RotRL: The Alkenstar Expedition (Inactive)

Game Master drbuzzard

Guns vs. Magic in Rise of the Runelords.

Current map

Xin Shalast Map

Loot List


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If the proper key from the Sihedron Circle outside is placed in the proper pillar’s keyhole and then turned in two complete revolutions (the direction doesn’t matter), the pillar begins to hum and glow softly. Once the pillar is glowing, its key vanishes.

If all seven pillars are active at the same time (the order of activation does not matter), the central pillar begins glowing and ripples with a vortex of light that combines all seven of the surrounding colors.

At the pillar’s base, the vortex whirls in on itself like a vertically aligned whirlpool, opening into a 7-foot- wide circular portal through which can be faintly seen a long tunnel.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Looks like we go down. Ready?

Bander will go invisible before going in. regular invisible, not improved


OK, I'll assume everyone heads in the portal.

You find yourselves transported into a 10' tunnel of stone leading north. This opens into a large room.

This domed chamber is nearly two hundred feet across. A large pool of bubbling prismatic liquid occupies the center of a raised dais in the middle of the chamber. The spiky flanges of the seven- pointed Sihedron are engraved into the marble floor. Each tip of the enormous rune points at a twenty-five-foot-tall statue facing the pool with its back approximately ten feet from a partially concealed arched opening in the wall directly behind it. Each statue depicts a different figure, but all are imperious and finely detailed.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Bander takes a wander around the room looking for traps then gives other's a chance to decide which door he should scout


No traps.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Ok guys, lets get moving, which way do we want to go first?


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

By the description it doesn't sound like there are other paths to take..

Bo and Yap try to check out the liquid.. Casting detect magic..

Bo Spellcraft: 1d20 + 20 ⇒ (17) + 20 = 37
Yap SC: 1d20 + 18 ⇒ (7) + 18 = 25


Yes, there is a path behind each statue in addition to the passage you entered through.

The liquid radiates blindingly powerful magic, but prismatic, of all schools.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

No idea what it does?

"I guess we start on the left and work our way around then.."


Spellcraft is incapable of telling you anything about artifacts. As it is I told you more than I should of since that wasn't knowledge arcanna.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Know Arcana: 1d20 + 21 ⇒ (13) + 21 = 34


Which doesn't give you anything more than you recognize all magic schools in the fluid.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Bander starts at the left and then leads the way through the doorway.


First to the left of the way you came in?


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

yes


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

This all sounds good to Jan.

Magic. Why did it have to be magic?


You head down a rather long corridor.

This brightly lit corridor is lined with floor-to- ceiling mirrors. The reflections give the dizzying impression that the corridor opens up to each side, extending infinitely into the distance.

Map is updated.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

The invisible hobbit moves around the side, taking ten on percep and stealth for 35 and 58


Hobbit:

The corridor opens into an immense cathedral of polished ivory flagstones. Mirrored walls rise to a height of nearly a hundred feet, where the vaulted ceiling arches majestically. Four immense chandeliers hang from golden chains and brightly illuminate the entire room. At the center of the cathedral, a three-step dais of polished wood supports a peacock the size of a wyvern, its feathers spread regally behind it. The creature’s eyes seem to hold a great depth of wisdom and intelligence.

There are six immaculately dressed human males with long hair standing about. They all look exactly the same.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Jan will move forward but remain out of sight around the corner.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Bo moves up but waits for the Hobbit report..


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Bander comes back

6 fellows standing around a massive peacock statue. Wanna see if they are evil? If so I will blast em with a fireball


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

They're spending time in a secret passage in a skull-shaped mountain and standing in a circle over a cult object.

Pretty sure they're evil.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Bo casts invis and sneaks up to halve a look.. He uses his detect evil ability..

Take 10 for a 46 Stealth while moving..


They radiate evily evil evilness.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Bander moves into position, once everyone else is ready to charge into the room.

1d20 + 18 ⇒ (11) + 18 = 29 UMD

5d6 ⇒ (1, 4, 4, 5, 6) = 20

1d20 + 8 ⇒ (18) + 8 = 26 init

Assuming that beats their init:

Bander sends another fireball into the room

1d20 + 18 ⇒ (17) + 18 = 35 UMD

5d6 ⇒ (2, 2, 6, 5, 6) = 21


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

When Bander fires his first fireball Bo will fire a shot at the closest robed figure.. Activating Judgement of Justice as a swift..

Knowledge for what the robed things are?

Surprise Atttack: 1d20 + 19 ⇒ (8) + 19 = 27 vs FF..
Dam: 1d8 + 15 ⇒ (3) + 15 = 18

Init: 1d20 + 10 ⇒ (18) + 10 = 28

Ill wait on the others actions before 1st round stuff..

Yap Init: 1d20 + 8 ⇒ (4) + 8 = 12


Map is cleared.
init: 1d20 + 2 ⇒ (2) + 2 = 4

reflex: 12d20 ⇒ (17, 1, 13, 5, 15, 1, 11, 19, 18, 14, 7, 12) = 133

2 fail to save against the first fireball, they all make it against the second.

1: -20
2: -30
3: -20
4: -20
5: -20
6: -31

Bo, pick your target, as you are not currently in a position to shoot them I can't very well pick the closest one.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Initiative: 1d20 + 5 ⇒ (7) + 5 = 12


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Bo would had to have moved within 60' to use his detect evil.. Ive moved him up.. It would be 1 less to hit and dam on that surprise attack.. Ill just go with number 6..

Yapp moves up on his 1st round..

Bo unloads on number 6.. Activating Human Bane as a swift and grit as a free..

Attack 1: 1d20 + 18 ⇒ (9) + 18 = 27 steel vs FF..
Attack 2: 1d20 + 18 ⇒ (6) + 18 = 24
Attack 3: 1d20 + 13 ⇒ (6) + 13 = 19
Attack 4: 1d20 + 8 ⇒ (20) + 8 = 28

Confirm 4: 1d20 + 8 ⇒ (1) + 8 = 9 nope

Dam 1: 1d8 + 20 + 2d6 ⇒ (6) + 20 + (1, 5) = 32
Dam 2: 1d8 + 20 + 2d6 ⇒ (6) + 20 + (3, 1) = 30
Dam 3: 1d8 + 20 + 2d6 ⇒ (2) + 20 + (5, 1) = 28
Dam 4: 1d8 + 20 + 2d6 ⇒ (8) + 20 + (1, 2) = 31


They all hit and the figure goes down.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Hmm, can't seem to move myself on the map.


Odd, I haven't changed it from edit or anything.

Right now you are 130 away anyway, so I doubt you could attack this round. I can move you up if you like.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Please! I'd move up to get into melee range next round but far enough away from Bo that a fireball barrage wouldn't kill us both.


Those two requirements are mutually exclusive.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

D'oh. Melee range is more important then I think.


Ok, moved.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Gracias.


Obi seems to be AWOL.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Wanna bot him?


Suppose we should for the moment. The player has not posted anywhere since 2/15.


I'll just have him remain in rear guard position because I really don't feel like figuring out the character right now, and this is a fairly trivial encounter.

All of the wizards cast spells and disappear.

PCs are up. (you can spellcraft if you like)


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Bo has See Invis up..

Spellcraft: 1d20 + 20 ⇒ (13) + 20 = 33


Bo:
Bo sees them cast a spell and nothing changes.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Was invis though right?


spellcraft 20+:
Greater Invisibility


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

I rolled a 33 above.

"They all used greater invis!"

Bo will fire once at #5 and then move behind the statue.. Finally he'll reload as a swift action..

Attack vs #5: 1d20 + 20 ⇒ (1) + 20 = 21 boo..
Dam: 1d8 + 18 ⇒ (6) + 18 = 24

Yap circles around the left side of the statue and casts Invisibility Purge.. It will extend out to a 55' radius. I think it will hit only 1, 2, and 3 in there current position.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

1d20 + 18 ⇒ (5) + 18 = 23 umd

5d6 ⇒ (3, 2, 5, 5, 6) = 21 another fireball blasts the area


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Waiting to see if invisibility purge worked.


Yes, 3 are revealed. Of course Yap revealed the ones which are far away from you.

1,2,3 are visible, 4,5 are invisible

The fireball only caught 3.

reflex: 1d20 ⇒ 2 fail

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