Aubrey's Rise of the Runelords campaign (Inactive)

Game Master Aubrey the Malformed


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Grand Lodge

Male Human Expert 5

Heathy's not around today, so:

Hudak hacks manically at the incorporeal horror.

No move, full attack using Power Attack. Attack 1: 12+12+2(flank w/Alwyn)-2(PA)=AC 24, damage 7+11+6(PA)=24/2=12. Attack 2: 11+7+2(flank w/Alwyn)-2(PA)=AC 18, damage 6+11+6(PA)=23/2=11.

Camlo's up.


Elisile Starbrow wrote:

Init:

Elisile: 21 +
Hudak: 21-
Vethran: 21
Camlo: 14 +
Alwyn: 14
The angry dead guy: 11
Illes: 7

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Will move to flank the strange thing, and attack with the shortsword in hand.

1d20 + 5 ⇒ (15) + 5 = 201d4 + 1 ⇒ (4) + 1 = 5 Sneak attack if applicable...1d6 + 3 ⇒ (5) + 3 = 8


I'll need a position. And I'm not sure you can actually get flanking from any of the available positions.


Male Human (Shoanti) Cleric 11

You can't sneak attack an incorporeal creature unless you have a Ghost touch weapon, so flanking isn't particularly important.


Male Halfling Rogue/11 AC:26 HP: 92{92}

MAP

OK, Camlo will take a 5 foot step to B2 for his attack ;) I was hoping the silvering may have done the trick on the sneak attack, but hey ho.


Male Human (Shoanti) Cleric 11

"Begone, foul spirit! Return to whichever cold hell spawned you!"

I'm using a Channel Energy on the ghost. 3d6=10 points of damage, Will 14 for half.


Will save: 1d20 + 9 ⇒ (4) + 9 = 13

Hudak flails wildly and Camlo uses a more subtle approach, and while they strike.... something, the undead still remains. Alwyn then smites it with the power of Gorum, eliciting a furious shriek, but the creature is still sustained by its hate for the living. It turns a wispy claw on Alwyn, reaching through his armour to chill his vitals.

Touch attack on Alwyn: 1d20 + 9 ⇒ (18) + 9 = 27, damage 1d8 ⇒ 5 plus level drain (2 levels, Fort save DC 16 per level). Remember the house rules - you get a save now and if you fail that another at the end of the day.


Male Human (Shoanti) Cleric 11

Bastard! Good thing I have a good Fort save. Level 1: 9+8=17. Level 2: 10+8=18. Nice - no levels lost this time.


Note to self - must try harder. Illes.


HP 78/67, AC 26, T 14, FF 23, CMD 21 Performance 37/37 CHA DAMAGE: 5

Illes draws his rapier and holds it in a guard position as he begins to sing a rather macabre hymn of Pharasma's faithful-

"Why should you tary when Pharasma is pleading,
pleading for you and for me?
Why should you linger and heed not her mercies,
mercies for you and for me?"

Normally the song would be low and mournful, but Illes version is amused and sarcastic.

Inspire Courage +3 att/dam (competence), +3 charm/fear (morale)
Round 1 of 24 spent


hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4

Elisile moves next to Alwyn to B1 and dumps the bottle of holy water over the incorporeal spirit.

Ranged touch attack that does not produce aoo, full effect on incorporeal undead but must be adjacent to target to use.

Holy water damage: 2d4 ⇒ (1, 2) = 3

Grand Lodge

Male Human Expert 5

Again, as Heathy's not around today:

Emboldened by his spirit-chopping success, Hudak keeps hewing at the shade.

No move, full attack using Power Attack. Attack 1: 10+12+2(flank w/Alwyn)-2(PA)+3(bard)=AC 25, damage 8+11+6(PA)+3(bard)=28/2=14. Attack 2: 8+7+2(flank w/Alwyn)-2(PA)+3(bard)=AC 18, damage 7+11+6(PA)+3(bard)=27/2=13.

Camlo.


Slashing the thing with Nualia's Tongue, the hateful spectre is finally despatched by Hudak.

End of combat. 330xp each.


Male Human (Varisian) Wizard (Evoker) 9

Vethran seems about to loose another bolt of shimmering energy when the creature dissipates, leaving a rather surprised look on the mage's face.

"That was... rather easier than I thought. Hm."

With that, he tucks the unused wand back into his belt.

"A spirit like that is apt to be guarding something likely more significant than just its remains. I suggest a cursory investigation of the room."

Casting detect magic and surveying the burial niches, as well as the remains themselves, careful not to actually touch anything.


hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4

“I am glad that our brave warriors are practised at dispatching such evil spirits,” comments Elisile. “I for one felt somewhat useless.” She looks a little sourly (an ugly expression on her boggard's face) at her remaining bottles of holy water.

She'll also make a visual examination of the chamber. Percpetion: 1d20 + 10 ⇒ (17) + 10 = 27


Male Human (Shoanti) Cleric 11

Awyn's face splits into a satisfied grin. "Turns out the Shoanti way - hacking away with your sword - will dispatch ghosts as well as living foes. That's good to know."

"Looks like this is a dead end, which means we'll need to exit through the door we saw earlier. Are everybody ready for some serious ogre-slaying?"


For reference, there was another tunnel out of the shocker lizard room too.


male Human Shoanti Fighter 10 xp 80962

Let's check out that other tunnel then...

oh; and I'm down 16 h.p. from the shocker lizards if a healer type could hook me up.


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =125,535(cast as a 9th level cleric)

I would but....


Male Halfling Rogue/11 AC:26 HP: 92{92}

Camlo looks at his companions, seeing hudak's condition, he digs into his pack, pulling out a small flask.

"Ah, here friend, this may err, help, with your wounds." he says, handing the flask to Hudak. That would be 1 potion of cure moderate wounds....


male Human Shoanti Fighter 10 xp 80962

To Camlo; "Oh, thanks friend, but no you keep it. I have a couple of those myself. I'd rather save them in for a jam, because they won't refill tomorrow."


Male Human (Shoanti) Cleric 11

I'm burning Endure elements to cast CLW on Hudak. Damage cured: 7+5=12.

"That'll do for now."


OK, down the earlier passage or outside?


male Human Shoanti Fighter 10 xp 80962

"I think down the earlier passage. This warren of caves is our only retreat if things outside go badly. We should make sure, then, that this warren of caves is bereft of enemies first.
Then we can start attacking them outside. Hit-and-run if we have to."


Male Human (Varisian) Wizard (Evoker) 9

"I agree with the Shoanti. If this undead spectre resided down here, it's hard telling what else may lie beneath this fort. Better safe than sorry."


Male Halfling Rogue/11 AC:26 HP: 92{92}
Hudak wrote:
To Camlo; "Oh, thanks friend, but no you keep it. I have a couple of those myself. I'd rather save them in for a jam, because they won't refill tomorrow."

"Ah, as you ah, wish." Camlos turns again, and buries the flask back where it was at the bottom of his pack.

"Indeed, I always, ah, prefer to know what is at my back. Well, my errm, flight down here excepted."


Male Human (Shoanti) Cleric 11

"Agreed. Be careful as we cross the bridge again."


male Human Shoanti Fighter 10 xp 80962

Roit roit.


The party backtrack to the room where they killed the shocker lizards, and head east. After about twenty feet it ends at another stone door, while another passage just before it heads north east, slanting down.

Sorry for the delay - too much socialising gives me little time to arrange my gaming thoughts.


male Human Shoanti Fighter 10 xp 80962

"See anything Ellie?"


hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4

“I would suppose that this door also leads into the fort,” comments Elisile, looking about with her dark vision, and listening too. Perception: 1d20 + 10 ⇒ (9) + 10 = 19


Male Human (Shoanti) Cleric 11

"The lizards can't open doors. Lets see where the passage leads, and then look behind the door."


This door appears to lead outside too.


male Human Shoanti Fighter 10 xp 80962

that's two......

let's check down that long hall then.....


The passage seems to run into a warren of dank, winding passages, bending and narrowing to a gap as small as three feet in places. The floor is muddy, carpeted with mushrooms, and crawls with insects and millipedes.

Perception, DC 24, or Survival, DC 19 (this is a Tracking roll):

Spoiler:
You notice small clawed tracks, probably those of lizards, among the muck.

The passage bears off west, with another branch heading north east but itself splitting south east and north west.

For clarity, you can go west, southeast or northwest.


hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4

Perception: 1d20 + 10 ⇒ (20) + 10 = 30
Survival (track): 1d20 + 11 ⇒ (18) + 11 = 29

“Look – lizard tracks by the look of things,” says Elisile, pointing into the mud. Can she tell which direction they come from / head towards, or they just generally all about?


HP 78/67, AC 26, T 14, FF 23, CMD 21 Performance 37/37 CHA DAMAGE: 5

While the elf-toad scouts ahead Illes whispers, "Vethran, how do you know if that spirit has been put to rest? I've heard lots of stories where shades rise again on the day of their death, or at midnight, or on the full moon. It doesn't seem right that a tormented soul would give up his unhallowed bones so easily..."


Male Human (Varisian) Wizard (Evoker) 9

Vethran scratches his stubbled chin for a moment, then shrugs. "Ghosts are not really my area of expertise. Alwyn seemed pretty satisfied that it was dealt with, though, so I'm inclined to follow his lead."


The tracks head in all directions.


HP 78/67, AC 26, T 14, FF 23, CMD 21 Performance 37/37 CHA DAMAGE: 5

"Too bad we can't just herd all these electric lizards up into the fort."


Knowledge (Nature), DC 19:

Spoiler:
Shocker lizards are territorial but, generally speaking, if you make no sudden moves, attack them or approach their egg mounds, they will generally leave large creatures alone.


Male Human (Shoanti) Cleric 11

"Can you tell how many there are of them? I'm a little worried about approaching large groups of lightning-throwing enemies. Mybe we should just leave them alone?"


hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4

Know, nature: 1d20 + 9 ⇒ (10) + 9 = 19


hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4

“Not with certainty,” answers Elisile. “However, Shocker lizards are territorial but, generally speaking, if you make no sudden moves, attack them or approach their egg mounds, they will generally leave large creatures alone. We probably startled the two we have so far encountered, but by moving slowly and looking out for and avoiding their nests.”


OK, how do you intend to proceed? And which way?


hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4

Elisile will lead the way west, moving slowly and carefully, trying to be quiet and keeping an eye out for signs of lizards. Stealth: 1d20 + 13 ⇒ (16) + 13 = 29, Perception: 1d20 + 10 ⇒ (15) + 10 = 25, Survival (track): 1d20 + 11 ⇒ (18) + 11 = 29


male Human Shoanti Fighter 10 xp 80962

West; I'll offer to go first; or maybe Ellie with the eyes and all...

(edit) great minds wot wot


This tunnel ends quite abruptly at a dead end. A small pile of mud and rubbish lies on the floor.

Knowledge (Nature), DC 19:

Spoiler:
The pile is a shocker lizard egg mound.

Elisile:

Spoiler:
A couple of shocker lizards crouch in cracks in the wall, watching intently.


hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4

Know, nature: 1d20 + 9 ⇒ (13) + 9 = 22

Elisile backs slowly away, then whispers to the others when she reaches them, “There does not appear to be any way forward, and several of the lizards lurk here. I suggest we not disturb them, and try a different way.”

If all agree, same deal, north: Stealth: 1d20 + 13 ⇒ (2) + 13 = 15, Perception: 1d20 + 10 ⇒ (11) + 10 = 21, Survival (track): 1d20 + 11 ⇒ (7) + 11 = 18

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