Aubrey's Rise of the Runelords campaign (Inactive)

Game Master Aubrey the Malformed


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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

Sorry for the delay, just recovering from the conclusion of the aforementioned project. Will post yet tonight.


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

Reflex: 1d20 + 5 ⇒ (11) + 5 = 16

Despite her warning to the others, the armored enchanter takes the full fury of the draconic flame and sound of sizzling is very loud in her ears even if the others don't hear it.

She grabs a wand from her belt.


Initiative
Dragon 25
Illes 22
Camlo 21+
Hudak 21-
Alwyn 12
Sefayll 9

The dragon is brought to an abrupt halt by the thorns.

The dragon gets a STR check to break free. I'm giving it a +5 for the momentum of its dive. However, it is now at ground level and no longer flying. 1d20 + 5 + 7 ⇒ (14) + 5 + 7 = 26 STR check.

The dragon thrashes its way through the thorns and emerges, bleeding from a few shallow cuts. Its yellow eyes focus on Alwyn and narrow in fury.

Illes.

Map updated.


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

The mule collapsing under the flames leaves Illes flailing until he hits the ground in a roll. Undeterred the bard jumps to his feet and begins mocking the dragon, "Ho now! That is not the kind of majestic landing I was expecting from any dragon worthy of the songs or poems of my people. Right now you are looking more like limerick material." As he speaks Illes rubs a twist of gremlin hair on his necklace and infuses his taunt with arcane energy.

Ride (Soft Fall): 1d20 + 2 ⇒ (2) + 2 = 4 Fail. Prone + Damage: 1d6 ⇒ 1

MA: Stand
Swift: Captivating Melody Perform Oratory: 1d20 + 11 ⇒ (9) + 11 = 20 vs DC 17
SA: Cast Pugwampi's Grace vs Dragon.
Will DC 22, SR: yes. Caster Level Check: 1d20 + 10 ⇒ (11) + 10 = 21
Free: Maintain Inspire Courage: +3/+3
Haste Rnd 2/10


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

Camlo


For the DM:

Spoiler:
1d4 ⇒ 3

Dragon's Will save 1d20 + 10 ⇒ (16) + 10 = 26


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

"Someone distract it"

Camlo will delay for someone to attack it, then he can flank.


Hudak.

Initiative
Dragon 25
Illes 22
Hudak 21
Camlo delaying
Alwyn 12
Sefayll 9


male Human Shoanti Fighter 10 xp 80962

I will delay to let Alwyn cast the airwalk on me.


Initiative
Dragon 25
Illes 22
Alwyn 12
Camlo delaying
Hudak delaying
Sefayll 9

Alwyn.


Male Human (Shoanti) Cleric 11

I move to P14 and cast Air walk on Hudak. That gives us:

Initiative
Dragon 25
Illes 22: Bardic music, haste
Alwyn 12: Bardic music, haste
Hudak 11: Bardic music, haste, air walk
Camlo delaying: Bardic music, haste
Sefayll 9: Bardic music, haste

Hudak!


Map updated

Hudak.


male Human Shoanti Fighter 10 xp 80962

charge if possible over the dead mule in the air to O 19 and put one in the dragon right and proper. 2h power attack (-2 to hit from what I got if I can't charge....)

1d20 + 17 ⇒ (13) + 17 = 30

damage 1d10 + 28 ⇒ (10) + 28 = 38


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

Camlo can move to P19 with a move action, and a couple of acrobatics checks, then get in an attack, then another attack from Haste yes? Rolls below for that...

Jump to get up the ledge: 1d20 + 27 ⇒ (7) + 27 = 34
Acrobatics to get past the dragon: 1d20 + 22 - 10 ⇒ (19) + 22 - 10 = 31 The -10 is to move at full speed

Atk1: 1d20 + 17 ⇒ (9) + 17 = 26dmg: 1d4 + 1 ⇒ (4) + 1 = 5sneak attack: 5d6 + 5 ⇒ (3, 2, 2, 3, 4) + 5 = 19

Atk2: 1d20 + 17 ⇒ (3) + 17 = 20dmg: 1d4 + 1 ⇒ (3) + 1 = 4sneak attack: 5d6 + 5 ⇒ (4, 2, 3, 5, 4) + 5 = 23


The dragon gets an AoO on Hudak as he approaches. You can't charge due to the all the people and dead mules in your way.

The dragon's reaches out to bite Hudak as he approaches.

1d20 + 17 ⇒ (13) + 17 = 30 to hit, damage 2d6 + 10 ⇒ (3, 1) + 10 = 14

Hudak continues undeterred, hacking into the dragon's forequarters.

Map updated

OK, I'm a bit confused as to what Camlo is actually doing.
1) The Jump check to jump up the ledge. The Jump skill no longer exists, so that should be an Acrobatics check. Yet I note it has a different bonus to your actual Acrobatics check, albeit that you might have some bonuses that only apply on jumping (or something, I dunno) - please clarify. Also, whct exactly as you doing - what ledge are you jumping on, where and why?
2) The Acrobatics check to get past the dragon. Where exactly as you trying to get to? You mentioned P19 but you don't need all those rolls to get there, so I assume you mean somewhere else?
3) No, you only get a single attack. You only get an extra attack with Haste if you are taking a full attack action, which you are not.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

1) I have Boots of Striding And Springing, so my acrobatics check is +5 when I jump. I put that in since the dragon seems to be on the edge of one of the "steps" and I didn't know if I needed to do something to get up that or not. It's there to use or not as you see fit.

2)Trying to get to P19 which is the other side of the dragon from me. There's only one roll there, to pass through the dragon without taking the AoO which it would seem Hudak just took for me anyway. The intention is to get into a flanking position so that I actually get sneak attack damage.

3)Okey doke. ;)


male Human Shoanti Fighter 10 xp 80962

I'm at 66 of 100 hp now. Kinda scary place, but if he full attacks me and I survive, his ass is mine.


P19 is on the same side as the dragon to you. P22 is the one opposite you. So I'll put you there.

Camlo scoots under the nose of the dragon and stabs it in a particularly meaty part of its hindquarters.

Initiative
Dragon 25
Illes 22
Alwyn 12+
Hudak 12
Camlo 12-
Sefayll 9

Sefayll.

Map updated

Dark Archive

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:
P19 is on the same side as the dragon to you. P22 is the one opposite you. So I'll put you there.

Apparently I just can't read! Thanks Aubs.


I knew what you meant. ;-)


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 looks at the wand in her hand, considering the likelihood that she might hit the wrong target, and casts mage armor on herself instead. Sorry, Hudak, I don't trust her aim enough to risk hitting you. Or am I thinking of 3.5 rules?


Male Human (Shoanti) Cleric 11

Firing into melee only gives you a -4 penalty to hit. SR might be a bigger problem.


The dragon attempts to knock Hudak out of the way.

The dragon is going to try to bull rush Hudak backwards. That provokes an AoO from Hudak. We'll resolve that first - if Heathy's not about, could someone else do it?


Hudak AoO: 11+21-3(Power Attack)+3(Bard)+1(Haste)=AC 33, damage 1d10+19+9(Power Attack)+3(Bard)=8+31=39.


Bull rush is 1d20 + 19 ⇒ (4) + 19 = 23 v Hudaks CMD.

Eh, let's not worry about it.

The dragon tries to push Hudak aside but the Shoanti warrior stands firm.

Illes.


Male Human (Shoanti) Cleric 11

"Whoa." Alwyn can't help but do a double take as the massive beast just bounces off Hudak's shoulder. "That's the biggest - and last - mistake you ever made, lizard."

It doesn't make a difference here, but does bardic music add to CMD?


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

Inspire Courage would add to CMB, but not CMD because Inspire Courage doesn't affect AC.

PRD (Combat) wrote:
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver.
PRD (Combat) wrote:
A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD.


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

Illes clambers over the smoking mule carcass while egging his companions on to near suicidal heights of bravery. "So how does a dragon come to be the guard dog of a rogue giant anyway? You exceptionally simple minded or just made some bad life decisions?"

Alwyn, close in so I can give you all a little boost!"

Immediate: Badge of Valor to increase Inspire Courage to +4
5'Step to O14
SA: Cast Virtuoso Performance (10 rounds)
MA:Begin Dirge of Doom as a second Bardic Performance. No save as far as I can tell.

Shaken: –2 penalty on attack rolls, saving throws, skill checks, and ability checks

Need everyone to at least row 17 so I include all of us and Cam who is far out in a Good Hope.


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

Effects-
Haste: +1 bonus on attack rolls
Haste: +1 to AC and Reflex saves. (Dodge)
Haste: +30 speed to all forms of movement, max of double normal
Inspire Courage: +4 attack and weapon damage rolls. (Competence)
Inspire Courage: +3 on saves against charm and fear effects (Morale)

Durations:
Haste 3/10
Virtuoso Performance 1/10
Inspire Courage: 7 rounds spent

Alwyn is up


Male Human (Shoanti) Cleric 11

I'm casting Searing light on the big fella. Attack roll 8+8+1(Haste)+4(bard)=touch AC 21, damage 5d8=26 with no save. SR check 14+10=24.

After casting the spell, I move to P16.


Hudak's next. If Heathy's still busy:

Spoiler:
No move, full attack.

Attack 1: 9+21-3(Power Attack)+4(Bard)+1(Haste)+2(flank w/Camlo)=AC 33, damage 1d10+19+9(Power Attack)+4(Bard)=7+32=39.
Attack 2: 11+16-3(Power Attack)+4(Bard)+1(Haste)+2(flank w/Camlo)=AC 31, damage 1d10+19+9(Power Attack)+4(Bard)=5+32=37.
Attack 3 (bonus from Haste): 17!+11-3(Power Attack)+4(Bard)+1(Haste)+2(flank w/Camlo)=AC 32, confirm roll 10+11-3+4+1+2+4(critical focus)=AC 29, damage 1d10+19+9(Power Attack)+4(Bard)=3+32=35x2=70.

Camlo!


Alwyn blasts the wounded dragon with light and it flops down on the path.

That's another dragon that's barely lasted a round. 1,920xp each.


Male Human (Shoanti) Cleric 11

"Oh yes. We're whittling down the giant's allies one by one. Who got burned? Gather up around me, and I'll fix us all up. First things first, though..." Alwyn kneels down next to the dragon carcass and digs an incisor out of its jaw. "This'll make a grand amulet."

"Too bad about the mules, though. Carrying our stuff up this stair won't be fun."

We'll need to rearrange our packed provisions before tossing the dead mules off the trail. The dragon goes the same way once we've established that it does not carry any treasure.


It doesn't have any treasure.


Male Human (Shoanti) Cleric 11

In that case, it gets shoved over the edge too. I cut its head off first, just to be safe.


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

While Alwyn is cutting the head off: "Could I err, have a tooth maybe? If it's no trouble to get it out. A memento of sorts..."


Alwyn knocks a tooth from the dragon's jaws before he consigns its carcass to the base of the cliff. Then, now without the mules, the adventurers continue their hike up the side of the mountain.


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 talks to Illes as Alwyn deals with the draconic corpse. "It was already attacking. Dragons are strong-willed creatures. But I still considered trying to ensnare its mind. Do you think it would have worked?"

I got tagged by the breath weapon, so when you channel, I will be nearby...


Male Human (Shoanti) Cleric 11

"Most probably not." Alwyn briefly looks up from his grim work. "But even the tiniest chance of the spell working made it worth it. Imagine, a dragon ally! You clearly had the right idea."

One channel energy: 5d6=21 damage recovered. I'll take care of the rest with wands. How much is everybody missing 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

7 more hp, please


Hudak will need some healing, as he was burnt and bitten. We can deal with that ooc.

The path zig-zags up the side of the cwm until it reaches the top. At the crest of the ridge, the wind is blowing hard enough to make the eyes water. But the view is impressive. Immediately north-west along the ridge towers the summit of Garlbaar, and in the opposite direction looms another, lower peak. Stretching away north, on the far side of the saddle, is the expanse of the Iron Mountains. Brutal, snow-streaked mountain-tops stab at the sky, separated by deep rocky valleys. The rivers in their depths are largely invisible at this height. This is the heart of the range, a land as unyielding as the giants that inhabit it.

Knowledge (Nature) or Knowledge (Geography), DC 20:

Spoiler:
This part of the Iron Mountains is less lush than the sections you have come through so far. Rain blows in from the ocean and falls on the western side of the mountains, which results in the central and eastern parts of the range being much drier. There are certainly some powerful rivers here, such as the Muschkal, fed by snowmelt from the summits. But the vegetation tends to be less extensive, primarily sparse pine forest, and the animal life less plentiful.

Below, a glacier carves a path from beneath Garlbaar's peak. The path crosses the saddle and begins to descend again into this valley.


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

Knowledge (Geography): 1d20 + 13 ⇒ (11) + 13 = 24

"The slopes we have come up are where most of the rain falls. Ahead of us, there's less rain, so there will be less vegetation to find cover in. I'm sure it has an affect on the available game, too."

Or you can see the spoiler.


Just noticed my last sentence above is a bit ambiguous. The glacier is carving a path, but the path that crosses the saddle is the path you are walking on, not the glacier's path, which is down in the valley below. Hope that's clear. Anyway, we march on!

Also, given you have unloaded the mules, what are you now carrying? I don't normally worry too much about encumbrance but if you are now carrying two mule-loads of gear you might need to consider it - it is the Eberron party that has the portable hole, not this one.

The adventurers pick their way down the steps on the other side of the ridge. The wind is harsh, driving icy blasts that chill to the bone, and the sky has clouded over to a grim iron-grey - perhaps an ill omen as the heroes head closer to Mokmurian's domain. At the bottom of the cliff, the steps finish in a jumble of boulders - debris from the glacier dumped there in the centuries since the steps were built. The moraine blocks the path left and right. The way on is to clamber over the boulders along the side of the glacier as it descends the valley - which could be extremely time-consuming - or climb on the glacier itself and walk down that, risking the crevasses.


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

Looking around at the options, "I can only provide flight for two of us."


Male Human (Shoanti) Cleric 11

We have two week's food and two waterskins each. We are also carrying lanterns, a few flasks of oil, fire starting kits, blankets, sleeping rolls and 100' of rope each in backpacks. In addition to that, we have a tents, a crowbar, a hatchet, and climbing kits and winter clothes for everyone. I also have a Wand of endure elements.

We're also carrying a good amount of firewood and oats for the now-dead mules. We would have had to abandon the mules here anyway - getting them across the moraine or the glacier would have been more trouble than it is worth. One more level, and I can cast Wind walk...

"Mule feed, my leather armour, most of the firewood... It stays here. Cooking fires only from now on - I'll keep us warm through magic."

Additionally, this seems pertinent here.


So, boulders or ice?


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

Boulders is probably safest?

"I don't like the look of that ice."


Male Human (Shoanti) Cleric 11

"It's a lose-lose situation. The glacier is quicker, but extremely dangerous, while the bouldery moraine is safe, but excruciatingly slow."

"Let's try the boulders first. I can Air walk all of us for about two hours each tomorrow; until then, we'll be doing this the hard way."


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 am limited in how many I can grant flight to, unfortunately. Perhaps some facility in climbing will help. Regardless, the slower path seems the better choice unless we can fly over the barriers."

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