'm guessing Danaris who might see some melee, Dorin with ranged spells, and then me. As to the light, I'd guess Kast, but will let others answer.


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

Kast will have light on his shield and renew it before entering every room or every 5 minutes, whichever comes first.

Kast will offer his longspear to Danaris, have his CI longsword & shield in hands, and be looking for a fight.

At the broken wall, Kast will look for drag marks...or blood marks to see where the bodies of Malc and Gar might have been taken.


Male Human (Chelaxian) Cleric 2

Danaris will follow Kast, taking his spear, ready to drop it in favor of one of the cold iron short swords if we encounter the quasit.

That's right, right? I was given a cold iron short sword.


No tracks in the stone floor to help you ...


Male Human - Varisian Wizard 1 - Universalist

Onward and forward. We'll check each intersection, but are headed straight for the cells was my understanding.


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
Zees wrote:
Onward and forward. We'll check each intersection, but are headed straight for the cells was my understanding.

Kast leads the group the cells.

Like a soldier!


Male Human (Varisian) Sorcerer 2D6

(A few notes. Does Zees need Mage Armor? The bag of flour is in Dorin's backpack. Dorin will also pass out the flasks of oil and explain the "toss and light 'em up" plan. Dorin's crossbow is hanging from his backpack. Dorin will not put Mage Armor on himself, saving the spells for later.)

(Zees, Danaris, and Kast - each take 1 flask of oil. That brings Dorin down to 3.)

(Dorin will light one torch and hold it in his hand (good for one hour).)

"Watch out for traps." Dorin whispered as the group headed down the stairs. "I say we go all the way to the back first, to those prison cells where we saw the creature-things. I just hope we don't run into that flying quasit immediately, like last time." (Z7 area on undersandpoint round)

Dorin will attempt to move as quietly as possible while holding the torch.

Stealth (Dex only; untrained) 1d20 + 3 ⇒ (14) + 3 = 17
Stealth (Dex only; untrained) 1d20 + 3 ⇒ (18) + 3 = 21
Stealth (Dex only; untrained) 1d20 + 3 ⇒ (5) + 3 = 8
Stealth (Dex only; untrained) 1d20 + 3 ⇒ (6) + 3 = 9
Stealth (Dex only; untrained) 1d20 + 3 ⇒ (14) + 3 = 17
Stealth (Dex only; untrained) 1d20 + 3 ⇒ (19) + 3 = 22


The light defeat the purpose of invisibility but you are happy to see that your thought were right and that your friends are in the prison .
Also I assume that Kast is the one visible since he is the one lighting the way and that the other three are invisible .

They are guarded by two of the creatures who are occupied in poking Malcolm in the dark since he can't see them .

Init C1 1d20 + 5 ⇒ (12) + 5 = 17
Init C2 1d20 + 5 ⇒ (1) + 5 = 6
Kast 1d20 - 2 ⇒ (14) - 2 = 12
Dorin 1d20 + 3 ⇒ (4) + 3 = 7
Danaris 1d20 + 2 ⇒ (13) + 2 = 15
Zees 1d20 + 2 ⇒ (8) + 2 = 10

Seeing you arrive , C1 move to AA8 and attacks Kast
1d20 + 3 ⇒ (6) + 3 = 91d6 + 1 ⇒ (4) + 1 = 5

Danaris , Kast , Zees and Dorin can act .


Male Human (Chelaxian) Cleric 2

"Erastil give us your strength," Danaris prays as he stabs at the creature with Kast's spear.

1d20 + 1 ⇒ (1) + 1 = 2
1d8 ⇒ 6

Saving spells for the quasit.Glad to see I still have my dice prowess.


Male Human - Varisian Wizard 1 - Universalist

Round 1, Init 10

Status:

HP 16/16
AC 16 (mage armor)
CM Bonus = 0
CM Defense = 12
Fortitude = +2
Reflex = +2
Will = +3

Cantrips - (4 per day)
- Daze (DC 15 Will)
- Flare (DC 15 FORT)
- Spark
- Ray of Frost
1st Level spells (4 prepared per day + bonded object)
- Color Spray (DC 16 Will: +1 level 1 spell, +5 INT)
- Grease* (DC 18 REF, +1 level 1 spell, +5 INT, +1 from focus, +1 from tattoo)
- Magic Missle
- Ear Piercing Scream

Zees is relieved when the battle begins with opponents he can see. He greases the area under the first creatures in front of Kast. (The three squares and a wall square being AA/AB,8/8). DC 18 Reflex save for creature.

Zees then pulls out his club as he moves foward to Y,10.


Male Human - Varisian Wizard 1 - Universalist

(The three squares and a wall square being AA/AB,8/9).


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

Kast feels a bit of anxious nervousness as the beast comes close and engages with him.

His left leg hobbles a bit, but Kast remembers his training and tries to get into a groove against the beast.

"Hey Gar, Malc! You were wondering where we were?"

1d20 + 6 ⇒ (15) + 6 = 21 to hit;
1d8 + 4 ⇒ (8) + 4 = 12 damage.

Kast Stats:

AC = 19 (+4 armor, +3 dex/cha, +2 shield)
HP = 18
Weapon = Cold Iron Longsword (first time using a real sword!)
Status = a bit worried. Am I good enough for this?
Effects = Mage Armor
Spells = 0/4 cast


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

@Robin: Are Gar and I conscious yet?


Malcolm : Add 4 hp + half the hit points you won at second level. this should indeed put you at positive hp even if still badly hurt .


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

Get them boys, then get us out of this s$#$ hole!


Male Dwarf Rogue(Unchained)1 | HP 11/11 | AC (20)16, Touch 13, Flatfooted 13 CMD 14 | Saves F 2, R 6, W 0 | Darkision; Perception +4, Sense Motive +0; Init +3 | Status: Normal

By that math Gar will be at 3 HP from -6

"Oy. Danaris. The pointy end. Bring me that spear. I'll stab them from here."


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

My math puts Malcolm from -6 to 4 currently.


Male Human (Varisian) Sorcerer 2D6

(Sorry, forgot if we were invisible or not. I don't think we used the scrolls.)

Round 01, init=07 (again), map is undersandpoint round

Stats-Temp Effects:

HP=12/12 points, AC=13 (touch 13, flat-footed 10), no armor, wearing both gauntlets, holding a lighted torch, speed=30 ft.
Fort=+1, Ref=+3, Will=+4
Spells: inf/4 for 0th/1st; Acid Splash is 1/1; Heavenly Fire is 6/6

"The deformed creatures again!" Dorin exclaimed when the four rescuers saw the first sinspawn. While Kast and Danaris thrust their weapons at the creature, and Zees started a spell, Dorin flipped the lighted torch to his off hand and wove a spell of his own. He pointed around Danaris' shoulder in front of him. The cast Magic Missile sped unerringly towards the hostile creature.

Damage: 1d4 + 1 ⇒ (1) + 1 = 2 (Even with never-miss Magic Missile, the dicebot gives me minimum damage...)

"Don't let any escape!" Dorin hissed as his friends fought the creature.

Dorins next actions for everybody:

I don't want to 'waste' any magic missiles unless they are killing blows or the sinspawns make a run for it. Getting out the crossbow and the ordinary bolts next...I guess we're not 'lighting them up' with the oil and the torch?

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