Aubrey's Rise of the Runelords campaign (Inactive)

Game Master Aubrey the Malformed


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

I hid on the wrong side of the rock huh?

Camlo hurls an orb from his necklace of fireballs in the general direction of the Yrthak.

Range is 70ft, and I only need to get it within 20ft of the beastie but in case you need a roll:

atk: 1d20 + 13 ⇒ (11) + 13 = 24

DC 14 reflex save for half damage

DMG: 3d6 ⇒ (1, 3, 2) = 6


Reflex save 1d20 + 12 ⇒ (1) + 12 = 13

The fireball explodes, but doesn't seem to unduly injure the monster.

It's not this guy's day saving throws-wise, but even on a fail 6 damage won't have much impact.


Initiative
Camlo 25
Sefayll 22
Illes 19
Hudak 14
Vethran 14 (surprised)
Yrthak 11
Alwyn 10

Sefayll.

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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:
It's not this guy's day saving throws-wise, but even on a fail 6 damage won't have much impact.

I've had better rolls! Not much else I could do really.


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

Satisfied that the bard's spell has nullified the creature for the moment, Sefayll looks for salvage from the horses' gear.

"We will be hard-pressed to fight the creature as long as it is airborne. I think we should grab anything useful and keep moving while the spell has it blinded. Maybe it will fly into a cliff and save us the trouble."


Illes.


"The silence formula does not last forever", Vethran replies to the Hellknight wizard. "I have an idea that might get it out of the sky. If that fails, we should keep moving away."

Illes delays until after Vethran.


Hudak.


male Human Shoanti Fighter 10 xp 80962

shortbow at over 1 range increment.
-1 tp hit applied.

1d20 + 14 ⇒ (16) + 14 = 30

damage
1d6 ⇒ 2

second shot

1d20 + 9 ⇒ (10) + 9 = 19

damage
1d6 ⇒ 6


male Human Shoanti Fighter 10 xp 80962

"take THAT!!!"


Hudak's arrow buries itself in the creature's meaty flank.

One hit, one miss. Vethran.


Vethran.


Vethran casts Web on the yrthak, using its wings as anchor points. It needs to pass a Reflex 18 save or crash to the ground.


That won't work - the web must be attached to "two or more solid and diametrically opposed points" and while that's actually a bit unclear, I take it to mean it must be anchored between two walls, or between the ground and the ceiling of a room, or some other firm anchor points - the flapping wings of a moving yrthak don't count. Vethran would know that, so you may consider an alternative action.

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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

I'm thinking someone needs to write a higher level of "web" that can attach to flapping wings, because the image of a dragon falling out of the sky onto the tank it *awesome*


Male Human (Shoanti) Cleric 11

We did just this in the wyvern fight in the Eberron campaign, and it worked like a charm then.


And I probably didn't read the spell description properly then, or they changed it in PF. EDIT: In fact, I dug out the 3e PHB and read the description. It actually clarifies the "solid and diametrically opposed points" by adding "floor and ceiling, opposite walls, etc." so it shouldn't have worked in the Eberron game either (cool though it was). Sadly, I read spell descriptions now from time to time.


Male Human (Shoanti) Cleric 11

Fair enough. In that case, we can't do much, really - we're pathetic ranged combatants, and while we have some language-dependent spells that could affect it, it is inside a silent bubble... I'd suggest we leg it; hopefully the yrthak decides against coming after us again.

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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

Agreed!


OK. This guy has already been assaulted magically by you guys anyway - he's likely got traumatised.

The yrthak wings away into the mist, and the adventurers make tracks away from the pursuing giants.

OK - one more Survival check to make a handy escape.


Male Human (Shoanti) Cleric 11

Survival 12+7=19. I can't help but think how different this set of encounters would have been if Janosz was part of this group...


Survival Aid Another for Illes 9-1=8. Nope.

Survival Aid Another for Vethran 12+1=13. That brings the total result up to 21.


Or Elisile. Any more assists?


male Human Shoanti Fighter 10 xp 80962

Survival
1d20 ⇒ 13

aid another


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

Survival aid: 1d20 + 1 ⇒ (10) + 1 = 11

"Moving away was precisely my idea. It appears there is little left of use on the beasts of burden."


The group head off through the rain. The giants do not seem to be following and the yrthak does not return to bother them.

A few hours later they trail back into Sandpoint, wet through but alive.

750xp for getting the intelligence and driving off the yrthak (again).


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

A hot bath, some hot food, and a stiff drink. Where we headed for those?


Male Human (Shoanti) Cleric 11

"No. The town was just hit by a g!@%#~ned giant attack. Other things come before personal comforts." Alwyn goes to see Sheriff Hemlock.

And this is when Illes and Vethran take off, I guess.


They can stand silently in the background for now. I'll come up with a heart-wrenching farewell at the appropriate moment.

Alwyn and the others trudge across town. It has been a long day and the sun is already sinking down towards the western ocean. The damage is not as bad as it could be, due to the actions of the heroes. Cart horses drag down the street huge slate-grey corpses and the carcasses of massive bears for disposal out of town. The north gate is badly damaged and a few of the buildings in the main part of town have been ripped open and looted. But the people of Sandpoint are rugged and used to adversity, and already they are bouncing back and returning to business as usual. The main damage is across the river, where a number of mansions for town worthies stand. These have been smashed apart and their occupants stolen away with their gold and finery.

The group find Sherriff Hemlock with Mayor Deverin and the town council. A notable absentee is Alderman Scarnetti, kidnapped from his house across the river by the giants.

Mayor Deverin looks tired. She gets straight to business. "Do you know what caused this attack? There are normally no giants in the area, let alone enough to organise something like this."


male Human Shoanti Fighter 10 xp 80962

"They were camped over there in the hills. I'm not the best judge of why giants do what they do. I excel at ending their thread on this existence though.
We couldn't effectively assail their redoubt though. I think they're headed back the way they came. Maybe Shelelu would know more?"

Shelelu....that's that elven ranger, right?


That's right.

"Shalelu is wandering right now. We haven't seen her for a few weeks."


male Human Shoanti Fighter 10 xp 80962

"Do we know where they normally live?"


"The giants typically hail from the mountains above the Storval Plateau. Other tribes of your Shoanti kin are well acquainted with the giant-kind. Isn't that right, Sheriff Hemlock?"

Hemlock nods grimly. (Although he does pretty much everything grimly. He's not the laugh-a-minute sort of Shoanti that Hudak is.


male Human Shoanti Fighter 10 xp 80962

"I guess they'll head back to home from where we attacked them last; we could go back and track them, guys. We just couldn't assail their camp."


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

Sourly, the former signifier adds, "We were ill-prepared to make a foray against such a formidable foe after such a battle within the town. Different circumstances could have provided a very different result."

She looks at the Varisian cousins, "Didn't one of you say something about the giants 'finding what they were looking for?' Did they say what it was? Or why they grabbed... I'm sorry, what was the man's name again? From the mansion across the river?"


Male Human (Shoanti) Cleric 11

"This attack seems to be part of a complex and far-reaching plot. While the giant commanding this assault is called Teraktinus, he serves someone named Mokmurian. That is a name we ran across in the wilds off Turtleback Ferry - apparently he was behind a seris of ogre attack there. Mokmurian dwells in a place called Jorgenfist, wherever that is."

"The giants were calling for greedy souls. Alderman Scarnetti certainly fits that description." Alwyn pokes a nearby giant-sized bloodstain. "I noticed that several of the giants had Sihedron tattoos; that is an age-old symbol of greed. Interestingly, we also found the Sihedron rune on the undead maniac Aldern Foxglove, and on the shapechanging death cultists we unmasked in Magnimar. As I said, this plot is big."

"Finally, Teraktinus made off with a 'stone'. This annoys the hell out of me; he must have been the one with the horn that we almost caught by the brewery. What this stone is, we have no idea; however, it must be significant, as it is what they came here for. So would suggest that that is where we start. He took it from somewhere inside the city. Can we identify it? Secondly, we need to figure out what Jorgenfist is, and where it is located. There we will find Momurian, Teraktinus, the stone - and the remains of Alderman Scarnetti."


The mayor nods wearily.

"What do you propose?"


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

"If I can avail myself of your library - if it survived the invasion - I can see if I can determine where or what Jorgenfist is. Of course, one of your locals might know, too. Are there any you can suggest I visit?"


Male Human (Shoanti) Cleric 11

"Vethran knws teleportation magicks. Thus, we could conceivably leapfrog the giants returning to their base and try to save their captives again. He could also get us to Magnimar quickly if we need to consult a library there."

"We probably should not dawdle too much, though. A raid like this is only undertaken when preparations are almost complete. Risking discovery this way indicates that Mokmurian is no longer worried about the little people finding out about his plan."


"Teleportation to an unknown place can be risky," replies Vethran. "If we get more information about Jorgenfist, I or Sefayll can perhaps scry the area and have a safer journey. Safer, but not necessarily safe."

"But there is also the risk that the giants may return," adds Illes. "Sandpoint is our home. Vethran and I will remain to add to the defence of the town, and the rest of you can travel to Jorgenfist and deal with this Mokmurian person."

Mayor Deverin nods. "We don't have much in the way of historical texts, but what we do have you are welcome to peruse."


male Human Shoanti Fighter 10 xp 80962

"I guess it's an overland trip there then. Somebody read them books, and figure out where exactly we're headed."


The adventurers are given access to the documents in the town hall to see if they mention Jorgenfist.

Try some Knowledge checks that seem relevant. Alternatively (though I'm sure I don't have to remind you) there are various spells which would assist in finding out where to go.


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 also teleport some of us. I don't have the capacity that Master Vethran has, I'm sure, but it is still an option. If Vethran and Illes remain here, I won't need to transport as many. It might be enough."

Knowledge (Geography): 1d20 + 12 ⇒ (4) + 12 = 16
Knowledge (Nature): 1d20 + 11 ⇒ (8) + 11 = 19
Knowledge (Religion): 1d20 + 12 ⇒ (7) + 12 = 19

Less than awe-inspiring, those rolls. I will have to do some research into the spell options.


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

Camlo noodles around while the others do research, but he quickly gets board and wanders off to see if he can find someone who may be able to help.

Gather Information: 1d20 + 2 ⇒ (7) + 2 = 9
Time: 1d4 ⇒ 3

Anyone around who knows anything about Giants, or possibly the Sihedran stuff?


Neither Sefayl's researches nor Camlo's bar-hopping reveal anything further about Jorgenfist.

In magic terms, it might be Alwyn who has access to the right spells.


Male Human (Shoanti) Cleric 11

Looks like Speak with dead is a good place to start. We have multiple dead giants, so we can ask a bunch of questions, too. I'll get a post up later today. Meanwhile, suggest some questions!

"So, Sherrif, where did your men take the dead giants?"


male Human Shoanti Fighter 10 xp 80962

"Cooooool."


"They threw then over Junker's Edge on to the beach. There should be a big pile of them down there."

Given the various activities you have been up to - gathering information, researching - we can assume it is the next day so you can have all your spells and so on back.


Male Human (Shoanti) Cleric 11

"Excellent. I have a little spiritualist trick I'd like to try." Alwyn gathers up the others. "Let's have a seance, folks. Bring your weapons; there might be carrion eaters around."

After a quick read-through, it oooks like seven giants entered town, and we killed six of them. So 'll memorise six Speak weith dead spells. I get five questions for each. They get Will saves and might lie, so I think we should ask each of the first three:
* "Who is Mokmurian?"
* "What makes him fit to lead you?"
* "Who are his allies?"
* "How big is his army?"
* "Where is Jorgenfist?"

After that, we can ask about things like:
* "How do we get to Jorgenfist?"
* "Who guards the way there?"
* "What is Mokmurian's plan?"
and other questions like that. It would depend on the answers we get from the first three dead guys.


Male Human (Shoanti) Cleric 11

So, we go there, lay out three dead guys, ask each of them the first set of questions and the consider the answers. They get Will 19 saves to resist, and the whole thing takes 30 minutes.

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