Aubrey's Rise of the Runelords campaign (Inactive)

Game Master Aubrey the Malformed


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male Human Shoanti Fighter 10 xp 80962

Runrunrun over to st 89 and start climbing next round probably.


Vethran Tallomane wrote:
Vethran gives the order for his dolphin minions to attack and distract the creature while he himself sprints between buildings to find a more advantageous position.[/ooc]

Didn't you just cast Fly? Or was it something else?


Male Human (Varisian) Wizard (Evoker) 9
Aubrey the Demented/Malformed wrote:
Didn't you just cast Fly? Or was it something else?

....wow. Yes, yes I did. In which case I will FLY to that square, some 30' up.


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

Seeing that he's too slow to get close to the beast, Camlo pulls a wand and attempts to activate it.

UMD vs DC20: 1d20 + 13 ⇒ (4) + 13 = 17 To activate Wand of Expeditious retreat as a standard action (the other action being to find it...)

Bugger


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

Illes races ahead and slaps the wand against his leg trying to knock some sense into it. It lies dormant in his hand. It could just as well be a nicely carved stick with some decorative runes for all he knows at this point. "Useless piece of junk! That vendor ripped me off!"

Fuming he jogs ahead.

UMD Enlarge Alwyn: 1d20 + 14 ⇒ (5) + 14 = 19 vs DC 20
Cursed I tell you.
Move to AK 16


Elisile: initiative 23
Vethran: initiative 18+
Hudak: initiative 18
Camlo: initiative 17
Illes: initiative 16
Black Magga: initiative 11
Dravite: initiative 9
Alwyn: initiative 5


Black Magga's AoO on a dolphin: 1d20 + 22 ⇒ (5) + 22 = 27, damage 2d6 + 6 ⇒ (1, 4) + 6 = 11

Black Magga's attacks on the remaining dolphins in her turn:
Tentacle 1: 1d20 + 22 ⇒ (2) + 22 = 24, damage 2d6 + 6 ⇒ (4, 6) + 6 = 16
Tentacle 2: 1d20 + 22 ⇒ (17) + 22 = 39, damage 2d6 + 6 ⇒ (1, 1) + 6 = 8
Tentacle 3: 1d20 + 22 ⇒ (11) + 22 = 33, damage 2d6 + 6 ⇒ (2, 2) + 6 = 10
Tentacle 4: 1d20 + 22 ⇒ (11) + 22 = 33, damage 2d6 + 6 ⇒ (3, 1) + 6 = 10
Bite: 1d20 + 24 ⇒ (1) + 24 = 25, damage 2d8 + 11 ⇒ (7, 5) + 11 = 23

The dolphins bravely charge in. One is killed as it approaches but the other all survive to make an attack. But they barely make any impression on the monstrisity at all. Black Magga turns her fury upon them and in a few seconds of churning water and thrashing limbs the dolphins are gone, brutally despatched back to their home plane. Only one remains, and its prospects look poor.

After the brief distraction, Black Magga returns her attention to the temple and its inhabitants.


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

Alas poor dolphins, I hardly knew you.


Male Dwarf Ranger/7 XP- 35674

Last map?

Dravite pumps his short legs harder, trying desperately to keep his barrel-like body above his magic-enhanced feet, and upon seeing Vethran floating in mid-air with nothing but space between himself and the Tentacled Monstrosity, decides to help occupy some of said space to give Vethran a blocker in case the beast turns it's attention to him.
Run-on sentence much?....Dravite double moves to AC15 and prepares to pepper the beastie with pointy, fly-y, death.


Alwyn.

Map updated. For reference, there is only one map which gets over-written when things change. I just re-post the link for convenience, not version control.


Male Human (Shoanti) Cleric 11

Alwyn runs towards the monstrous thing while yelling at the local to do the exact opposite. "Get away from the water!! Everybody run away from shore!"

We seem a bit out of our depth here; I'd argue that we should limit ourselves to distracting the beast while the local run to safety. Defeating this thing should be saved for another time.

Double move to AF 14. Spiritual weapon attack against the thing from the depths: 14+10(BAB+WIS)=AC 24, damage 4=2=6.


Alwyn's spiritual greatsword bounces ineffectually from Black Magga's hide.

Elisile.

Map updated.


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

With an acolyte’s hand held in each of hers, Elisile turns and runs down the twisting stair, dragging the pair in her wake. Double move down the tower and into the main body of the church, heading towards the back door. If she makes it to the ground floor she’ll call for the priest to flee with them.


You can't make someone move faster than their speed if they aren't affected by the spell just by holding their hand. Decide if you want to stay with them after their double move or if you are going on ahead. They wind up 10' above ground level on the stairs, you can get as far as row 13 if you wish.


hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4
Aubrey the Demented/Malformed wrote:
You can't make someone move faster than their speed if they aren't affected by the spell just by holding their hand. Decide if you want to stay with them after their double move or if you are going on ahead. They wind up 10' above ground level on the stairs, you can get as far as row 13 if you wish.

Understood, Elisile will stay with them, being restricted to their speed.


Veth.


Male Human (Varisian) Wizard (Evoker) 9

Hovering above the scene, Vethran steels himself. "Here goes nothing..."

With an arcane flourish, he unleashes a barrage of white-hot bolts at the monstrosity. "HEY! OVER HERE!"

Empowered scorching ray. #1: 1d20 + 6 ⇒ (15) + 6 = 21 vs. touch AC, dealing 6d6 + 3 ⇒ (5, 5, 5, 3, 1, 5) + 3 = 27 fire damage. Ray #2: 1d20 + 6 ⇒ (10) + 6 = 16 vs. touch AC, dealing 6d6 ⇒ (4, 4, 6, 5, 5, 4) = 28 fire damage.

After unleashing his spell, Vethran floats further away from the creature in fear of drawing it's ire. Move to AD-8, still 30' up.


male Human Shoanti Fighter 10 xp 80962

Climb the wall of the church; -5 to move 30 feet.

1d20 + 13 - 5 ⇒ (3) + 13 - 5 = 11
don't know how tall the church is; I'm moving for the tower; maybe catch somebody who'd like to jump(?)


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

Climb the wall of the church; -5 to move 30 feet.

1d20+13-5
don't know how tall the church is; I'm moving for the tower; maybe catch somebody who'd like to jump(?)

Hudak probably won’t know this, but Elisile etc. are trying to get back down to the ground level. Also, the tower probably isn’t going to stand much more battering, it’ll likely fall soon.


male Human Shoanti Fighter 10 xp 80962

Yeah; I know; I was role playing. I thought of that, but...


hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4
Hudak wrote:
Yeah; I know; I was role playing. I thought of that, but...

No worries.


Vethran Tallomane wrote:
Empowered scorching ray. #1: 1d20+6 vs. touch AC, dealing 6d6+3 fire damage. Ray #2: 1d20+6 vs. touch AC, dealing 6d6 fire damage.

Roll to overcome spell resistance, please.


Hudak wrote:

Climb the wall of the church; -5 to move 30 feet.

1d20+13-5
don't know how tall the church is; I'm moving for the tower; maybe catch somebody who'd like to jump(?)

The church is about 20' feet tall here so you can climb on to the roof, and it's rough stone.

Like the titanic ape of legend that lurked on the Isle of Skulls before being brought to the great cicus in Absalom, a giant Hudak clambers on to the roof of the temple with grim purpose. But instead of a screaming maid he clutches in his hand Nualia's Tongue, ready to deal vengeance to the abomination that has risen from the brown waters.

Map updated.

Camlo, Illes.


male Human Shoanti Fighter 10 xp 80962

I'm looking around for a big ass chunk of stone to drop on this primeval Nessie wannabe byoch.
Like Conan with the giant slug.


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

Camlo starts jogging, and hits the wand against his leg a couple of times in an attempt to make it work. (Move to AK19)

UMD vs DC20: 1d20 + 13 ⇒ (9) + 13 = 22

Ah, at least he can move faster next time.


Hudak wrote:

I'm looking around for a big ass chunk of stone to drop on this primeval Nessie wannabe byoch.

Like Conan with the giant slug.

There is a bit of statuary up there, but it's not that big.

Hudak: Perception check.

Map updated.


male Human Shoanti Fighter 10 xp 80962

Perception:
1d20 ⇒ 13


male Human Shoanti Fighter 10 xp 80962

note to self: buy some big ass shotputs for future enlargements. or, barring that, a bag of big ass rocks.


Male Human (Varisian) Wizard (Evoker) 9

Caster check vs. SR: 1d20 + 10 ⇒ (1) + 10 = 11

Edit: Nope, that won't do at all.


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

"Sweet Desna let this wand work and guide our hands as we drive away this abomination!" Illes give the wand one more thwack and then stops. The bard concentrates on a deep resonance and when he can feel it begins to externalize it, drawing on his own power to enhance whatever blessing Desna might impart in her grace.

5' to AJ 15
SA: Enlarge Alwyn UMD 1d20 + 14 ⇒ (6) + 14 = 20 vs DC 20 (YAY!)
Swift: Inspirational Boost (+1 morale to inspire courage)
MA: Inspire Courage Combined effect +4 attack/damage (competence) +5 charm fear (morale)
Immediate: Badge of Valor (+1 the bonus types of inspire courage)
Inspire Round's per day: 1/24

Aubrey- do you want to weigh in on inspirational boost here to nail it down? The wording is this:

Spell Compendium wrote:

While this spell is in effect, the morale

bonus granted by your inspire courage bardic music increases by 1.

Since inspire courage changed with PF to competence (attacks and damage) and morale (fear/charm) inspirational boost is going to only boost fear and charm saves yes? The only other way to look at it is that the weapon/damage portion has a +0 morale which bumps up to +1 with the spell.

Grand Lodge

Also I had forgotten that Captivating Melody (my perform check to gain +2 DC on Enchantment/Illusion) was written to cost one daily use of bardic music. With the switch to rounds in PF how many do you think that would cost? Most bards will start with 6-7 rounds at 1st level and gain 2 more every level.


Illes Elandru wrote:

Aubrey- do you want to weigh in on inspirational boost here to nail it down? The wording is this:

Spell Compendium wrote:

While this spell is in effect, the morale

bonus granted by your inspire courage bardic music increases by 1.
Since inspire courage changed with PF to competence (attacks and damage) and morale (fear/charm) inspirational boost is going to only boost fear and charm saves yes? The only other way to look at it is that the weapon/damage portion has a +0 morale which bumps up to +1 with the spell.

I shall indeed weigh in. My understanding is that the reason that they changed the bonus to competence was so it stacked with more stuff, and the bardic bonuses were (a) more useful and (b) could be less easily replicated. I don't think it was done specifically to nerf Inspirational Boost. So I suggest we save on the bookkeeping and and simply assume that Inspirational Boost will affect both the competence and morale aspect of the Inspire Courage power, and we can make the wording instead (for PF purposes):

Quote:
While this spell is in effect, the bonus granted by your Inspire Courage bardic music increases by 1.

While I'm in the mood for a few rulings, we will also assume that a use of bardic music/day under 3.5 equals two rounds under PF.

Also, I think your Enlarge Person takes a round, even from a wand?


Vethran Tallomane wrote:

Caster check vs. SR: 1d20+10

Edit: Nope, that won't do at all.

Vethran's spell fizzles in the reality-warping presence of the beast.

EDIT: Isn't that odd? Your subsequent comment shows up in my reply, but not your original post.


Hudak wrote:

Perception:

1d20

Hudak:

Spoiler:
Hudak can see nothing suitably portable to drop on the abomination, which in any case is rearing up above the temple roof and Hudak as it is. Then, remembering his brief conversation with Elisile of just a few moments ago, he notices how the undermined temple tower is listing over towards beast, cracks begining to open in the masonry.


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

"Alwyn! Hold on! I think it's doing something!" The wand slowly begins to warm tot he touch and vibrate as the power builds.

Sweet! So that means +5 attack/damage (competence) / +5 charm/fear (morale)

And yes, it is still a 1 round casting time which I remembered as far as applying it to Alwyn, but forgot concerning my own actions. So Illes does ONLY the wand activation and 5' this round. Alwyn will want to ready an action to move once the growth kicks in just before my init count. My range is only 30 feet I think.

All bardic bonuses will begin NEXT ROUND


OK, I'm breaking to spoilers now, just to make life more complicated.

Outside:

Spoiler:
Black Magga disposes of the final dolphin with a downward thwack! into the water. (I can't be bothered to roll - she only misses on a 1.) She eases closer to the tower as her other probing tentacles seem to meld into the stone. They then pluck a screaming human figure out, somehow without making a hole in the wall, which the rearing fanged maw greedily gobbles down.

In the tower:

Spoiler:
Three black tentacles seem to warp through the walls of the tower as if the masonry was water instead of stone. At the end of each limb an eye, a fist-sized ruby-red glowing carbuncle without iris or pupil, peers down in cruel detachment at Elisile and her companions. They then sweep down, grabbing the hindmost acolyte, ripping him from Elisile's grasp and dragging him off through the tower walls to a hideous fate.

Dravite.


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

Aubrey:

Spoiler:
I assume from the description that the acolyte is indeed gone from Elisile’s reach – the thing literally dragged him through the stone before she could react? Any windows here that Elisile could conceivably fit through? Would another round of movement down the tower bring us into the church proper OR how far above ground are we?


Male Human (Shoanti) Cleric 11

Outside:

Spoiler:
"This is madness. Did you see it pull a man through the wall, laving no hole. We need to escape to higher ground and take the villagers with us."


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

Aubrey:

Spoiler:
Never mind regarding height above ground, I see you put it in an earlier post – we are 10ft above ground. I assume it was Acolyte 2 who was snatched?

Elisile gasps as the acolyte is snatched from her grasp – she does not have the strength to hold him without being carried along herself. How did it do that? Know, Arcana: 1d20 + 13 ⇒ (2) + 13 = 15, Know, Dungeoneering: 1d20 + 8 ⇒ (1) + 8 = 9


Elisile:

Spoiler:
A planar effect of some kind.


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

Still waiting on Dravite. Anyone seek FH around?


Male Dwarf Ranger/7 XP- 35674

Sorry.
Dravite fires a volley at the Creature.
First shot, two arrows-1d20 + 10 ⇒ (11) + 10 = 212d8 + 20 ⇒ (1, 1) + 20 = 22
Second shot-1d20 + 5 ⇒ (20) + 5 = 251d8 + 10 ⇒ (7) + 10 = 17
so first shot is 21ac for 22 damage, 2nd is 25ac for 17 damage.
2nd shot crit confirmation-1d20 + 5 ⇒ (2) + 5 = 72d8 + 20 ⇒ (5, 8) + 20 = 33
So ac-7 probably isn't gonna do it for the confirmation...


Male Human (Shoanti) Cleric 11

Reposting initiatives:
Elisile: initiative 23
Vethran: initiative 18+
Hudak: initiative 18
Camlo: initiative 17
Illes: initiative 16
Black Magga: initiative 11
Dravite: initiative 9
Alwyn: initiative 5

Alwyn moves further up the beach before casting another spell at the unnatural horror threshing around in the shallows.

Move to Z13 before casting Searing light. Attack roll 12+5=touch AC 17, damage 3d8=16, SR check 17+6=23. Attack roll for the Spiritual weapon: 8+9=AC 17, damage 4+2=6.


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

Aubrey:

Spoiler:
Pushing the remaining acolyte ahead of her; “Hurry, don’t look back,” Elisile continues jogging down the stairs 20 foot of movement to reach the base of the stair.

Reaching the main hall of the church, she does not slow, but continues pushing the acolyte ahead of her to the extent of the acolyte’s double move, should be about T13. “Stay up that end,” Elisile calls to Father Sheed as she dashes past, “or get outside through that door.” She points to the north end of the church and the vestry door. “The creature’s tentacles can phase through stone. Your other acolyte is gone.”

She is calling over her shoulder by the time she finishes, having pushed past the slowing and panting acolyte and continuing to dash forward herself, buoyed onwards by her magic. Continues her full double move of 120 feet due to expeditious retreat towards the vestry door. I’m not sure what square this is, but she will move to the door, and attempt to open it – a move action? Or free? If she still has any movement left she’ll try to get as close as she can to square U8.

Vethran’s turn.


Male Human (Varisian) Wizard (Evoker) 9

Against his better judgment, the Varisian wizard flies forward into range to attempt another volley of spellfire.

Moving back up to AC-14, still 30' high. Caster vs. SR: 1d20 + 10 ⇒ (11) + 10 = 21

Same spell as before. #1: 1d20 + 6 ⇒ (14) + 6 = 20 vs. touch AC. 6d6 + 3 ⇒ (5, 4, 3, 3, 6, 3) + 3 = 27 fire damage on hit. #2: 1d20 + 6 ⇒ (3) + 6 = 9 vs. touch AC. 6d6 ⇒ (3, 6, 6, 4, 5, 5) = 29 fire damage on hit.


We can go off spoiler again - I did it mainly for the different view points inside and outside, and it seems a democratic decision has been made to ignore them.

El, I make it a double move to get to the vestry door (where you are now) and a move action to open it.

Both Vethran's and Alwyn's spells seem to splash harmlessly on the creature's hide and it ignores their sources. But one of Dravite's arrows makes an impression, and the beast's head swings in his direction.

Hudak / Camlo / Illes.

Map updated.


hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4
Aubrey the Demented/Malformed wrote:
We can go off spoiler again - I did it mainly for the different view points inside and outside, and it seems a democratic decision has been made to ignore them.

The people have spoken. Or rather posted.

Aubrey the Demented/Malformed wrote:


El, I make it a double move to get to the vestry door (where you are now) and a move action to open it.

Sounds fair.


male Human Shoanti Fighter 10 xp 80962

Move to rs 19-20.

Hudak'll try and push the buckling tower down on the beastly b%%~* of the slythly depths.

1d20 + 7 ⇒ (8) + 7 = 15
*gnnnnnng*

Hudak strains, and fears he may strain his descending colon out through his buttcheeks in that most horrifying of herniations.


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

Climb the hell back down then; that tower's had it!

Maybe we can push the tower onto the monster? Weapons and spells don't seem to be doing very much.


Moving into position on the temple roof is a double move. Also, Magga gets an AoO.

Black Magga idly swats at Hudak as he approaches.

Tentacle 1d20 + 22 ⇒ (10) + 22 = 32 to hit, damage 2d6 + 6 ⇒ (2, 2) + 6 = 10

Map updated.

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