Aubrey's Rise of the Runelords campaign (Inactive)

Game Master Aubrey the Malformed


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

Despite his intentions and mood going in, Hudak asking about getting lucky with the locals made Illes laugh and shook him out of it. Though they never got around to actually approaching any women, many a story was told some more true than others and naturally they were all accompanied by drinks.

By the time Vethran is babbling on about being under attack, he rolls over the side of the bed and pukes on the floor before croaking, "What now?"

Perception: 1d20 + 10 - 2 ⇒ (9) + 10 - 2 = 17
Pretty sure Alwyn is going to be lead, so this is an assist.


Male Human (Shoanti) Cleric 11

Perception 13+14-2=25. With Illes' Aid Another we're at 27; the more, the merrier, so keep 'em coming!


Enchantress 8/Oracle (flame) 1/Hellknight Signifier 2; AC 24, FF 21, T 15, CMD 19; F 8, R 9, W 14; hp 72/72; Init +4; Perc +6; Irresistible Demand 7/8; Effects: Flying disk, Overland Flight

Perception: 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 22

"Where do we need to be? The gate, the wall, the docks?


Male Human (Varisian) Wizard (Evoker) 9

Perception aid: 1d20 + 0 ⇒ (3) + 0 = 3. I think Vethran might be nearsighted...


There is a loud crash from the north wall, like it is under bombardment. There are yells from there and deep booming shouts in a grinding voices. Animalistic roars come from the direction of the river, and a dark silhouette of a massive winged form flits cryptically through the early morning mist to the west. A few of the townsfolk are peering out of their homes as members of the militia begin to hurriedly muster. The group meet Sheriff Hemlock in the street outside the Rusty Dragon. The Shoanti is typically laconic.

"Giants, north wall. I'll organise the militia, but they'll be no match in a fight. See what you can do. Stay in touch." He sprints away.


Enchantress 8/Oracle (flame) 1/Hellknight Signifier 2; AC 24, FF 21, T 15, CMD 19; F 8, R 9, W 14; hp 72/72; Init +4; Perc +6; Irresistible Demand 7/8; Effects: Flying disk, Overland Flight

The former Hellknight looks at the others. "Your rules. How do you want to proceed?"


Map of Sandpoint.

This is a rather handy map of Sandpoint, including a key. The Rusty Dragon is no. 37 and you are currently all standing in Market Street outside. You are all pretty familiar with Sandpoint (except possibly Sefayll, but the others' knowledge will compensate). Hopefully this should help you decide what to do tactically.


Male Human (Shoanti) Cleric 11

"We'll head for the giants. Let's see if we can catch them by surprise. They are probably expecting the puny shorties to run away screaming. Try to isolate them and take them down quickly, one by one. Individually, they are bigger, stronger and tougher than us; as a group, we can beat them."

"Camlo, stay in cover and snipe at the big fellas. Wizards, do your thing. Valerian, you have some mind control magicks available, right? The giants are probably weaker mentally than physically. Hudak and I will engage the giants close up and personal."

"Oh, and watch out for the flying monster. Gorum knows what it is; hopefully it isn't a full-fledged dragon." He starts heading north. "Move out! Let's shed some blood in the name of the Warmaster."

The north wall Hemlock mentioned, is that the one by Tomb Street?


Yes. Also, see the scale of the map at the bottom left corner of the map.


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

Camlo nods, "Let's see how well these new boots work." Camlo jogs along with the others, surprisingly keeping pace.

Camlo will stick with the others until near the walls, then peel off a little to get a better angle on the giants.

"Are they stupid enough to just attack from the North? Should we cover the bridge down here too?"


Male Human (Shoanti) Cleric 11
Aubrey the Demented/Malformed wrote:
the scale

Small town. 75 yards or so to the church.

"The militia can guard the bridges and pull them down if necessary. The giants we've encountered so far have been dumb as rocks. We can hope that trend doesn't change yet." He gestures at the church spire. "Can someone get up there quickly to see what we're dealing with?"


Enchantress 8/Oracle (flame) 1/Hellknight Signifier 2; AC 24, FF 21, T 15, CMD 19; F 8, R 9, W 14; hp 72/72; Init +4; Perc +6; Irresistible Demand 7/8; Effects: Flying disk, Overland Flight

"I can fly - or give the ability to someone else, I guess.." She considers as they walk. "I should be able to turn one to our cause and slow down others." She looks at Vethran, "Are you able to hasten the party today? Oh, and I have a fireball prepared. Not as strong as Mage Vethran's, I am sure, but if placed in coordination, they could certainly be a deterrent."

It's painfully obvious that she's trying to see where she fits. Her movement is 30', if that matters to the tacticians, especially without any armor. (Yay, no failure chance!) I failed to specify, but she did pick up and don her helmet and cloak, which probably look odd with her plain gray garments. Think something like a judo gi in a soft gray.


male Human Shoanti Fighter 10 xp 80962

"Hemlock! Don't let the militia directly engage!

We'll take them!

Get everybody inside. Basements are best! These guys throw rocks!!! Big ones!!!!!"


I AM THE LORD OF ALL HELLFIRE!!!!!

Headin' for the north wall....


Enchantress 8/Oracle (flame) 1/Hellknight Signifier 2; AC 24, FF 21, T 15, CMD 19; F 8, R 9, W 14; hp 72/72; Init +4; Perc +6; Irresistible Demand 7/8; Effects: Flying disk, Overland Flight
Alwyn Agnarrson wrote:
Aubrey the Demented/Malformed wrote:
the scale
Small town. 75 yards or so to the church.

I don't think so. The scale is 50 yards - that will just get you from the front door of the Rusty Dragon to the Market Square to the west. I think, as the crow flies, from Rusty Dragon to the North Wall is roughly 350 yards.


Male Human (Varisian) Wizard (Evoker) 9

Hearing Sefayll's rapid-fire suggestions and statements of her own abilities, Vethran waves dismissively. "Spells like haste and various mind-magicks have always been Illes' thing. Talk to him. I'm just the artillery. That said, a flight spell would be terribly convenient right about now. I do believe I have a scroll stashed here somewhere for just such an occasion..."

Vethran rummages in his pack for a moment.

If Seyfayll has a fly prepped, I'd gladly take it and save myself the consumable scroll (not to mention her casting will last longer than a CL 5 scroll would). Otherwise I'll burn the scroll.


The point about the scale is to point out that Sandpoint is a town and crossing it, even running, will take time. Just bear it in mind. Alwyn is heavily armoured so his pace is slower than the rest of you - running he covers 120' per round unaugmented at a run. It might be an idea to compare movement speeds so we can work out just how far and fast you can get.


Male Human (Varisian) Wizard (Evoker) 9

I can dimension door myself and a few other people up to 760 ft. That'll save a few rounds, at least, if someone feels its necessary to move with maximum efficiency. I also have one teleport prepared, for instant gratification.


Enchantress 8/Oracle (flame) 1/Hellknight Signifier 2; AC 24, FF 21, T 15, CMD 19; F 8, R 9, W 14; hp 72/72; Init +4; Perc +6; Irresistible Demand 7/8; Effects: Flying disk, Overland Flight

"No, no, save your scroll for an emergency. Allow me."

She casts Fly on Vethran, so his movement will be 60'. Sefayll is unarmored at the moment, so her movement is 30'.

At 10 yds/round, 60 yds/minute, it will take over six minutes for the landbound to arrive and over nine for those moving at 20'/round.

At those rates, the fly spell will be nearly done before we get there, so we should probably delay casting it. Her caster level is 8. Which also means you will have a +4 to your fly checks IIRC.


I'm not sure those movement rates are correct. With Fly double-move at a standard movement rate of 60' per round, that's 120' or 40 yards per round, so about 9 rounds or just under a minute to move the 350 yards to the north wall. Remember, you can't run with Fly, so actally your movement rate for simply travelling to the scene of the action isn't much enhanced.

Assuming people are running (subject to the rules about how long you can do that) a person with a standard movement rate of 30' will have the same movement rate (4x standard) of 120' per round or 40 yards per round. A person encumbered by medium armour (none of those in the group at the moment as Sefayll isn't wearing hers) has a movement rate of 20' so a running speed of 80' or 27 yards per round. A person in heavy armour (Alwyn) has a movement rate of 20' but can only run at 3x speed, so 60' or 20 yards per round. Obviously, magic can enhance that, but there may be spell durations to consider.


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

Camlo is now up to a base movement rate of 30' and unencumbered :)


Also, you can run for a number of rounds equal to your CON score. After that, it's a DC 10 CON check each round, with the DC increasing by 1 each round. Once you fail, you cannot run any more and can only do normal movement, and that persists until you have one minute (10 rounds) rest.


Enchantress 8/Oracle (flame) 1/Hellknight Signifier 2; AC 24, FF 21, T 15, CMD 19; F 8, R 9, W 14; hp 72/72; Init +4; Perc +6; Irresistible Demand 7/8; Effects: Flying disk, Overland Flight

Yes, I always do that when I calculate these rates, sorry - calculating for a single move, not even a double move.

And Sefayll's mithral breastplate is considered light, anyway, so her movement would not be reduced even if she had it on, right?

Either way, the fly spell is Vethran's to claim when he wants it. When we can see what we are getting into, Sefayll will probably take a moment to cast shield.


Male Human (Shoanti) Cleric 11
Aubrey the Demented/Malformed wrote:
Alwyn is heavily armoured so his pace is slower than the rest of you.

With my shiny new boots I'm less of a drag than before - I now have a move rate of 30'. Of course, I can still only sprint at 3x normal move.


Male Human (Varisian) Wizard (Evoker) 9

Yes, fly does not actually help me get to the walls any faster than normal. What it does do, however, is give me an aerial vantage point from which to deliver fireballs... and those have an 880 ft. range.

"Illes! Hit me with a message spell and I'll get you some aerial reconnaisance!"

Once his companions begin to move towards the walls, Vethran graciously accepts the spell from Sefayll and takes to the skies above Sandpoint.

I'll move at a 45-degree angle upwards for the first few rounds until I can get a good view of the battlefield.


Male Human (Shoanti) Cleric 11

Mind the flyer, though - you'll be very alone up there.


So if I am to read this right, the ground forces and running towards the north gate at a pace of 30 yards per round (assuming they travel at the slowest speed, which is Alwyn's), giving them about 12 rounds to get there - let me know if this is going to cause problems with Endurance checks as we get there. Vethran is currently the only one airborne. He is moving up at 45 degrees (i.e. half ground speed) so that's 20 yards per round. You are effectively going to wind up separated, though you can communicate via Message if Illes choses to cast it (I assume he does), though bear in mind that also has limitations on range (at your level, about 200'). On that basis, I'll go to spoilers.

Vethran:

Spoiler:
Vethran climbs steadily, rapidly leaving the rooftops of Sandpoint behind but being careful to keep the rest of his fellow adventurers in sight. Early morning mist reduces visibility, but he looks about to try and determine the situation. He sees his compatriots have reached the theatre (area 23) on their way to the north wall.

Now on round 3. You are somewhere above Prickleback Lane. Perception check.

Non-Vethrans:

Spoiler:
The group run through the streets. Illes is a native and knows the shortcuts and back routes as they head for the north gate. They reach the theatre (area 23), the sounds of giant-tossed boulders smacking into the wall getting louder.

Now on round 3. Perception checks.


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

I could cut all of that in half with an extended haste. We would then spend 6 of 18 hasted rounds running at high sped through Sandpoint and have 12 remaining for action.
I assume you guys would like that, eh? Let's do it.


Enchantress 8/Oracle (flame) 1/Hellknight Signifier 2; AC 24, FF 21, T 15, CMD 19; F 8, R 9, W 14; hp 72/72; Init +4; Perc +6; Irresistible Demand 7/8; Effects: Flying disk, Overland Flight

Groundbound:
Sefayll also has message available, for what it's worth.

Perception: 1d20 + 5 ⇒ (9) + 5 = 14

She will not require an endurance check from 12 rounds of running.

EDIT: Yeah, extended haste sounds like a great option.


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

Camlo will need to endurance check from round 13

Group Forces:
Perception: 1d20 + 13 ⇒ (7) + 13 = 20


Male Human (Shoanti) Cleric 11

Ground crew:

Spoiler:
The haste thing sounds great. That should bring us up to the smithy or thereabouts instead of the theater.

"Wall's holding so far. Illes, what does Vethran see?"

Perception 14+14=28. Are we still hearing "animalistic roars" by the bridge? As lon as the north wall holds, the roarers could be a bigger problem.


The Haste is fine. Ground forces will move at 60 yards per round at a run, Vethran will double-move at 60 yards per round too, but by climbing his rate of movement is halved, though he probably only need to do that for one round.

Vethran:

Spoiler:
Flying on, Vethran can see the rest of his companions reach the High Street. He also sees three giants emerge from wading across the river by Tanner's Bridge (next to 14), accompanied by four huge bears.

Still round 3. Still need a Perception check.

Non-Vethrans:

Spoiler:
Augmented by Illes' spell, the group make good time, reaching the High Street. Shouts and screams are coming from the direction of Tanner's Bridge (next to 14). Looking down Undercliffe Way, they see three giants emerge from wading across the river, accompanied by four huge bears.

Still round 3.


Enchantress 8/Oracle (flame) 1/Hellknight Signifier 2; AC 24, FF 21, T 15, CMD 19; F 8, R 9, W 14; hp 72/72; Init +4; Perc +6; Irresistible Demand 7/8; Effects: Flying disk, Overland Flight

Ground Crew:
Would we recognize the type of giant?


Grounded:

Spoiler:
Stone giants. You can try a Knowledge (Nature) check to garner some general details about them.


Male Human (Varisian) Wizard (Evoker) 9

Aubrey:
Perception: 1d20 ⇒ 10. Vethran will probably only ascend for that first round, so long as he's up high enough to see over the buildings of Sandpoint (which as I recall are not terribly tall in general). He will stick to shadowing the group and trying to remain within range of the message spell.

Illes:
"Three giants coming across the river with four big bears in tow," the mage whispers.


Roll initiatives. Got a plan?


male Human Shoanti Fighter 10 xp 80962

Ground round:

Spoiler:

initiative:
1d20 + 2 ⇒ (13) + 2 = 15

perception:
1d20 + 0 ⇒ (11) + 0 = 11


Enchantress 8/Oracle (flame) 1/Hellknight Signifier 2; AC 24, FF 21, T 15, CMD 19; F 8, R 9, W 14; hp 72/72; Init +4; Perc +6; Irresistible Demand 7/8; Effects: Flying disk, Overland Flight

Ground team:
Initiative: 1d20 + 3 ⇒ (6) + 3 = 9

Sefayll looks for the flying threat and our airborne artillery.


Male Human (Varisian) Wizard (Evoker) 9

Initiative: 1d20 + 3 ⇒ (15) + 3 = 18 I just need to know how clustered the giants and bears are to one another... and whether or not any bystanders are in the vicinity. :D


Male Human (Shoanti) Cleric 11

Ground crew:

Spoiler:
Initiative 11+1=12.

"Change of plans. With the north wall holding, the bears and giants here are the greater threat. Illes, get Vethran closer to rain fire on them. Also, can you charm a bear? I'll try to paralyse a giant. Hudak, drink this."

I'm giving Hudak one of my potions of Enlarge person.


Enchantress 8/Oracle (flame) 1/Hellknight Signifier 2; AC 24, FF 21, T 15, CMD 19; F 8, R 9, W 14; hp 72/72; Init +4; Perc +6; Irresistible Demand 7/8; Effects: Flying disk, Overland Flight

Grounded:
Mis-spoke earlier; I have haste, not slow, prepped.

Sefayll casts a spell, causing a translucent disk to appear, hovering near her left arm. Shield "I believe I can distract one or two from the fight while you address their fellows. If you want me to take out one in particular, let me know. Otherwise, ...." She shrugs.


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

Groundlings:

Spoiler:

"I wonder how a giant would dance... Vethran's about to light 'em up"
Kn Nature: 1d20 + 10 ⇒ (4) + 10 = 14 Shoulda taken 10 after all. Oh well.
Init: 1d20 + 2 ⇒ (2) + 2 = 4

This is the long weekend with the family. In the time it took me to write this the little guy has broken an egg on his warmest clothes and I'm hearing about it :P Going to Versasilles today so I won't be back around until possibly late evening and we'll see after that. They leave Tuesday morning. Feel free to npc me any time you need until then so as to not hold things up.


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

Vethran:

Spoiler:
"I see them. You want to soften 'em up before we tear in."


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

Ground Folks:
Init: 1d20 + 5 ⇒ (3) + 5 = 8 Camlo has his crossbow in hand with a bolt loaded, and his rapier sheathed. He plans to pop off shots at short range, bu keep out of the giant's way until he can flank and stick the knife in.


Working on a map.


male Human Shoanti Fighter 10 xp 80962

Drink potion.


male Human Shoanti Fighter 10 xp 80962

Drink potion.


male Human Shoanti Fighter 10 xp 80962

Connected like a ballass bawse.


Map.

OK, hopefully reasonably obvious. The grey are buildings (the really big one in the north-west corner is the temple. The brown is the bridge, the dark green is a low cliff (one at the river bank, one in town above which the temple sits), the blue is the river. The giants and bears are marked, you are somewhere at the junction of Festival Street and High Street. Please place yourselves on the map.


Enchantress 8/Oracle (flame) 1/Hellknight Signifier 2; AC 24, FF 21, T 15, CMD 19; F 8, R 9, W 14; hp 72/72; Init +4; Perc +6; Irresistible Demand 7/8; Effects: Flying disk, Overland Flight

Throws dart at computer screen.

AB45

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