Aubrey's Rise of the Runelords campaign
(Inactive)
Game Master
Aubrey the Malformed
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 a look over her shoulder, her mask hiding her features, as she make haste to join the others.
Assuming that the space she starts in determines the cost of the movement, it costs her 40' to move to O14. She will continue the double move from there to L11.
"Do you think they will pursue?"
It doesn't, it is the space you move into that determines your speed. That said, L11 is where I get you to as well.
To save time, I'll move Hudak and Camlo and the giants too.
Illes, Alwyn and Vethran.
Map updated.
Just to clarify, once you step off the map you are hidden in the misty rain.
Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1
Camlo keeps running, think I can reach B5 now.
Male Human (Shoanti) Cleric 11
Aubrey the Demented/Malformed wrote:
Illes, Alwyn and Vethran.
All of us can get off the map this turn -we'll exit in the A 6-10 area. Alwyn will hold back a little to make sure everyone gets away.
male Human Shoanti Fighter 10 xp 80962
STR check for Giant 3 1d20 + 8 ⇒ (8) + 8 = 16
If all the remainig character Run, they can all get off the map. Since that seems to be the plan...
The adventurers complete their retreat, disappearing into the murk as before the giants can close to pursue them.
End of encounter. Er.... 0xp each. And, er, no treasure. Not often that happens (well, the xp bit - I've always been stingy on the treasure). OK, what's the plan? As you might be able to tell from the map, the giants aren't too happy about you guys and may pursue.
Male Human (Shoanti) Cleric 11
We keep walking towards Sandpoint. If that means leaving the horses, so be it.
We'll need to keep our ears open for sounds f pursuit. If they follow us, we'll need to go to ground and stage an ambush - we can't evade the bears, and we're done for if they catch us in the open ground.
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
As they continue to hustle away, the masked mage looks at Alwyn, "Are you able to hide our tracks as well as you followed theirs?"
male Human Shoanti Fighter 10 xp 80962
I'm down 38 hp if I could get healing I'd dig it the most.
Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1
We should heal if we can spare a moment, then head back. Camlo can stay a little behind the rest of you, and keep out of sight to give warning of the giants catching up, but the rest would need to move a bit slower to compensate for Camlo's stealth and to let him catch up when he needs to. Not sure if it's viable or not really...
You can head back in the direction of the horses, since that's the direction you were coming from. Please try a Survival check to navigate your way back through the mist.
male Human Shoanti Fighter 10 xp 80962
Male Human (Shoanti) Cleric 11
Survival 13+7=20.
Also, I scratched 3 charges off my goblin wand of CMW. Hudak is now back at full health! Anyone else needing healing?
male Human Shoanti Fighter 10 xp 80962
Alwyn leads the group with the same unerring sense of direction away from the giants as he did towards them. Suddenly, just as the group are nearly back to where they left their mounts, they hear the sound of horses screaming and the crack of exploding rock through the mist.
male Human Shoanti Fighter 10 xp 80962
Hudak whispers, "they found our horses before we did....do we want to try these bastards on open ground?"
Male Human (Shoanti) Cleric 11
"We can't escape them now. However, this time we'll have the element of surprise." Alwyn hands a pair of wands to Illes. "I'll be spending time in hand-to-hand combat, so I need you to keep Hudak and, to a lesser extent, me alive. This is a powerful healing wand. The other one calls fire from the sky. Use it liberally."
"If the worst comes to pass, I can raise two of you from the dead. Let's hope it doesn't come to that."
I have almost all my spells left. This time, I start with casting Silence on a rock so that we can sneak up on the bastards. More to come...
male Human Shoanti Fighter 10 xp 80962
"Woah. That's far out, bro."
Male Human (Shoanti) Cleric 11
"Camlo, get over there and see how many there are of them. We'll catch up."
Initially, I cast Bull's Strength on Hudak. Once we're pretty close, I cast Blessing of fervour, followed by Divine power. It really is too bad I don't have Righteous might memorised, or more of those Enlarge person potions.
If Camlo's checking it out, he'll need to make a Stealth check. Everyone can try a Perception check too.
Male Halfling Rogue/11 AC:26 HP: 92{92}
Camlo nods, and runs off blending into the scrub almost immediately.
stealth: 1d20 + 24 ⇒ (8) + 24 = 32
Perception: 1d20 + 14 ⇒ (14) + 14 = 28
Anyone who gets 20 or more on their Perception check:
Male Human (Shoanti) Cleric 11
Perception 9+14=23.
"Their pet dragon is close. Stay alert."
.
.
.
"Hold on for a second. It might just be it, rather than a bunch of giants."
male Human Shoanti Fighter 10 xp 80962
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 ⇒ (15) + 5 = 20
Sefayll concentrates in the direction of the horses, trying to detect any thoughts.
"I hear it, too. Do you think its scream would shatter rock? It would probably see through the mist unheeded. It will be difficult to escape if that's the case. We will need to take it down."
male Human Shoanti Fighter 10 xp 80962
male Human Shoanti Fighter 10 xp 80962
"Do we just want to approach the horses, or keep on getting out of here? I'm guessing our magic men are drained out."
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 continues to concentrate in the direction of the horses.
"Drained of many obviously useful options, yes."
male Human Shoanti Fighter 10 xp 80962
"Do we feel up for this?"
I kinda don't think Vethran does.....
Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1
Camlo's already legged it ;) It may not be a matter of what we want to do, how do we outrun this? The giant's yes, but not a flier.
Male Human (Shoanti) Cleric 11
Vethran has Web. Sefayll and Illes both know Charm monster. We are far from helpless.
male Human Shoanti Fighter 10 xp 80962
"Let's go then. To the horses."
Male Human (Shoanti) Cleric 11
"Yeah. Stay sharp - the dragon has us at a disadvantage. We need to be alert and seize any opportunity that presents itself."
Camlo creeps through the dripping undergrowth. He arrives at the spot where the horses had been left. It is a horrific scene. The horses lie strewn about, their carcasses mangled. Some look like they received terrible lacerations, while others seem simply to have ruptured open, spilling their entrails on the ground. They are all dead.
As he looks about, stomach churning, Camlo's companions catch him up.
Perception checks, please, from everyone.
Male Halfling Rogue/11 AC:26 HP: 92{92}
Perception: 1d20 + 14 ⇒ (15) + 14 = 29
Male Human (Shoanti) Cleric 11
Pereption Alwyn 11+14=25.
Pereption Illes 12+10=22.
Pereption Vethran 7+11=8. Ouch.
male Human Shoanti Fighter 10 xp 80962
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 ⇒ (9) + 5 = 14
The yrthak swoops out of the mist, its sonic lance aimed at the group.
No one apart from Vethran is surprised. As this is a surprise round, only a single action for the first round. Please roll initiative. Yrthak initiative 1d20 + 6 ⇒ (5) + 6 = 11
Map. The red blobs are exploded horses - they make rather icky difficult terrain. The dark grey blobs are boulders of various sizes and heights. Please place yourselves within 15' of a red blob.
male Human Shoanti Fighter 10 xp 80962
init: 1d20 + 2 ⇒ (12) + 2 = 14
I'll take I 10. Single action; pull my shortbow.
Male Halfling Rogue/11 AC:26 HP: 92{92}
Place Camlo at G20. Then move action to E24 (should be 25ft) as my action this round.
Init: 1d20 + 5 ⇒ (20) + 5 = 25
stealth: 1d20 + 24 - 5 ⇒ (8) + 24 - 5 = 27(-5 for not moving at half rate, Camlo's more bothered about being behind a rock than hidden at this point, but he'd like to be hidden ;) )
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
Location I9
Initiative: 1d20 + 5 ⇒ (17) + 5 = 22
Sefayll hustles away from the center of the clearing to E5.
Male Human (Shoanti) Cleric 11
Initiative Alwyn 9+1=10. He's in O11.
Initiative Illes 17+2=19. He's in P14.
Initiative Vethran 11+3=14. He's in L10.
Initiative
Camlo 25
Sefayll 22
Illes 19
Hudak 14
Vethran 14 (surprised)
Yrthak 11
Alwyn 10
Ok, single action from Illes and then it's the Yrthak.
Map updated.
Illes casts Silence on the yrthak. Will 18 or be, well, silent.
Yrthak save 1d20 + 8 ⇒ (2) + 8 = 10. Oh, for Pete's...
Illes' spell effectively blinds the yrthak. Its appetite for mayhem now severely curbed, it banks away from the adventurers and begins to climb, relying solely on its poor eyesight to navigate the drizzly murk.
The creature's height is on the map. Alwyn.
Map updated.
Male Human (Shoanti) Cleric 11
I can't do much, really. 5' step to N12.
First full round. Camlo.
Map updated.
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