Aubrey's Rise of the Runelords campaign (Inactive)

Game Master Aubrey the Malformed


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Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1
Aubrey the Demented/Malformed wrote:
IE9 is a disaster.

I think I found your problem ;)


Aubrey the Demented/Malformed wrote:
IE9 is a disaster.

Aw, Nevy beat me to it!


True, but it worked fine before they fiddled with the site.


male Human Shoanti Fighter 10 xp 80962

5 foot to al am 90 91

unleashing the tongue

1d20 + 18 ⇒ (15) + 18 = 33

damage
2d8 + 31 ⇒ (3, 8) + 31 = 42

1d20 + 13 ⇒ (9) + 13 = 22

damage
2d8 + 31 ⇒ (8, 2) + 31 = 41


Hudaks cuts down the giant.

It only takes a single attack - you can have a move action as well.


male Human Shoanti Fighter 10 xp 80962

Move to AP AQ 92-93.


Initiative:
Vethran 18+ (40' altitude)
Alwyn 12+
Camlo 12
Sefayll 12-
Giants 5 & 6 10
Hudak 4+
Illes 4
Giant 4 3

Map updated.


Actually, I just realised that Hudak doesn't get a move action as he did a 5' step. Sorry.

Illes up next.


male Human Shoanti Fighter 10 xp 80962

Hudak does the hokey pokey, and turns himself around.


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

Illes catches up with the Shoanti's while keeping his eyes and ears open for trouble. Vethran, what do you see up there?

AH88
Perception: 1d20 + 10 ⇒ (2) + 10 = 12


Looking about and listening, Illes can find no trace of the errant giant.

Vethran.

Map updated.


Male Human (Varisian) Wizard (Evoker) 9

With no immediate threats in sight, Vethran increases his altitude to better survey the scene.

Double move straight up (60 feet), and Vethran will relay whatever he sees to Illes.


male Human Shoanti Fighter 10 xp 80962
Aubrey the Demented/Malformed wrote:

Looking about and listening, Illes can find no trace of the errant giant.

Vethran.

Map updated.

Can giants really smell English men?


Only our blood.


Male Human (Shoanti) Cleric 11

"On me, all of you! Anyone hurt?"

I got hit a couple of times, so I'll channel some energy on my turn. Get up close for some healing goodness. Also, our Enlarge person potions will start to fade soon.


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

Sefayll will maintain her concentration while she moves closer to the cleric. She can do that and get one move action, right?


Perception check from Vethran, please.

We can go out of rounds for the time being - nothing is bearing down on you right now.


male Human Shoanti Fighter 10 xp 80962

I'm only down 10 hp, so I'm pretty bodacious.


Male Human (Varisian) Wizard (Evoker) 9

Vethran is not awfully keen-eyed, but hopefully he'll be able to spot obvious things... 1d20 + 1 ⇒ (4) + 1 = 5. +2 more if Good Hope is still running. EDIT: Probably not with rolls like that.


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

Camlo trots over to the Cleric.


Vethran peers about but the giany somehow appears to have disappeared.

OK, ready to get busy with the healing? Doing anything else? Don't plan too long term.


male Human Shoanti Fighter 10 xp 80962

Look around for more trouble.

I'm only down 10 hp's at the moment.


Waiting for the healin' feelin'.


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

Given a moment to take it in, Illes stares at the others with a wild look in his eyes. The bard and his shifting illusions make a running jump to land on a fallen giant and strike a pose with his rapier pointing at the sky. "Fear not Sandpoint! You took us in when we were wanderers on the Varisian plains and today we repay the favor! It will take more than giants to threaten our home! Stay safe while we put an end to this!"

I'm gonna leave that to Alwyn's channels rather than my clw's unless it looks necessary after the first one. Might end up being redundant if I use them now.


Male Human (Shoanti) Cleric 11

Once everybody that are hurt have gathered up, I'll channel energy for 5d6=20 hit points worth of relief. I have Selective Channeling, so no giants get to partake. Are anyone hurt after that? I am, but I'll fix that up with a wand if I'm the only one.


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

Sefayll's healed to full.


male Human Shoanti Fighter 10 xp 80962

I'm at max.

"Where are they? They seem kinda big to be too sneaky."


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

Camlo's 2 HP off full, but no point wasting anything for that.


Male Human (Shoanti) Cleric 11

[ooc}OK. I hit myself once with my goblin wand, and am at full hit points.[/ooc]

"There are more giants by the north gate. Vethran, did you see any others?"


Male Human (Varisian) Wizard (Evoker) 9

"Nothing I can see, no," the mage calls out as he continues to scan the horizon. "Let's make for the gate!"


male Human Shoanti Fighter 10 xp 80962

Lets 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

"I can haste us, but it won't last as long as Illes' casting." Now or later? Might as well burn mine and save Illes a spell slot...


male Human Shoanti Fighter 10 xp 80962

"Wait til we have them in our sight...."


Sandpoint map again.

You are in the Market (area 35). The north wall is about 1,200 feet away, heading up Festival Street, up the High Street and along the side of the temple. At the speed of the slowest (Alwyn in his heavy armour) that'll take 30 rounds (three minutes) if you double move and stay together. Double move is the equivalent of a brisk walk, so you could run (which'll bring that down to 20 rounds, assuming Alwyn doesn't run out of puff after his CON in rounds). For those with a move of 30', double moving will take 20 rounds, or 10 rounds if you run.

Magical effects obviously have an impact. Fly means your move is 60' (40' in medium or heavy armour) and you don't have to follow the streets. The direct route above the rooftops is about 900', so that's 8 rounds at 60' movement and 12 rounds at 40' movement (bearing in mind you cannot run while flying, per the explicit spell description).

With Haste, Alwyn's movement rate increases to 50' and everyone else's to 60' (except maybe the flying Vethran, whose rate would increase to 90'). That'll mean that at a double move pace at 50', the north gate can be reached in 12 rounds, or 8 rounds if he runs. For the rest of you, that's 10 rounds, or five rounds if you run. If Vethran flies and is Hasted, he can also make it in five rounds.

It is now round 17 or so. Decisions please...


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

Illes maintains his pose for a moment too long while he scans his peripheral vision to make sure some townies are appropriately impressed by his bravado and style. Finding no one around paying him the appropriate amount of attention he shrugs, twists the tip of his mustache and hops down from the giant.

I have 2 3rd level slots left and I'd rather not use nearly an entire haste just for movement. At the moment we have been looking around for imminent danger and not finding any so it seems like burning one to move at superhuman speed might be overkill in character.
That will probably change in a few seconds, but I'm speaking for right now.


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 don't mind burning mine to get us to the gate. Your slots are more versatile, I'd rather save them in case something comes up where they would be more useful - besides, your caster level is higher than mine, so when we really need it for combat, yours will last longer.


male Human Shoanti Fighter 10 xp 80962

Haste and run sounds good to the Hudakster.


Male Human (Shoanti) Cleric 11

I have a set of Boots of striding and springing, so I move at 30'. Still can't sprint, though. Also, Hudak and I are normal-sized now.


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male Human Shoanti Fighter 10 xp 80962

*Looks in his briefs*

"...says you...."


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

Sefayll casts her haste spell once everyone is within range.

"It won't last long - which way are we going? Perhaps Vethran can lead?"


Alwyn Agnarrson wrote:
I have a set of Boots of striding and springing, so I move at 30'.

That stacks with Haste as it's an enhancement bonus, not a haste bonus - for the avoidance of doubt. That's seven rounds to the north gate if he runs. Everyone still happy with that plan? And are you going en masse or splitting up?


male Human Shoanti Fighter 10 xp 80962

En masse I reckon.

"Grooooah!!!"

Let's run attem like in Braveheart and crash together.


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

Sounds good. Expecting warning from aerial reconnaissance, of course.


The adventurers jog through the town with their heightened speed, reaching the north gate in less than a minute. The wall is heavily damaged, partly demolished by hurled boulders. Some guards cower in nearby shelter, a few of their companions stretched out and bloodied. The voices of the giants beyond the gate yell and taunt. Then, from a distance to the south, there is a low blast of a horn.

Initiatives, please. Map to follow.


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

Initiative: 1d20 + 3 ⇒ (16) + 3 = 19


male Human Shoanti Fighter 10 xp 80962

Init 1d20 + 2 ⇒ (1) + 2 = 3


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

Init:: 1d20 + 2 ⇒ (12) + 2 = 14


Male Human (Shoanti) Cleric 11

Init 11+1=12.


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

Init: 1d20 + 5 ⇒ (7) + 5 = 12


Vethran?

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