WR Rise of the Runelords

Game Master wicked_raygun

Loot
Cornfield Battle Map


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Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

Perception1d20 + 9 ⇒ (10) + 9 = 19

Beromar helpful as always assists Serolt with the rubble.


...but before he does, Beromar nods, because that is one seriously not trapped area.


Area B

Beromar and Serolt finish clearing away the rubble. And then finally Beromar opens the door. It is dark inside, as it is throughout this entire cave.

The first thing that hits them is the stench of putrid, rotting flesh. And then the light reveals an amorphous glob of corpses and their fluids. And to their utter horror, the glob begins to expand into something vaguely humanoid in shape, and then returns to something more spongy.

But it retains enough cohesion to move forward threateningly.

Initiatives:

Amaya: 1d20 + 4 ⇒ (10) + 4 = 14
Beromar: 1d20 + 2 ⇒ (14) + 2 = 16
Bruin: 1d20 + 3 ⇒ (12) + 3 = 15
Mruf: 1d20 + 3 ⇒ (16) + 3 = 19
Serolt: 1d20 + 4 ⇒ (7) + 4 = 11
Ooze: 1d20 - 3 ⇒ (12) - 3 = 9

Round 1
Mruf: 1d20 + 3 ⇒ (16) + 3 = 19
Beromar: 1d20 + 2 ⇒ (14) + 2 = 16
Bruin: 1d20 + 3 ⇒ (12) + 3 = 15
Amaya: 1d20 + 4 ⇒ (10) + 4 = 14
Serolt: 1d20 + 4 ⇒ (7) + 4 = 11

Ooze: 1d20 - 3 ⇒ (12) - 3 = 9

Everyone is up. New monster on the map.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Round: 1, Initiative: 11

Serolt Status:
HP: 33/33, AC: 18 (f14/t14)
Conditions = None
Weapon Equipped = Longbow
Cold Iron, Silver Blanch = 16/24
Blunt, Silver Blanch = 8/8
Cold Iron, Ghost Salt = 8/8
ranged: Attack: BAB +3, Dex +4, Focus +1, Magic +1, (rapid shot -2, deadly aim -1) Damage: Str +2, (deadly aim +2)
melee: Attack: BAB +3, Str +2 Damage: Str +2
Animal Focus (Su/Swift) (4/5m)
Rod of Reach, lesser (2/3)
Spells (Caster Level 5, Concentration +7)
Zero (12): Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark
First (13): (5/5) Animal Messenger, Aspect of the Falcon, Calm Animals, Cure Light Wounds, Entangle, Summon Nature’s Ally
Second (14): (2/3) Barkskin, Burst of Radiance, Shield Companion, Summon Nature’s Ally II

Regin Status:
HP: 37/37, AC: 23 (f20/t15), Move 50’
Conditions = Shield Companion (+1 AC (included) +1 Saves)(1/5h)
Animal Focus: Bull (+2 Str - applied)
melee: Attack: BAB +3, Dex +7, Size +1, Amulet +1, (power attack -1) Damage: Str +2, Amulet +1, (power attack +2)
Tricks: Attack x2, Come, Down, Flank, Heel, Sneak, Watch

Serolt moves into the room and tries to get a clear shot. (Everyone goes before me, so not sure I’ll have a clear shot. Assuming not…)
Bow (cold iron, magic): 1d20 + 6 - 3 ⇒ (15) + 6 - 3 = 18 (point blank, cover) damage: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12 (point blank)

He gestures to Regin, who launches himself at the creature, hoping to do a little damage to the strange beast.
Regin Bite (magic): 1d20 + 11 ⇒ (9) + 11 = 20 damage: 1d4 + 5 ⇒ (4) + 5 = 9 Free Trip: 1d20 + 5 ⇒ (19) + 5 = 24

"Anybody know what this thing is? Doesn't look natural and I'm sure I've never seen anything like it before!"


K. Dungeoneering DC 18:
This quivering pile of tumorous flesh, this creature leaves a trail of slime as it hungrily searches for sustenance. It is an ooze known as a Hungry Flesh. It is a freakish creature made of aggressive, malignant tissue. It lives only to feed and grow, and must consume large amounts of plant and animal matter to sustain itself.

They are amorphous and regenerate unless hit with acid or fire. Piercing and slashing damage could make them regenerate even faster.


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

K. Dungeoneering DC 18: 1d20 + 2 ⇒ (12) + 2 = 14

"I have no idea what that thing is. But for the love of all things holy, destroy it!"

Bruin fires his crossbow shot at it.

PBS, Deadly aim...

Crossbow: 1d20 + 8 ⇒ (9) + 8 = 17; Hit!
Damage: 1d6 + 4 ⇒ (4) + 4 = 8


catfolk gungineer 6 hps:33/33 - AC: 20|16|15* (*no flatfooted) - Fort:+7 | Ref:+10 | Will:+5 - Per:+12, low-light vision, Init:+3

"Just close the door again!" Mruf growled, looking to see if there was a way to bring the roof down on it.

K. engineering: 1d20 + 11 ⇒ (18) + 11 = 29

He moved to shut the door, rather than wasting precious ammunition on the thing.

Unless there is a way to crush the thing, then he'll try that.


The creature seems to grow slightly larger as tumorous growths quickly heal over the damage from the arrows, bolts and bites. And it doesn't seem as if it can be tripped at all.

GM Only:

AC 8, HP 33/47, Growth 3

Mruf, Beromar, and Amaya are still up.


Got ninja-posted there. Mruf would have had to move into the room to get a good look at the monster.

Mruf notices a heavy boulder above the Hungry Flesh that is held in place by a flimsy looking wooden plank that looks ever so vulnerable to bullets.

You may fire when ready...


catfolk gungineer 6 hps:33/33 - AC: 20|16|15* (*no flatfooted) - Fort:+7 | Ref:+10 | Will:+5 - Per:+12, low-light vision, Init:+3

Woot! :D

Spotting the boulder, Mruf didn't back out of the room, but instead took a shot at the plank holding the boulder up.

Rowl (touch AC within 80'?): 1d20 + 9 ⇒ (5) + 9 = 14
dmg: 1d12 ⇒ 8

keeping track:

15 silver bullets left
3/4 shots left


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

Beromar approaches the gibbering Mass and whacks it hard with his Dwarven hammer.

Attack PA1d20 + 9 ⇒ (11) + 9 = 20 Damage 2d6 + 7 + 1 + 6 ⇒ (6, 2) + 7 + 1 + 6 = 22


F Monk/Magus 6 [ HP: 47/47 | AC: 19 | T: 18 | FF: 13 | Fort +7 / Ref +5 / Will +6 | Init +4 / Percept +11 ]

Kn Dungeoneering: 1d20 + 7 ⇒ (5) + 7 = 12

Attack: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Unsure herself of what the creature may be, never having come across such a thing even in the sewers of Magnimar, nor in any of the various books that she had pored through, Amaya decided to follow Beromar's course of action, and moved closer, striking the slime creature with her quarterstaff.


Mruf shoots the plank but doesn't damage it quite enough to break it. Beromar and Amaya, meanwhile nearly destroy the creature with their bludgeoning attacks.

Cornered the ooze lurches toward Amaya.

Slam vs. Amaya: 1d20 + 5 ⇒ (10) + 5 = 15; Miss

And it fails to connect.

Round 1

Mruf: 1d20 + 3 ⇒ (16) + 3 = 19
Beromar: 1d20 + 2 ⇒ (14) + 2 = 16
Bruin: 1d20 + 3 ⇒ (12) + 3 = 15
Amaya: 1d20 + 4 ⇒ (10) + 4 = 14
Serolt: 1d20 + 4 ⇒ (7) + 4 = 11

Ooze: 1d20 - 3 ⇒ (12) - 3 = 9

Bold are up.

GM Only:

AC 8, HP 1/47, Growth 3


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

The monstrocity makes Beromar feel somewhat uncomfortable and the the Dwarven Defender of Sandpoint tries to return the favor.

Attack PA 1d20 + 9 ⇒ (20) + 9 = 29Damage2d6 + 7 + 1 + 6 ⇒ (5, 2) + 7 + 1 + 6 = 21
Crit 1d20 + 9 ⇒ (8) + 9 = 17Damage4d6 + 28 ⇒ (2, 5, 3, 5) + 28 = 43


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Round: 2, Initiative: 11

Serolt Status:
HP: 33/33, AC: 18 (f14/t14)
Conditions = None
Weapon Equipped = Longbow
Cold Iron, Silver Blanch = 16/24
Blunt, Silver Blanch = 6/8
Cold Iron, Ghost Salt = 8/8
ranged: Attack: BAB +3, Dex +4, Focus +1, Magic +1, (rapid shot -2, deadly aim -1) Damage: Str +2, (deadly aim +2)
melee: Attack: BAB +3, Str +2 Damage: Str +2
Animal Focus (Su/Swift) (4/5m)
Rod of Reach, lesser (2/3)
Spells (Caster Level 5, Concentration +7)
Zero (12): Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark
First (13): (5/5) Animal Messenger, Aspect of the Falcon, Calm Animals, Cure Light Wounds, Entangle, Summon Nature’s Ally
Second (14): (2/3) Barkskin, Burst of Radiance, Shield Companion, Summon Nature’s Ally II

Regin Status:
HP: 37/37, AC: 23 (f20/t15), Move 50’
Conditions = Shield Companion (+1 AC (included) +1 Saves)(1/5h)
Animal Focus: Bull (+2 Str - applied)
melee: Attack: BAB +3, Dex +7, Size +1, Amulet +1, (power attack -1) Damage: Str +2, Amulet +1, (power attack +2)
Tricks: Attack x2, Come, Down, Flank, Heel, Sneak, Watch

Serolt is pleased he has a clear shot and, having observed the effect of his normal arrows, switches to hits blunts for the follow up attack.
Bow (blunt, silver, magic): 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13 (point blank) damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10 (point blank)
Bow (blunt, silver, magic): 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19 (point blank) damage: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10 (point blank)

Serolt whistles sharply, summoning Regin back to him (come). Regin withdraws, tumbling to avoid the AoO (assuming the creature has reach).
Acrobatics: 1d20 + 11 ⇒ (14) + 11 = 25

"Well struck Beromar!"

hehehe, he doesn't shoot if it isn't needed...


Wow. Okay, I'm just going to call this one.

Beromar smashes the ooze into near nothingness.

Combat over. There is loot here, but I left the paper at home. In retrospect should have loaded it up to Google Docs.


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

Eventually Bruin is able to shut his dropped jaw. He then silently casts prestidigitation to clean off the meaty chunks of flesh off himself.


catfolk gungineer 6 hps:33/33 - AC: 20|16|15* (*no flatfooted) - Fort:+7 | Ref:+10 | Will:+5 - Per:+12, low-light vision, Init:+3

Very glad that he was in the back, and had avoided the worst of the shower of... whatever, Mruf gazed at Beromar wide-eyed.

"Holy...!"


F Monk/Magus 6 [ HP: 47/47 | AC: 19 | T: 18 | FF: 13 | Fort +7 / Ref +5 / Will +6 | Init +4 / Percept +11 ]

Amaya grins. "Impressive. What was that thing?"


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

Well I always tell anyone who be dumb enough to ask... If a Dwarf can hammer the earth itself then he sure as well can hammer ... whatever that was!


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Serolt will help sift through the loot, casting Detect Magic and checking auras as needed.

He'll always take-10 initially, to ID magics. Currently, that puts him at 18 total.


To identify the monster... Bruin already failed this check.

K. Dungeoneering DC 18:

This quivering pile of tumorous flesh, this creature leaves a trail of slime as it hungrily searches for sustenance. It is an ooze known as a Hungry Flesh. It is a freakish creature made of aggressive, malignant tissue. It lives only to feed and grow, and must consume large amounts of plant and animal matter to sustain itself.

They are amorphous and regenerate unless hit with acid or fire. Piercing and slashing damage could make them regenerate even faster.


@Serolt -- you normally can't take 10 on a spellcraft check.

The bodies that comprised the weird ooze monsters appear to be mostly bugbears. But there are also human remains within, along with some magical items.

With Bruin casting prestidigitation like mad to clean off the trinkets, the party finds the following:

#Loot

• magical pearl
• wand
• scroll case with a Scroll of Floating Disk

* Note that Bruin has read magic and could identify the scroll without a check.

Spellcraft DC 18 (Pearl):

Pearl of Power Level 2

Spellcraft DC 18 (Wand):

Wand of Web (25 charges)


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

Spellcraft (Pearl): 1d20 + 5 ⇒ (8) + 5 = 13

Spellcraft (Wand): 1d20 + 5 ⇒ (7) + 5 = 12

Bruin tries to analyze the magic items, but has no idea what they are.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

@Serolt -- you normally can't take 10 on a spellcraft check:
That's fine if it's a house rule - your world, your rules, no worries.

But if it's RAW/RAI, can you show me some links? I looked at the Spellcraft Skill (link) and there was nothing there, so I checked the Take-10 rule (link) and didn't see anything there either. Was there a FAQ or something I missed?

Let me know either way. Just want to make sure I'm doing it right in my other campaigns. :) Thanks!!
- - -

Serolt licks his lips and examines the magics to see what they may contain.

Spellcraft: 1d20 + 8 ⇒ (3) + 8 = 11 on the pearl
Spellcraft: 1d20 + 8 ⇒ (18) + 8 = 26 on the wand

"Well, I have no idea what this is." he sets down the pearl, but offers the wand around. "This is a Wand of Web with 25 uses remaining. Can anyone use it easily? Or should we plan on selling it?"

Treasure sheet updated.


F Monk/Magus 6 [ HP: 47/47 | AC: 19 | T: 18 | FF: 13 | Fort +7 / Ref +5 / Will +6 | Init +4 / Percept +11 ]

Spellcraft for Pearl: 1d20 + 9 ⇒ (20) + 9 = 29

Amaya studies the pearl closely for a moment before snapping her fingers. "Oh, I've read about these before!" She exclaims. "Mages use them for recasting spells."


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

Well then ye might as well keep it... Beromar grumbles as he decides how to best get ooze chuncks of his hammer and slowly starts to realize that being covered in ooze is sort of disgusting.


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

Bruin makes a point of cleaning up Beromar with a prestidigitation spell, removing most of the gunk.

"Don't think I can use the wand, and I'm more than willing to let Amaya keep the pearl."

I feel I should point out that I rolled for the grand majority of this treasure since this is a side quest. Frankly, I think I rolled pretty well.


The band of heroes approaches the next door, hoping to clear it out.

Area D

When they enter, they find a horrific shrine dedicated to the Sandpoint Devil, decorated with the skeletons of various beings. Many of them appear goblinoid, but a few are not.

The smell of the place is rancid.

Off to the corner of the small room, is a stone altar covered in dried blood. Beside is a smaller wooden table with various rusty implements of torture.

This room was always meant for flavor.


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

In front of the room with double doors, there is another carving of the Sandpoint Devil.

Bruin shrugs and takes out his scroll.

"Hold on. If this is where the Sandpoint Devil is located, then I have a scroll here to help us. Give me a moment."

Bruin quietly prays to give himself a bit of Desna's luck. Using Bit of Luck on my self.

He then reads out the scroll.

Cleric Caster Level DC 7: 1d20 + 1 ⇒ (14) + 1 = 15 <--
Cleric Caster Level DC 7: 1d20 + 1 ⇒ (10) + 1 = 11

Bruin's eyes glow as he casts the spell. He then anoints each and every one of his companions.

"There. We all have some protection from fire now. If anyone has any other spells they would like to prepare, now is probably the moment."

Everyone now has Immunity to Fire Damage for 84 HP.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Serolt Status:
HP: 33/33, AC: 18 (f14/t14)
Conditions = Protection from Fire (0/84hp), Aspect of the Falcon (1/50r)
Weapon Equipped = Longbow
Cold Iron, Silver Blanch = 24/24
Blunt, Silver Blanch = 8/8
Cold Iron, Ghost Salt = 8/8
ranged: Attack: BAB +3, Dex +4, Focus +1, Magic +1, (rapid shot -2, deadly aim -1) Damage: Str +2, (deadly aim +2)
melee: Attack: BAB +3, Str +2 Damage: Str +2
Animal Focus (Su/Swift) (4/5m)
Rod of Reach, lesser (2/3)
Spells (Caster Level 5, Concentration +7)
Zero (12): Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark
First (13): (4/5) Animal Messenger, Aspect of the Falcon, Calm Animals, Cure Light Wounds, Entangle, Summon Nature’s Ally
Second (14): (1/3) Barkskin, Burst of Radiance, Shield Companion, Summon Nature’s Ally II

Regin Status:
Move 50’, HP: 37/37, AC: 23 (f20/t15) (+2 barkskin not included)
Conditions = Shield Companion (+1 AC (included) +1 Saves)(1/5h), Protection from Fire (0/84hp), Barkskin (0/50m)
Animal Focus: Bull (+2 Str - applied)
melee: Attack: BAB +3, Dex +7, Size +1, Amulet +1, (power attack -1) Damage: Str +2, Amulet +1, (power attack +2)
Tricks: Attack x2, Come, Down, Flank, Heel, Sneak, Watch

Serolt replenishes his arrows, and casts a quiet spell, touching Regin. He cast Barkskin on him.

Just as the door is opened, he’ll add Aspect of the Falcon on himself.

Bow at the ready, he says, ”I’m ready.”


catfolk gungineer 6 hps:33/33 - AC: 20|16|15* (*no flatfooted) - Fort:+7 | Ref:+10 | Will:+5 - Per:+12, low-light vision, Init:+3

Mruf also reloaded, and drew out a tanglefoot bag to hang on his belt for easy access.

"Ready as I'll ever be," he agreed, hefting Rowl to his shoulder.

Ready action to shoot anything unfriendly that comes through the door! :P


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

Ye Boys stand back. Someone's got to Keep that beast busy!

Beromar proclaims as he gets ready to kick in the door lie a real adventurer.


F Monk/Magus 6 [ HP: 47/47 | AC: 19 | T: 18 | FF: 13 | Fort +7 / Ref +5 / Will +6 | Init +4 / Percept +11 ]

Amaya cracks her knuckles, and tucks her bo staff away in favour of her sais. "Let's go." She remarks.


Beromar kicks in the double door.

Area E

Upon entering the darkened cavern, the party does not immediately see their foe. But off to south eastern corner there is a loud noise, that sounds like a leather cloak flapping in the wind. And with the very tips of their light they see an otherworldly bat-winged, horse creature -- the Sandpoint Devil.

Initiatives:

Amaya: 1d20 + 4 ⇒ (15) + 4 = 19
Beromar: 1d20 + 2 ⇒ (1) + 2 = 3
Bruin: 1d20 + 3 ⇒ (3) + 3 = 6
Mruf: 1d20 + 3 ⇒ (8) + 3 = 11
Serolt: 1d20 + 4 ⇒ (6) + 4 = 10
Sandpoint Devil: 1d20 + 3 ⇒ (4) + 3 = 7

Amaya: 1d20 + 4 ⇒ (15) + 4 = 19
Mruf: 1d20 + 3 ⇒ (8) + 3 = 11
Serolt: 1d20 + 4 ⇒ (6) + 4 = 10

Sandpoint Devil: 1d20 + 3 ⇒ (4) + 3 = 7
Bruin: 1d20 + 3 ⇒ (3) + 3 = 6
Beromar: 1d20 + 2 ⇒ (1) + 2 = 3

Bold are up. The Devil is not flat-footed.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Round: 1, Initiative: 10

Serolt Status:
HP: 33/33, AC: 18 (f14/t14) (+1 AC from animal focus not applied)
Conditions = Protection from Fire (0/84hp), Aspect of the Falcon (1/50r), Animal Focus (tiger, +2 dex) (1/10r)
Weapon Equipped = Longbow
Cold Iron, Silver Blanch = 23/24
Blunt, Silver Blanch = 8/8
Cold Iron, Ghost Salt = 8/8
ranged: Attack: BAB +3, Dex +4, Focus +1, Magic +1, (rapid shot -2, deadly aim -1) Damage: Str +2, (deadly aim +2)
melee: Attack: BAB +3, Str +2 Damage: Str +2
Animal Focus (Su/Swift) (3/5m)
Rod of Reach, lesser (2/3)
Spells (Caster Level 5, Concentration +7)
Zero (12): Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark
First (13): (4/5) Animal Messenger, Aspect of the Falcon, Calm Animals, Cure Light Wounds, Entangle, Summon Nature’s Ally
Second (14): (1/3) Barkskin, Burst of Radiance, Shield Companion, Summon Nature’s Ally II

Regin Status:
Move 50’, HP: 37/37, AC: 23 (f20/t15) (+2 barkskin not included)
Conditions = Shield Companion (+1 AC (included) +1 Saves)(1/5h), Protection from Fire (0/84hp), Barkskin (0/50m)
Animal Focus: Bull (+2 Str - applied)
melee: Attack: BAB +3, Dex +7, Size +1, Amulet +1, (power attack -1) Damage: Str +2, Amulet +1, (power attack +2)
Tricks: Attack x2, Come, Down, Flank, Heel, Sneak, Watch

Serolt looks uneasily at their foe. It is larger than he expected, and seemingly more dangerous. He calls the power of the animals to himself (swift action Animal focus) as he prays to Erastil for a steady hand.

With trepidation, he moves into the chamber for a clearer shot, and takes it!
Bow (cold iron, magic): 1d20 + 6 - 1 ⇒ (18) + 6 - 1 = 23 (point blank, aspect, focus, cover) damage: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13 (point blank)

Even more uneasily, he sends Regin in to do his job. Regin tumbles as he approaches, trying to avoid any blows that might fall upon him with reach.
Regin Acrobatics: 1d20 + 11 ⇒ (15) + 11 = 26
Regin Bite (magic): 1d20 + 11 ⇒ (12) + 11 = 23 damage: 1d4 + 5 ⇒ (4) + 5 = 9 Free Trip: 1d20 + 5 ⇒ (13) + 5 = 18 (I assume it cannot be tripped?)


It can be tripped, but 18 won't cut it. I'll further resolve your attacks when I hear from Amaya and Mruf.


catfolk gungineer 6 hps:33/33 - AC: 20|16|15* (*no flatfooted) - Fort:+7 | Ref:+10 | Will:+5 - Per:+12, low-light vision, Init:+3

Perhaps optimistically, the first thing Mruf did was lob his tanglefoot bag at the devil's wings, to ensure that it wouldn't get away.

throw + PBS: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26


Guessing Amaya is super busy.

Amaya moves into the room and prepares to defend herself. Activating Total Defense. +4 Dodge Bonus to AC.

While she does this she notices that the Sandpoint Devil is wounded. There appears to be a blade driven down to its hilt, stuck in it's rear quarters.


Reflex DC 15: 1d20 + 3 ⇒ (11) + 3 = 14

Mruf's tanglefoot bag lands on the devil's wings, and the devil is immediately hindered by the sticky goo.

Serolt fires a dead-on perfect shot. And then Regin tumbles safely into the Devil's range. The tanglefoot bag made the difference here.

In response, the Sandpoint Devil bays. (Su) DC 15 Will.

Will Saves:

Amaya: 1d20 + 6 ⇒ (19) + 6 = 25
Beromar: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Bruin: 1d20 + 9 + 2 + 4 ⇒ (17) + 9 + 2 + 4 = 32
Mruf: 1d20 + 3 ⇒ (12) + 3 = 15
Serolt: 1d20 + 3 ⇒ (19) + 3 = 22

Beromar is overcome by sheer terror. Beromar is panicked for 2d4 ⇒ (4, 3) = 7 rounds.

Round 1, cont.

Amaya: 1d20 + 4 ⇒ (15) + 4 = 19
Mruf: 1d20 + 3 ⇒ (8) + 3 = 11
Serolt: 1d20 + 4 ⇒ (6) + 4 = 10
Sandpoint Devil: 1d20 + 3 ⇒ (4) + 3 = 7
Bruin: 1d20 + 3 ⇒ (3) + 3 = 6
Beromar: 1d20 + 2 ⇒ (1) + 2 = 3

Bold are up.

GM Only:

AC 22 (18), HP 77/94


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

Bruin begins his sermon to the Starsong. Bardic Performance inspire courage (+1); 8/13 rounds. +1 to attacks and weapon damage.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

I just noticed Regin didn't roll his save...

Regin Will: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21 (shield)

Regin manages to stay, though the baying frightens him, it does not drive him off.

Also, wicked, my Will save is +4 not +3 though it doesn't matter here.


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

Guess beromar is out of the fight... again...


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

Just noticed that resolve covers all WIL saves so I'd like to spend a Point of resolve to roll twice here. Maybe Beromar won't chicken out again already... Will 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

A true Dwarven warrior is guided not by fear but only by his commitment to his clan and to his duty. And despite a tingling Feeling of fear creeping down his spine Beromar steps Forward and faces the Sandpoint devil one on one.

Not sure whether the immediate action needed for Resolve means I can't use Challenge on my turn. Challenge is worth +2 to hit and 7 damage in the equation below.

Attack PA1d20 + 11 + 2 + 1 - 2 ⇒ (13) + 11 + 2 + 1 - 2 = 25 Damage 2d6 + 7 + 6 + 7 + 1 + 1 ⇒ (5, 5) + 7 + 6 + 7 + 1 + 1 = 32


@Beromar, an immediate action shouldn't affect your turn. At least, not as I remember it.

Beromar steps in and delivers a powerful blow. The creature shrieks in pain, but still has some fight left in him.

Round 2

Amaya: 1d20 + 4 ⇒ (15) + 4 = 19
Mruf: 1d20 + 3 ⇒ (8) + 3 = 11
Serolt: 1d20 + 4 ⇒ (6) + 4 = 10

Sandpoint Devil: 1d20 + 3 ⇒ (4) + 3 = 7
Bruin: 1d20 + 3 ⇒ (3) + 3 = 6
Beromar: 1d20 + 2 ⇒ (1) + 2 = 3

Bold are up.

GM Only:

AC 22 (18), HP 50/94


catfolk gungineer 6 hps:33/33 - AC: 20|16|15* (*no flatfooted) - Fort:+7 | Ref:+10 | Will:+5 - Per:+12, low-light vision, Init:+3

Satisfied that the creature was grounded, Mruf raised Rowl to his shoulder, took aim, and fired.

Rowl w cold iron bullet, touch: 1d20 + 9 ⇒ (19) + 9 = 28
dmg: 1d12 ⇒ 8


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Round: 2, Initiative: 10

Serolt Status:
HP: 33/33, AC: 18 (f14/t14) (+1 AC from animal focus not applied)
Conditions = Protection from Fire (0/84hp), Aspect of the Falcon (4/50r), Animal Focus (tiger, +2 dex) (2/10r), Inspire (+1)
Weapon Equipped = Longbow
Cold Iron, Silver Blanch = 19/24
Blunt, Silver Blanch = 8/8
Cold Iron, Ghost Salt = 8/8
ranged: Attack: BAB +3, Dex +4, Focus +1, Magic +1, (rapid shot -2, deadly aim -1) Damage: Str +2, (deadly aim +2)
melee: Attack: BAB +3, Str +2 Damage: Str +2
Animal Focus (Su/Swift) (3/5m)
Rod of Reach, lesser (2/3)
Spells (Caster Level 5, Concentration +7)
Zero (12): Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark
First (13): (4/5) Animal Messenger, Aspect of the Falcon, Calm Animals, Cure Light Wounds, Entangle, Summon Nature’s Ally
Second (14): (1/3) Barkskin, Burst of Radiance, Shield Companion, Summon Nature’s Ally II

Regin Status:
Move 50’, HP: 37/37, AC: 23 (f20/t15) (+2 barkskin not included)
Conditions = Shield Companion (+1 AC (included) +1 Saves)(1/5h), Protection from Fire (0/84hp), Barkskin (0/50m), Inspire (+1)
Animal Focus: Bull (+2 Str - applied)
melee: Attack: BAB +3, Dex +7, Size +1, Amulet +1, (power attack -1) Damage: Str +2, Amulet +1, (power attack +2)
Tricks: Attack x2, Come, Down, Flank, Heel, Sneak, Watch

Serolt watches as Beromar flees the room and then gets a grip on himself pre-flight. We need a scroll of remove fear for next time just in case it’s me. he thinks planning ahead.

He takes another 5’ step and concentrates on his shooting.
Bow (cold iron, magic): 1d20 + 6 + 4 ⇒ (14) + 6 + 4 = 24 (point blank, aspect, focus, inspire)
damage: 1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14 (point blank, inspire)

Bow (cold iron, magic): 1d20 + 6 + 4 ⇒ (7) + 6 + 4 = 17 (point blank, aspect, focus, inspire)
damage: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8 (point blank, inspire)

Regin tears into it, finding the beast most unsettling.
Regin Bite (magic): 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28 (inspire)
damage: 1d4 + 5 + 1 ⇒ (4) + 5 + 1 = 10 (inspire) Free Trip: 1d20 + 5 ⇒ (15) + 5 = 20

Regin Claw (magic): 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22 (inspire)
damage: 1d2 + 5 + 1 ⇒ (2) + 5 + 1 = 8 (inspire)

Regin Claw (magic): 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18 (inspire)
damage: 1d2 + 5 + 1 ⇒ (2) + 5 + 1 = 8 (inspire)


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

Note Reign (or anyone making melee attacks) receives a +2 circumstance Bonus to attacks from Challenge


F Monk/Magus 6 [ HP: 47/47 | AC: 19 | T: 18 | FF: 13 | Fort +7 / Ref +5 / Will +6 | Init +4 / Percept +11 ]

Attack (Cold Iron Sai) w/ Challenge: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Amaya moves up closer to the beast, and swings at it with her cold iron sai. Unaccustomed to the shorter reach of the weapon compared to her quarterstaff, she misjudges the distance and comes up empty.

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Welcome to the discussion thread. Please introduce yourselves.


F Monk/Magus 6 [ HP: 47/47 | AC: 19 | T: 18 | FF: 13 | Fort +7 / Ref +5 / Will +6 | Init +4 / Percept +11 ]

Hey gang, super happy to be here, and play with some old friends and new faces. :)


catfolk gungineer 6 hps:33/33 - AC: 20|16|15* (*no flatfooted) - Fort:+7 | Ref:+10 | Will:+5 - Per:+12, low-light vision, Init:+3

Hey guys! Excited to actually play in ROTR for a change! :D I know Amaya from some of WR's other games, and I'm looking forward to meeting more awesome players of that caliber!

When it's not during the holidays, I'm an animator by day, and pbp/pbem RPer by night (GMT+1). If I miss a tag, it's probably FeedDemon acting up and not sending on the posts, so feel free to poke me for a reply.

Mruf is laid back (if a little nervous around dwarves), perennially curious, and an old friend of Ameiko's from her adventuring days. Thanks for letting me try the gungineer class, WR! I've been DYING to try it.


F Monk/Magus 6 [ HP: 47/47 | AC: 19 | T: 18 | FF: 13 | Fort +7 / Ref +5 / Will +6 | Init +4 / Percept +11 ]

Excited to play with you once again. :)

I'd love to hear how you feel about the Gungineer after a bit, I've always wanted to try it and never have managed to.

And I'm GMT -5 and am a Web Developer by day and comic writer by night.


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

Wanna welcome everyone again. I'll be the DM and a PC. This game is a continuation of an older ROTRL game that died right before we finished Book 1. I'll post to a link to the original thread if anyone wants to read it, but in the meantime here's a log I kept that summarizes everything.

I was originally only a player but I took over DMing when the original DM was on the cusp of burnout.


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

Okay, so what everyone here needs to know is that the events of Book 1 occurred with the original Heroes of Sandpoint returning victorious, having stopped the grave threat of Nualia. They also de-powered a Runewell of Wrath, located below the Glassworks.

Bruin and Beromar hung around Sandpoint while the other heroes went their separate ways. Beromar joined the city guard, becoming a Sergeant, while Bruin worked in the local chapel of Desna.

It's been nearly a year since the goblin attack and the town is revving up for a new holiday, the 1st annual Goblin Day--a pseudo-Halloween type of festival where children wear Goblin masks to "terrorize" the adults, who drive them off with sweets.

But before that happens, Beromar follows clues that leads him to believe that the countryside is being terrorized once again by the Sandpoint Devil. The mayor agrees to set a bounty.

Ameiko Kaijitsu puts out the call to some adventurers she knows and trusts and that's where the new PCs come in.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Greetings everyone, thanks for the invite!

I'm very easy going, so PM me if my role play rubs you the wrong way, in any way, and we'll sort it out. By day I push papers around California helping folks through Probate - but I've (almost) always got time to chat, and game. :)

GMT-7 I think, though daylight savings always throws me off. Pacific time in the US anyway.

Oh! I almost forgot, wicked_raygun, what do you like to see in the headers? I do very thorough status updates during combat, but some DMs also like things in the header. Happy to oblige.


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

HP, AC and saves are the things I tend to need the most. For more detailed stuff I'll just look at your sheet.

And of course you can include any additional info that you need.


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

Welcome all! Here's Beromar... anyone have strong feelings about Combat Reflexes on a build with bodyguard?


F Monk/Magus 6 [ HP: 47/47 | AC: 19 | T: 18 | FF: 13 | Fort +7 / Ref +5 / Will +6 | Init +4 / Percept +11 ]

Slightly busy week for me, but I'll take care of moving my alias over and setting up my quickbar tomorrow/Thursday.


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

Sorry, guys. Flu wackiness plus holidays has kind of left me strung out. I will get back to posting on Saturday. Sorry again.


Just so we can have a little consensus, I'm going to say that most folks have no idea what a firearm is. They haven't become wide-spread yet. Amaya, being a friend of Mruf, will know. And I'll let Beromar decide if he's familiar with them, being a dwarf.


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)
wicked_raygun wrote:

Just so we can have a little consensus, I'm going to say that most folks have no idea what a firearm is. They haven't become wide-spread yet. Amaya, being a friend of Mruf, will know. And I'll let Beromar decide if he's familiar with them, being a dwarf.

He's not that kind of Dwarf so he has likely never heard of em...


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

I started a Treasure Spreadsheet (link) for the party if that's cool.

It does a few things, like track our groups Wealth By Level which helps the DM slot us in, but it also helps us stay more or less even so no one falls too far behind. I'm happy to keep it updated as we collect loot.

Everyone can see it, and if you'd like to be able to edit it as well, just PM me your gmail address and I'll add you to the permissions list.

Wicked-Raygun, could you link it at the top of the page, or at least on the campaign tab somewhere so folks can find it easily? Thanks!


F Monk/Magus 6 [ HP: 47/47 | AC: 19 | T: 18 | FF: 13 | Fort +7 / Ref +5 / Will +6 | Init +4 / Percept +11 ]

Thanks for taking the initiative, Serolt! I am notoriously awful about loot.

Grabbing a pair of cold iron sai's (~4gp)

And maybe some silver brass knuckles (~42gp), if that doesn't feel too gangster (I suspect it might).


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

Yeah, Serolt. Thanks for taking the time to make the treasure doc. I'll add it to the campaign page thread shortly.

And no problem with the sais or silver knuckles, Amaya.


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

Bruin bought a Scroll of Communal Protection from Energy (Fire) for 700 gold. Paying half now and half later.

542.50 gp - 375 gp = Total 167.5

And, no, he has no plans on telling any of the party how much the scroll costs.


catfolk gungineer 6 hps:33/33 - AC: 20|16|15* (*no flatfooted) - Fort:+7 | Ref:+10 | Will:+5 - Per:+12, low-light vision, Init:+3

Awesome, thanks Serolt!

Mruf buys 2 silver weapon blanches and 2 cold iron weapon blanches, and uses them on his ammo.


A bit of a retcon. Originally we were going to Thistletop. But upon finding more lore about the Sandpoint Devil, I'm changing it to the Devil's Platter. On the maps, it's closer to the farmlands being terrorized than Thistletop, so there's that. Also the area is just really cool from an adventuring standpoint. So I'm calling an audible.

I'm guessing you guys won't mind since it's for the sake of awesomeness.


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

To not make Beromar look like a complete fool we could get going to thistletop and then hear reports about it's new location on our way...


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Anyone here know wicked-raygun?

I dropped them a PM yesterday, but no answer, and they've been gone from the gameplay for over a week now with no notice. I see they posted in another campaign for a few days after ours, but that seems to have dried up too.

Starting to feel like we've been abandoned.


catfolk gungineer 6 hps:33/33 - AC: 20|16|15* (*no flatfooted) - Fort:+7 | Ref:+10 | Will:+5 - Per:+12, low-light vision, Init:+3

WR mentioned being sick a while back - maybe he just has the flu or something. Or maybe he just has some life stuff to deal with. I'm reasonably sure he'll be back.


F Monk/Magus 6 [ HP: 47/47 | AC: 19 | T: 18 | FF: 13 | Fort +7 / Ref +5 / Will +6 | Init +4 / Percept +11 ]

I (and Mruf, for that matter!) have been playing on here with wicked_raygun for over 3 years, and I feel confident saying that he'll be back.


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

He'll be back sooner or later!


Funny thing about living in Puerto Rico during a rash of rain storms. Your internet will occasionally decide to just not exist for a week. Couldn't post until the weekend, and by then I was backed up. So sorry for any delays. Catching up now.

But seeing as its late, I won't be able to post until tomorrow.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Welcome back! Bummer about connectivity. I hope it improves. :)


catfolk gungineer 6 hps:33/33 - AC: 20|16|15* (*no flatfooted) - Fort:+7 | Ref:+10 | Will:+5 - Per:+12, low-light vision, Init:+3

Just wanted to let you know I'll be AFK most of Friday and possibly Saturday. Bot as needed! :)


catfolk gungineer 6 hps:33/33 - AC: 20|16|15* (*no flatfooted) - Fort:+7 | Ref:+10 | Will:+5 - Per:+12, low-light vision, Init:+3

Just as a reminder, I'll be traveling and unable to post on the 20th. Bot as needed.


Can you guys check this link and make sure it's responding for you and allows you to move your icons.

Link to New Map.


F Monk/Magus 6 [ HP: 47/47 | AC: 19 | T: 18 | FF: 13 | Fort +7 / Ref +5 / Will +6 | Init +4 / Percept +11 ]

Works for me!


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Me too! :)


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

I would have to check, but I'm pretty sure my character is the stealthiest. Unfortunately, I don't have darkvision, so scouting ahead isn't a good option here. So instead I figured we would head toward Area C together. Anyone have any different ideas?


Area C could be checked now, or we could wait. Personally I would prefer to check it first. Thoughts?


catfolk gungineer 6 hps:33/33 - AC: 20|16|15* (*no flatfooted) - Fort:+7 | Ref:+10 | Will:+5 - Per:+12, low-light vision, Init:+3

I don't like leaving unchecked doors behind us. I say we check C now, too.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

I'm fine with checking C first.


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

Keeping Track of my spells...

Bard Spells Known (CL 5th; concentration +8)
• 2nd (1/2/day)—cure moderate wounds, glitterdust (DC 15)
• 1st (4/4/day)—feather fall, grease, liberating command[UC], silent image (DC 14)
• 0 (at will)—detect magic, ghost sound (DC 13), mage hand, mending, prestidigitation, spark[APG] (DC 13)

Cleric Spells Prepared (CL 1st; concentration +3)
• 1st—longstrider[D], sanctuary (DC 13), shield of faith
• 0 (at will)—create water, light, read magic


F Monk/Magus 6 [ HP: 47/47 | AC: 19 | T: 18 | FF: 13 | Fort +7 / Ref +5 / Will +6 | Init +4 / Percept +11 ]

Should have brought a gun. Stupid high Bugbear AC. >:|


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

The brutal part is that their AC was lowered because they're raging.


Will post tomorrow. Hopefully in the morning.


Haven't checked in for a bit because life stuff -- but did anyone else lose their update reminders. Mine suddenly disappeared.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Yes, it was broken for all. Just fixed a few moments ago.


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

Yeah I'd been wondering the last few days why no one was posting...


Serolt -- It took me a bit to find it, but here's the thing about taking 10 for identifying magic items.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Thanks a TON Wicked, for finding that link. Pretty obscure source, but I can see the angle behind the rule and of course I can't disagree with Jason. :) I've been doing it wrong for many many years... hehehe.

Thanks!


I wouldn't say you've been doing it wrong. It really isn't spelled out as well as it should be. It's a holdover from D&D 3.5, that just got ignored. And since resolving it at the table is easy enough to do, well, really, who cares, right?

So a player Takes 10 when he should have rolled--meh. It's just not that big of a deal in the long run.

In my home games, we roll the damage from critical hits once and then multiply it--doubling or tripling the result. We do that because I misread the rule when I was first introducing Pathfinder to my gaming group. Later I found out I was wrong. But we've been multiplying crits for so long, that we just said to hell with it and have been doing it that way ever since.

In general I try to play the rules as they were intended, but if I think something is arbitrarily dumb, I will call it out. For example, Arcane versus Divine scrolls--I could not care less. If it's on your class spell list, then that's good enough for me.

And then there's rule of cool. If I think something is awesome enough, I might very well allow it. And when I do that, I make a point to be upfront about it.

That being said, if I get something wrong, feel free to call me out on it like you did earlier. Although, I would recommend you do it in the discussion tab since it's easier to keep track of that way. It's important to me to have positive communication with my players.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Very cool all around. Thanks for the feedback.

I agree on the rule of cool too. In my campaigns, Role Play wins out over rules from time to time. And yes, as intended is usually better than strictly as written - when it's clear (which isn't always the case but often is). :)


I'll roll for initiative tomorrow. So if anyone has any last moment preparations, now is the time.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

I'm ready! :)

... I hope.


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I have no idea if Tanglefoot bags allow you to target wings, but I love that idea so much, I'm going to let it happen anyway. Nice one, M.


catfolk gungineer 6 hps:33/33 - AC: 20|16|15* (*no flatfooted) - Fort:+7 | Ref:+10 | Will:+5 - Per:+12, low-light vision, Init:+3

Woohoo! :D

So long as it's not a, "I'm not stuck in here with you, you're stuck in here with ME" scenario...

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