Shalafi's Rise of the Rune Lords Group II

Game Master nightdeath

This game is GMed by Shalafi. I'm just his hireling.

Map
The Loot List

GM Marcros:
Amren Slyblade [dice]1d20+5[/dice]
Garridan Teskarova [dice]1d20+3[/dice]
Elrawien Lantherion [dice]1d20+2[/dice]
Calin Moonbreeze [dice]1d20+2[/dice]
Lokien Forge[dice]1d20+0[/dice]
Kast Phaer [dice] 1d20-1 [/dice]
Jarkralzak [dice]1d20+2[/dice]


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Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

It is a shrine dedicated to Lamashtu, The Demon Queen
Mother of Monsters
Demon Mother
Mother of Beasts
Mother of Demons
Mother of Perversion
Mistress of Insanity
Grandmother Nightmare


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

The daggers do not radiate magic but you do get a stronger feeling of that intense evil as 4 howls erupt above you.


Male Halfling Knifemaster Rogue 3 HP:22/22; AC:19,T:15,FF:15,CMD:14; Fort +3,Ref +7,Will +3; Init+5; SA: +2d8; Mwk Dagger +5, 1d3+2, 1d3+2; Dagger +6, 1d3+2;
Skills:
Acro:9 Bluff:7 Diplo:7 Dis. Device:9 Esc Art:9 Percept:9 Sleight/Hand:10 Stealth:13 Srvivl:8 UMD:9

Will have gameplay up soon


Male Varisian 2nd level Monk | HP 20/20 | AC 16 | T 16 | FF 12 | CMD 20 | Fort +5 | Ref +7 | Will +2 | Init +4 | Perc +7 | Sense Motive +6

Likewise! Had a very busy past few days at work and home. If I don't get an update in tonight I will have one tomorrow.


Male Halfling Knifemaster Rogue 3 HP:22/22; AC:19,T:15,FF:15,CMD:14; Fort +3,Ref +7,Will +3; Init+5; SA: +2d8; Mwk Dagger +5, 1d3+2, 1d3+2; Dagger +6, 1d3+2;
Skills:
Acro:9 Bluff:7 Diplo:7 Dis. Device:9 Esc Art:9 Percept:9 Sleight/Hand:10 Stealth:13 Srvivl:8 UMD:9

Huh. I think the forums are my post from last week. I rolled to inspect the daggers and see if I could take them, but it isn't there. I'll repost it when I get a breather from work.


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

The daggers are part of the statue.


Male Halfling Knifemaster Rogue 3 HP:22/22; AC:19,T:15,FF:15,CMD:14; Fort +3,Ref +7,Will +3; Init+5; SA: +2d8; Mwk Dagger +5, 1d3+2, 1d3+2; Dagger +6, 1d3+2;
Skills:
Acro:9 Bluff:7 Diplo:7 Dis. Device:9 Esc Art:9 Percept:9 Sleight/Hand:10 Stealth:13 Srvivl:8 UMD:9

Ah ok, well, I'll have something else up when I get home.


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

Va bene. Where is everyone else? I know Lucien's mom passed but where are the rest?


Male Dwarf Paladin (StoneLord) 6 | HP 50/50 | Init +2 I AC 20 FF 18 T12 | Saves F+6/R+4/W+7 | Percep +3

Still here..was waiting to see what Amren did with the daggers before Zark smashed the statue to pieces!!


Dwarf Fighter (Unbreakable) 1 | HP: 15/15 | AC: 20/13/17 |Init: +4 | Perc: +3 | Fort: +5 | Ref: +5 | Will: +2 | CMB: +5 | CMD: 18| W.Ham: +5; 1d8+3| Longbow: +5;1d8|
Skills:
Acro:=1| App:+2|Bluff:+2|Clim:+2| Diplo:+2|Disguise:+2|E.A:-2| H.A:+2| Heal:+2| Inti:+2|K.Dun:+6|K.Reli+3|K.Eng+6|Ling:+2|Ride:-2| SM:+2| Sleight:-2|Spell:+2|Stealth:-2| Sur:+6| Swim:-2| UMD:+2|

Lokien helps. Of course if it can be resculpted even better!


Male Varisian 2nd level Monk | HP 20/20 | AC 16 | T 16 | FF 12 | CMD 20 | Fort +5 | Ref +7 | Will +2 | Init +4 | Perc +7 | Sense Motive +6

Garridan examines the foul statue until suddenly the howls erupt from above them. The sorcerer looks up, preparing the blast whatever foul creatures present themselves! "Be ready!"


Male Halfling Knifemaster Rogue 3 HP:22/22; AC:19,T:15,FF:15,CMD:14; Fort +3,Ref +7,Will +3; Init+5; SA: +2d8; Mwk Dagger +5, 1d3+2, 1d3+2; Dagger +6, 1d3+2;
Skills:
Acro:9 Bluff:7 Diplo:7 Dis. Device:9 Esc Art:9 Percept:9 Sleight/Hand:10 Stealth:13 Srvivl:8 UMD:9

Amren prepares for the howling beasts by climbing the statue, hiding amongst its curves, ready to leap down on whatever is coming with deadly stealth.
Stealth: 1d20 + 13 ⇒ (9) + 13 = 22


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

You need to make a climb check.


Male Halfling Knifemaster Rogue 3 HP:22/22; AC:19,T:15,FF:15,CMD:14; Fort +3,Ref +7,Will +3; Init+5; SA: +2d8; Mwk Dagger +5, 1d3+2, 1d3+2; Dagger +6, 1d3+2;
Skills:
Acro:9 Bluff:7 Diplo:7 Dis. Device:9 Esc Art:9 Percept:9 Sleight/Hand:10 Stealth:13 Srvivl:8 UMD:9

Climb: 1d20 + 2 ⇒ (13) + 2 = 15


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

Amren Slyblade 1d20 + 5 ⇒ (14) + 5 = 19
Garridan Teskarova 1d20 + 3 ⇒ (4) + 3 = 7
Elrawien Lantherion 1d20 + 2 ⇒ (14) + 2 = 16
Calin Moonbreeze 1d20 + 2 ⇒ (9) + 2 = 11
Lokien Forge1d20 + 0 ⇒ (11) + 0 = 11
Jarkralzak 1d20 + 2 ⇒ (6) + 2 = 8

Monsters
1d20 + 7 ⇒ (17) + 7 = 24
1d20 + 7 ⇒ (6) + 7 = 13
1d20 + 7 ⇒ (16) + 7 = 23
1d20 + 7 ⇒ (18) + 7 = 25

Iniative Order
Monster 4
Monster 1
Monster 3
Amren
Elwareien
Monster 2
Calin and Lokien (who has a better Dex?)
Jark
Garridan

As of yet you have not seen the monsters only heard the baying.


Dwarf Fighter (Unbreakable) 1 | HP: 15/15 | AC: 20/13/17 |Init: +4 | Perc: +3 | Fort: +5 | Ref: +5 | Will: +2 | CMB: +5 | CMD: 18| W.Ham: +5; 1d8+3| Longbow: +5;1d8|
Skills:
Acro:=1| App:+2|Bluff:+2|Clim:+2| Diplo:+2|Disguise:+2|E.A:-2| H.A:+2| Heal:+2| Inti:+2|K.Dun:+6|K.Reli+3|K.Eng+6|Ling:+2|Ride:-2| SM:+2| Sleight:-2|Spell:+2|Stealth:-2| Sur:+6| Swim:-2| UMD:+2|

Calin has a better init bonus

Lokien hefts his weapon and moves to cover the entry way. Making sure to give his companions enough space to get in their own attacks and to prevent the enemies from swarming them.


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

Just waiting on the bads to arrive so i can end them on my initiative :)


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

Lokein can you add 4 yeth hounds?


Dwarf Fighter (Unbreakable) 1 | HP: 15/15 | AC: 20/13/17 |Init: +4 | Perc: +3 | Fort: +5 | Ref: +5 | Will: +2 | CMB: +5 | CMD: 18| W.Ham: +5; 1d8+3| Longbow: +5;1d8|
Skills:
Acro:=1| App:+2|Bluff:+2|Clim:+2| Diplo:+2|Disguise:+2|E.A:-2| H.A:+2| Heal:+2| Inti:+2|K.Dun:+6|K.Reli+3|K.Eng+6|Ling:+2|Ride:-2| SM:+2| Sleight:-2|Spell:+2|Stealth:-2| Sur:+6| Swim:-2| UMD:+2|

Not exactly Yeth Hounds but They're added.


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

I likey! Let me update in a while.


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

Everyone needs to make a DC 12 will save.


Female Elf Wizard (Enchanter) 3 AC 14, touch 14, flat-footed 10 (+2 Dex) HP14, Iniative +2

Will save 1d20 + 4 ⇒ (17) + 4 = 21


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

will save vs not wife: 1d20 + 4 ⇒ (10) + 4 = 14


Male Halfling Knifemaster Rogue 3 HP:22/22; AC:19,T:15,FF:15,CMD:14; Fort +3,Ref +7,Will +3; Init+5; SA: +2d8; Mwk Dagger +5, 1d3+2, 1d3+2; Dagger +6, 1d3+2;
Skills:
Acro:9 Bluff:7 Diplo:7 Dis. Device:9 Esc Art:9 Percept:9 Sleight/Hand:10 Stealth:13 Srvivl:8 UMD:9

Will: 1d20 + 3 ⇒ (4) + 3 = 7


Male Dwarf Paladin (StoneLord) 6 | HP 50/50 | Init +2 I AC 20 FF 18 T12 | Saves F+6/R+4/W+7 | Percep +3

Will save: 1d20 + 5 ⇒ (5) + 5 = 10


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread must succeed on a DC 12 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same hound's bay for 24 hours.

Jark 2d4 ⇒ (3, 2) = 5
Amren 2d4 ⇒ (3, 2) = 5


Dwarf Fighter (Unbreakable) 1 | HP: 15/15 | AC: 20/13/17 |Init: +4 | Perc: +3 | Fort: +5 | Ref: +5 | Will: +2 | CMB: +5 | CMD: 18| W.Ham: +5; 1d8+3| Longbow: +5;1d8|
Skills:
Acro:=1| App:+2|Bluff:+2|Clim:+2| Diplo:+2|Disguise:+2|E.A:-2| H.A:+2| Heal:+2| Inti:+2|K.Dun:+6|K.Reli+3|K.Eng+6|Ling:+2|Ride:-2| SM:+2| Sleight:-2|Spell:+2|Stealth:-2| Sur:+6| Swim:-2| UMD:+2|

Will Save vs DC 12 1d20 + 5 ⇒ (9) + 5 = 14


Male Dwarf Paladin (StoneLord) 6 | HP 50/50 | Init +2 I AC 20 FF 18 T12 | Saves F+6/R+4/W+7 | Percep +3

Jarkralzak has an aura of courage that makes him immune to fear, and further all those within 10' gain a +4 on their roll vs fear.


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

Is the halfling within in range? Even eiyhbthat bonus would he still make it?


Male Halfling Knifemaster Rogue 3 HP:22/22; AC:19,T:15,FF:15,CMD:14; Fort +3,Ref +7,Will +3; Init+5; SA: +2d8; Mwk Dagger +5, 1d3+2, 1d3+2; Dagger +6, 1d3+2;
Skills:
Acro:9 Bluff:7 Diplo:7 Dis. Device:9 Esc Art:9 Percept:9 Sleight/Hand:10 Stealth:13 Srvivl:8 UMD:9

I would with my natural halfling resistance. Haha


Male Varisian 2nd level Monk | HP 20/20 | AC 16 | T 16 | FF 12 | CMD 20 | Fort +5 | Ref +7 | Will +2 | Init +4 | Perc +7 | Sense Motive +6

Will Save: 1d20 + 4 ⇒ (14) + 4 = 18

I don't know if Garridan is within 10' of Jark or not... our tokens on the map are all scattered. Not that it matters much since Garridan passed his Will save, but still...

Garridan feels a fleeting moment of panic upon hearing the vile howls of the creatures; however, after everything the young sorcerer had seen, these creatures were nothing to stop him!


Dwarf Fighter (Unbreakable) 1 | HP: 15/15 | AC: 20/13/17 |Init: +4 | Perc: +3 | Fort: +5 | Ref: +5 | Will: +2 | CMB: +5 | CMD: 18| W.Ham: +5; 1d8+3| Longbow: +5;1d8|
Skills:
Acro:=1| App:+2|Bluff:+2|Clim:+2| Diplo:+2|Disguise:+2|E.A:-2| H.A:+2| Heal:+2| Inti:+2|K.Dun:+6|K.Reli+3|K.Eng+6|Ling:+2|Ride:-2| SM:+2| Sleight:-2|Spell:+2|Stealth:-2| Sur:+6| Swim:-2| UMD:+2|

Puppies Lokien thinks to remind himself that whatever those hounds were, they'll soon taste his Hammer!!


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

I think I fixed the map, for some reason it got jumbled up.


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

Party members starting with Garridan as 1 and following that order ending up with the halfling as 6.

Round 1 INT 25, 24, 23
Yeth hound 41d6 ⇒ 4 Calin
Yeth hound 1 1d6 ⇒ 3 Elwarein
Yeth hound 3 1d6 ⇒ 6 Amren

Yeth hound 4 1d20 + 7 ⇒ (8) + 7 = 15 after Calin

Yeth hound 1 1d20 + 7 ⇒ (4) + 7 = 11 after the wife

Yeth hound 3 1d20 + 7 ⇒ (12) + 7 = 19 after halfling
damage dice 2d6 + 4 ⇒ (5, 6) + 4 = 15
Trip 1d20 + 7 ⇒ (13) + 7 = 20

Amren please make a DC 14 Will save. It is fear based so the bonuses apply.

Looks like he tripped you as well


Male Halfling Knifemaster Rogue 3 HP:22/22; AC:19,T:15,FF:15,CMD:14; Fort +3,Ref +7,Will +3; Init+5; SA: +2d8; Mwk Dagger +5, 1d3+2, 1d3+2; Dagger +6, 1d3+2;
Skills:
Acro:9 Bluff:7 Diplo:7 Dis. Device:9 Esc Art:9 Percept:9 Sleight/Hand:10 Stealth:13 Srvivl:8 UMD:9

Amren is hidden on top of the statue, remember?


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

I know you are hidden but I think I miss understood the scent ability.


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

Scent (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location.

A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Format: scent; Location: Senses.


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

I will say that he is using his action, rather than biting, to locate you.

Survival roll 1d20 + 9 ⇒ (7) + 9 = 16 vs your hide which I believe was 15

It looks like it found you this round.


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

You are up, Amren


Male Halfling Knifemaster Rogue 3 HP:22/22; AC:19,T:15,FF:15,CMD:14; Fort +3,Ref +7,Will +3; Init+5; SA: +2d8; Mwk Dagger +5, 1d3+2, 1d3+2; Dagger +6, 1d3+2;
Skills:
Acro:9 Bluff:7 Diplo:7 Dis. Device:9 Esc Art:9 Percept:9 Sleight/Hand:10 Stealth:13 Srvivl:8 UMD:9

Stealth was a 22. Climb was a 15. I only contest because it makes a HUGE difference in Amren's damage since they will be flat footed when he attacks from hiding.


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

I was looking for the roll and could only find the 15.can you show me the 22?


Male Halfling Knifemaster Rogue 3 HP:22/22; AC:19,T:15,FF:15,CMD:14; Fort +3,Ref +7,Will +3; Init+5; SA: +2d8; Mwk Dagger +5, 1d3+2, 1d3+2; Dagger +6, 1d3+2;
Skills:
Acro:9 Bluff:7 Diplo:7 Dis. Device:9 Esc Art:9 Percept:9 Sleight/Hand:10 Stealth:13 Srvivl:8 UMD:9
Amren Slyblade wrote:

Amren prepares for the howling beasts by climbing the statue, hiding amongst its curves, ready to leap down on whatever is coming with deadly stealth.

Stealth: 1d20 + 13 ⇒ (19) + 13 = 32


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

I am sorry, I missed that. So it spends it time sniffing for halfling stank.


Male Halfling Knifemaster Rogue 3 HP:22/22; AC:19,T:15,FF:15,CMD:14; Fort +3,Ref +7,Will +3; Init+5; SA: +2d8; Mwk Dagger +5, 1d3+2, 1d3+2; Dagger +6, 1d3+2;
Skills:
Acro:9 Bluff:7 Diplo:7 Dis. Device:9 Esc Art:9 Percept:9 Sleight/Hand:10 Stealth:13 Srvivl:8 UMD:9

Not if I take it out....
Amren slides around the shoulder of the statue, and deftly launches a dagger at the hound sniffing for him before rolling under the arm and back behind the statue again.
Attack Against Flat Footed: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d3 + 2 ⇒ (1) + 2 = 3
Sneak Attack: 2d8 ⇒ (8, 5) = 13

Confirm Crit: 1d20 + 6 ⇒ (20) + 6 = 26
Crit Damage: 1d3 + 2 ⇒ (2) + 2 = 4

FOR A TOTAL OF 20 DAMAGE!! THIS IS THE SECOND CHARACTER I HAVE CRITTED WITH IN THE LAST FIVE MINUTES!!

Stealth to Hide Again (there is a penalty for sniping like this but my phone is giving me trouble trying to find it. I think it is a -10): 1d20 + 13 ⇒ (20) + 13 = 33


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

Very nice hit, however, you can tell that it does not hit for as much as it should.


Female Elf Wizard (Enchanter) 3 AC 14, touch 14, flat-footed 10 (+2 Dex) HP14, Iniative +2

Seeing as their is not much room to manuever, the elf woman will attack the creature with her rapier.
1d20 + 1 ⇒ (19) + 1 = 20
Confirm 1d20 + 1 ⇒ (5) + 1 = 6

Not a confirmation but she is able to hit it

1d6 ⇒ 2

Though it looks like it should damage the creature, she hit its but nothing happens.

This damn thing shrugged off my blow


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

Yeth Hound #2 1d3 ⇒ 3Goes after the paladin

1d20 + 7 ⇒ (12) + 7 = 19
2d6 + 4 ⇒ (6, 5) + 4 = 15

Trip 1d20 + 7 ⇒ (9) + 7 = 16Since the dwarf is so sturdy the creature is not able to trip him.

Calin and Lokien are next...


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

nota bene these yeth hounds are flying and not on the ground


Male Halfling Knifemaster Rogue 3 HP:22/22; AC:19,T:15,FF:15,CMD:14; Fort +3,Ref +7,Will +3; Init+5; SA: +2d8; Mwk Dagger +5, 1d3+2, 1d3+2; Dagger +6, 1d3+2;
Skills:
Acro:9 Bluff:7 Diplo:7 Dis. Device:9 Esc Art:9 Percept:9 Sleight/Hand:10 Stealth:13 Srvivl:8 UMD:9

Wait, what? They are flying?


Male Silvanesti Elf Wizard (5)/Wizard of High Sorcery (10)/Archmage (5)

Si, As I said, the howls came from above you but in order to fly to you and try to bite you they had to do their move actions.

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