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

All attacks hit and both criticals confirmed. I believe that's a total of 64 points of damage, is that right? If so, I now have 8 hp. Does the poison save increase from additional bites? That is, is the save DC still 22 or is it 26?

The mage falls back against the wall from the creature's onslaught, barely withstanding the assault. "The spirit was too strong, I'm sorry. Get this beast off of me!"

Fortitude save: 1d20 + 8 ⇒ (12) + 8 = 20

How high is the ceiling in here? I'm flying, but easily within reach of the beast for now.


The ceiling is maybe 20' high. I didn't think about the additional bites - assume the save DC just stays at 22.


HP: 108/108, AC:30/16/26, Fort:+11/Ref:+8/Will:+12 CMD: 32, Init+6, Perc+17 current form(Giant Vulture) Effects:beastspeak, extended barkskin, extended strong jaw

Alwyn

Standard: burn Dismissal to cast cure critical wounds
cast defensively: 1d20 + 21 ⇒ (2) + 21 = 23 healing: 4d8 + 11 ⇒ (2, 5, 7, 2) + 11 = 27
Move/Swift: I don't think he can do anything with these

Alwyn taps Sef to patch up her wounds before shouting,
"Sefayll! Get away from that thing before it rips you to shreds!"


Alwyn casts his spell but the threatening presence of the dog-thing prevents him from successfully completing it. His hesitation gives it a chance to attack.

The man-dog has the feats Disruptive and Spellbreaker. These make increase the DC to cast spells defensively by 4 in its threat area, and if you do fail it gets an AoO. The DC is therefore now 27 and Alwyn failed.

Attack on Alwyn
1d20 + 21 ⇒ (15) + 21 = 36 to hit, damage 1d6 + 6 ⇒ (5) + 6 = 11 plus poison (Fort save DC 22, damage 1d3 DEX, onset instantaneous, duration six rounds, cure 2 consecutive saves).

The blasts of morphic chaotic energy continue to emanate from the man.

Those who failed their saves last round need to save again, DC 17, on a fail you are stunned and lose 1d3 CHA. Once you save you are immune to the effect for 24 hours - hopefully this fight won't last 24 hours.

He quickly casts a defensive spell.

Init
Sefyall 25
Man-hound 17+
Tikrok 17 (stunned)
Alwyn 17
Vethran 17-
Camlo 12 (stunned)
Arthur 10+ (stunned)
Elisile 10
Illes 10- (stunned)

Need those saves to see who is going next.

Map updated.


Male Halfling Rogue/11 AC:26 HP: 92{92}
Aubrey the Demented/Malformed wrote:
Those who failed their saves last round need to save again, DC 17, on a fail you are stunned and lose 1d3 CHA. Once you save you are immune to the effect for 24 hours - hopefully this fight won't last 24 hours.4

Real time or game time?

Will: 1d20 + 3 ⇒ (8) + 3 = 11 Cha DMG: 1d3 ⇒ 1


HP: 108/108, AC:30/16/26, Fort:+11/Ref:+8/Will:+12 CMD: 32, Init+6, Perc+17 current form(Giant Vulture) Effects:beastspeak, extended barkskin, extended strong jaw

And I only realize now that his channels are more effective than I'm used to and would have been a better choice. My bad.
Alwyn fort save: 1d20 + 9 ⇒ (10) + 9 = 19 boo dex damage: 1d3 ⇒ 1 Alwyn current HP:68

Tik Will save: 1d20 + 12 ⇒ (14) + 12 = 26 yay!

Grand Lodge

Half-elf Steelblooded 11 || (HP 121/121) | AC:26 T:15 | FF:23 | CMD 28 | Fort +13 | Ref +9 | Will +12 | Init +7 | Perc: +18 | Speed 25ft) || Rage Rounds: 24/27 || Spell Slots(1st/2nd/3rd): (2/3) | (0/2) | (2/2)
Rage Stats:
|| (HP 165/165) | AC:24 T:13 | FF:21 | CMD 31 | Fort +17 | Ref +9 | Will +15| Init +7 | Perc: +18 | Speed 25ft)

Will Save: 1d20 + 12 ⇒ (11) + 12 = 23
Saved by the bell


Right, Arthur can have his turn since Camlo is still stunned. Then it's Elisile and then (maybe) Illes.


hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4

spellcraft: 1d20 + 21 ⇒ (3) + 21 = 24 to try to identify the defensive spell he cast.

Grand Lodge

Half-elf Steelblooded 11 || (HP 121/121) | AC:26 T:15 | FF:23 | CMD 28 | Fort +13 | Ref +9 | Will +12 | Init +7 | Perc: +18 | Speed 25ft) || Rage Rounds: 24/27 || Spell Slots(1st/2nd/3rd): (2/3) | (0/2) | (2/2)
Rage Stats:
|| (HP 165/165) | AC:24 T:13 | FF:21 | CMD 31 | Fort +17 | Ref +9 | Will +15| Init +7 | Perc: +18 | Speed 25ft)

"Wretched abomination, your end is nigh!" cries Arthur, his voice amplified by the magical energy that now bursts out of his skin to surround him.

Entering Bloodrage. Arcane Bloodrage activates Blur effect. Greater Arcane Bloodrage activates Haste. Greater Bloodrage enters rage and casts a spell: Mirror Image. Images: 1d4 + 3 ⇒ (4) + 3 = 7

His eyes light up with crackling energy, Arthur mutters "This is where the fun begins..." as he dashes past Elisile with inhuman speed, drawing his greatsword and leaving a trail of sparks and blurred images until he stands between the triheaded abomination and "Vethran". "I'll take care of your pet first!" he exclaims before turning on his heel and swinging with all his might.

Move action to get to (R,21) and Standard to attack the Man-Hound. Using Power Attack and Arcane Strike. If hit, the Man-Hound gets -2 to saves vs Spells and SLA due to Riving Strike
Wrath's Edge: 1d20 + 19 + 1 ⇒ (15) + 19 + 1 = 35
Damage: 2d6 + 26 ⇒ (5, 2) + 26 = 33

Active Effects:

•Greater Bloodrage. 25/27 rounds
•Blur: 20% miss chance
•Haste: Extra attack on full attack, +1 to hit and AC, +1 Reflex.
•Mirror Image: 7 images.

Final addition: Between Disruptive and the Disruptive Bloodrage, "Vethran enjoys +6 to the DC to cast defensively. I can play the same game as his dog, you know.


Yeah, but the dog has the Stand Still feat too. 1d20 + 21 ⇒ (16) + 21 = 37 v Arthur's CMD. If Arthur loses, he can't move but can still attack the dog.

The dog-thing forces Arthur back from his master, but receives a heavy blow from the half-elf's sword.

Elisile:

Spoiler:
Protection From Energy

Grand Lodge

Half-elf Steelblooded 11 || (HP 121/121) | AC:26 T:15 | FF:23 | CMD 28 | Fort +13 | Ref +9 | Will +12 | Init +7 | Perc: +18 | Speed 25ft) || Rage Rounds: 24/27 || Spell Slots(1st/2nd/3rd): (2/3) | (0/2) | (2/2)
Rage Stats:
|| (HP 165/165) | AC:24 T:13 | FF:21 | CMD 31 | Fort +17 | Ref +9 | Will +15| Init +7 | Perc: +18 | Speed 25ft)

I hate this Man-dog. And a question that just arised: Miss chance and Mirror image, do they work against combat maneuvers and Stand Still? Because I'm pretty much at a loss with that, and given Arthur's "buff routine" it will probably keep popping up.


I assume that Mirror Image and miss chance won't help with most combat manoeuvres, although there might be exceptions (like Dirty Trick, maybe) since you are generally barging, grabbing and so on. But I could be wrong - don't know if this has ever come up on the boards.

Elisile next.


hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4

Elisile steps quickly but carefully away from the hound-that-was-her-acquaintances (5 foot step O19), but close enough that she can still see it, then attempts to fill the horrid amalgam with arrows.

Full attack; gravity bow and flame arrow in effect, point blank shot, precise shot, deadly aim and rapid shot apply.

Attack 1: 1d20 + 12 ⇒ (1) + 12 = 13 damage: 2d6 + 7 + 1d6 + 1d6 ⇒ (6, 6) + 7 + (6) + (3) = 28 the d6’s are fire and electricity
Attack 2: 1d20 + 12 ⇒ (14) + 12 = 26 damage: 2d6 + 7 + 1d6 + 1d6 ⇒ (3, 2) + 7 + (6) + (6) = 24 the d6’s are fire and electricity
Attack 3: 1d20 + 7 ⇒ (13) + 7 = 20 damage: 2d6 + 7 + 1d6 + 1d6 ⇒ (6, 2) + 7 + (1) + (2) = 18 the d6’s are fire and electricity

“The Thassilonian relic has protected himself from energy attacks,” she calls to her companion. “I cannot tell what type, but presumably a type that applies to my bow.”


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

Will: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15 Stunned.
Cha Damage: 1d3 ⇒ 3 5 total


OK, due to Guards and Wards Elisile still has a 50% chance to miss the doggie from 10' or more away. Rolling low to miss 1d100 ⇒ 63

One of Elisile's arrows embeds itself in the dog's hide, the others lost in the fog.

Illes is too busy drooling, so it's Sef again.

Map updated.


Sef.


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, using her already-active overland flight spell, withdraws by rising to the ceiling and then following the hallway around the pillar she had had her back to. Or whatever movement will get her out of AoO range as quickly as possible. 8 hp is no joke.

Fort save DC 22 vs dog's poison: 1d20 + 8 ⇒ (2) + 8 = 10

Failed, more Dexterity damage: 1d3 ⇒ 1


Ah, Combat Reflexes, how I love thee. PCs never assume the monsters have it...

AoO on Sef from the doggie as she tries to escape
1d20 + 21 ⇒ (12) + 21 = 33 to hit, damage 1d6 + 6 ⇒ (2) + 6 = 8 plus poison (Fort save DC 22, damage 1d3 DEX, onset instantaneous, duration six rounds, cure 2 consecutive saves).

So that'll be Sef staggered on 0hp, but she can still complete her move.

It's now the doggie's turn.

The beast turns its fury on Arthur.

Who has hopefully got a few more hp than Sef.
Attack 1 1d20 + 21 ⇒ (13) + 21 = 34 to hit, damage 1d6 + 6 ⇒ (6) + 6 = 12 plus poison (Fort save DC 22, damage 1d3 DEX, onset instantaneous, duration six rounds, cure 2 consecutive saves)
Attack 2 1d20 + 21 ⇒ (9) + 21 = 30 to hit, damage 1d6 + 6 ⇒ (4) + 6 = 10 plus poison (Fort save DC 22, damage 1d3 DEX, onset instantaneous, duration six rounds, cure 2 consecutive saves)
Attack 3 1d20 + 21 ⇒ (16) + 21 = 37 to hit, damage 1d6 + 6 ⇒ (1) + 6 = 7 plus poison (Fort save DC 22, damage 1d3 DEX, onset instantaneous, duration six rounds, cure 2 consecutive saves)

Attack 1 - chance to hit Arthur is a 1 on a d8 1d8 ⇒ 5
Attack 2 - chance to hit Arthur is a 1 on a d7 1d7 ⇒ 4
Attack 3 - chance to hit Arthur is a 1 on a d6 1d6 ⇒ 4

But its jaws close only on his illusory doubles, shattering them into tiny motes which evaporate almost instantly.

Tikrok.


HP: 108/108, AC:30/16/26, Fort:+11/Ref:+8/Will:+12 CMD: 32, Init+6, Perc+17 current form(Giant Vulture) Effects:beastspeak, extended barkskin, extended strong jaw

Tikrok regains his senses, finally recovering from the waves of chaotic energy. He flies stealthily past the dog thing through the fog to the source of the energy in an attempt to shut it down.

stealth: 1d20 + 18 ⇒ (7) + 18 = 25

Seeing his target he moves to distract him from casting at his new companions. Move in to grapple (provokes aoo from entering his space. Provoke 2nd aoo to attempt grapple)

grapple: 1d20 + 12 ⇒ (12) + 12 = 24

All of this is assuming I started high enough up to not be threatened by the dog. If I did not due to stun then I'll have to think of something else.
Couple questions, is that stealth check good enough to attack his flat footed ac? If i get close enough to get to him, is he holding anything (Wands, strange amulet, ect..)?


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 withdraw action was specifically to avoid the AoO. Flying straight up to to 20’ ceiling seemed like it would put me out of reach and allow me to continue my movement unmolested (further). Am I misunderstanding the rules for the withdraw action?


HP: 108/108, AC:30/16/26, Fort:+11/Ref:+8/Will:+12 CMD: 32, Init+6, Perc+17 current form(Giant Vulture) Effects:beastspeak, extended barkskin, extended strong jaw

Withdraw only makes the first square you move from count as not threatened. The second square (5ft up) still would be in his reach. Unless you started 5 ft high so when you withdrew your next square (cube?) was 10ft up? I don't think it was established how high you started, same as with me.


Ah, didn't notice you were using the withdraw action. No AoO.


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

@Aubrey: Thank you, I was hoping it was a misunderstanding. Being under 10 hp is serious enough.

@Tikrok: I haven't been doing a good job of pointing out that she is not walking. Rather than asking for a retcon and claiming that I was out of reach or some other munchkin-y nonsense (that Aubrey could and should rightfully overrule), I am rolling with the idea that she has been floating just above ground level. That said, five feet vertically is pretty safe even from a very large dog (I am thankful that large dogs don't usually have the same ability to hop that small dogs do - Jack Russell terriers have crazy hops), so I was hoping that elevating (ceiling height is ~20', posted earlier by Aubrey) would be enough to get me out of the threatened area immediately.


OK, I'm a bit sceptical about how a Diminutive bat can actually "grapple" a Medium human. I mean, with what? And what's he going to do next - pin the guy down? It doesn't have the size and certainly not the anatomy (bats are very light and fragile, and don't have tentacles or gripping hands or anything). I note that the rules do not specify a minimum size differential between grapplers, but this stretches credulity somewhat.

That said, Tikrok has actually succeeded on the roll (just - your CMB you used is incorrect as you didn't change it for the special CMB bonus for a Diminutive creature, just the reduced STR). And I kind-of get you want to do something to distract or otherwise hinder the possessed Vethran. I'm willing to countenance a Dirty Trick instead (which has succeeded) if we assume that the bat is flapping about in his face. Per the rules, I'd say he can be either Dazed or Blinded for one round - your choice.

The possessed Vethran stabs at the bat flapping about in his face.

AoO - stab with a chisel (improvised weapon)
1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6 to hit, damage 1d3 ⇒ 2


HP: 108/108, AC:30/16/26, Fort:+11/Ref:+8/Will:+12 CMD: 32, Init+6, Perc+17 current form(Giant Vulture) Effects:beastspeak, extended barkskin, extended strong jaw

Thats exactly what I was thinking, flapping about in his face, grabbing and biting at sensitive bits with his tiny claws and teeth. The cmb I calculated was using dex + bab -4(size)+2 AoMF. I saw somewhere that tiny and smaller critters use dex vs str automatically. That could mean that only natural creatures get that so I still use str, in which case I was mistaken and I'll fix it. That being said, I'll choose Dazed.

Tikrok deftly dodges out of the way and continues to harass the mage.


Alwyn.


HP: 108/108, AC:30/16/26, Fort:+11/Ref:+8/Will:+12 CMD: 32, Init+6, Perc+17 current form(Giant Vulture) Effects:beastspeak, extended barkskin, extended strong jaw

Alwyn

Alwyn, seeing that Sef retreated safely, seeks to end the threat of the doglike abomination and lashes out with his greatsword.

Greatsword: 1d20 + 15 ⇒ (16) + 15 = 31 damage: 2d6 + 7 ⇒ (2, 2) + 7 = 11

Iterative: 1d20 + 10 ⇒ (3) + 10 = 13 damage: 2d6 + 7 ⇒ (6, 5) + 7 = 18


Alwyn slashes the mutated hound once but it avoids his follow-up.

'Vethran' is Dazed, so it's another chance for Camlo to save v the chaos burst - DC 17, on a fail you are stunned and lose 1d3 CHA. Then it's Arthur and Elisile.


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

Will: 1d20 + 3 ⇒ (16) + 3 = 19Whoop! I’ll post an action in the morning.


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

I'm assuming that it's now flannked as it's being attacked on three sides, and so flat footed?

Camlo shakes off the stunned feeling and moves to attack this devil hound.

Acrobatics to avoid AoO: 1d20 + 23 ⇒ (13) + 23 = 36

Attack with Rapier: 1d20 + 19 ⇒ (6) + 19 = 25 DMG: 1d4 + 2 ⇒ (3) + 2 = 5 Sneak Attack Damage: 6d6 + 6 ⇒ (4, 4, 6, 3, 4, 5) + 6 = 32 Last 6 is bleed damage

Grand Lodge

Half-elf Steelblooded 11 || (HP 121/121) | AC:26 T:15 | FF:23 | CMD 28 | Fort +13 | Ref +9 | Will +12 | Init +7 | Perc: +18 | Speed 25ft) || Rage Rounds: 24/27 || Spell Slots(1st/2nd/3rd): (2/3) | (0/2) | (2/2)
Rage Stats:
|| (HP 165/165) | AC:24 T:13 | FF:21 | CMD 31 | Fort +17 | Ref +9 | Will +15| Init +7 | Perc: +18 | Speed 25ft)

"Deal with the dog!" he yells to his companions as he sidesteps between the man and the beast, turning on his heels and bringing the flat of his blade on 'Vethran' once and again, eldritch sparks falling from th sword as it moves.

Arthur has to control his blows, as his wrath is almost impossible to contain when unleashed and his new companions want to bring the possesed man back alive.

Free Action Five 5ft step to (R,21). Swift Action activate Arcane Strike, Full Action Full Attack

Attack Routine:

Going for Non-Lethal Damage. Power Attack, Arcane Strike and Riving Strike being used, tho. If Vethran falls, Arthur would turn and continue the rest of attacks if any on the dog.

First Attack: 1d20 + 19 + 1 - 4 ⇒ (20) + 19 + 1 - 4 = 36
Damage: 2d6 + 26 ⇒ (3, 6) + 26 = 35
Haste Attack: 1d20 + 19 + 1 - 4 ⇒ (3) + 19 + 1 - 4 = 19
Damage: 2d6 + 26 ⇒ (1, 1) + 26 = 28
Second Attack: 1d20 + 14 + 1 - 4 ⇒ (8) + 14 + 1 - 4 = 19
Damage: 2d6 + 26 ⇒ (2, 5) + 26 = 33
Third Attack: 1d20 + 9 + 1 - 4 ⇒ (10) + 9 + 1 - 4 = 16
Damage: 2d6 + 26 ⇒ (1, 4) + 26 = 31

Confirm: 1d20 + 20 - 4 ⇒ (5) + 20 - 4 = 21
If crit, add: 2d6 + 2d6 ⇒ (4, 3) + (5, 4) = 16


If any attack hits, Riving Strike applies giving him -2 to ST versus Spells and SLA for 1 round. And unless the dog manages to stop my movement, Vethran has +6 to the DC to cast defensively.

Active Effects:

•Greater Bloodrage. 24/27 rounds
•Blur: 20% miss chance
•Haste: Extra attack on full attack, +1 to hit and AC, +1 Reflex.
•Mirror Image: 4 images.


Arthur slips round the hound and delivers a series of blows with the flat of his blade. The possessed wizard crumples unconscious to the floor.

Meanwhile, Camlo recovers his wits and acrobatically enters the fray, stabbing the man-hound between two of its necks.

Elisile and Illes.

Map updated.


hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4

Elisile continues to fire at the ‘dog’ she can half see through the mist, thinking that the best she can do for those transmuted by the waters of Lamashtu is to put them out of their misery.
Full attack; gravity bow and flame arrow in effect, point blank shot, precise shot, deadly aim and rapid shot apply.

Attack 1: 1d20 + 12 ⇒ (11) + 12 = 23 miss chance (high is miss): 1d100 ⇒ 97 damage: 2d6 + 7 + 1d6 + 1d6 ⇒ (2, 5) + 7 + (3) + (6) = 23
Attack 2: 1d20 + 12 ⇒ (20) + 12 = 32 miss chance (high is miss): 1d100 ⇒ 19 damage: 2d6 + 7 + 1d6 + 1d6 ⇒ (6, 4) + 7 + (2) + (2) = 21
Attack 3: 1d20 + 7 ⇒ (13) + 7 = 20 miss chance (high is miss): 1d100 ⇒ 83 damage: 2d6 + 7 + 1d6 + 1d6 ⇒ (6, 6) + 7 + (4) + (5) = 28

Ha! Crit is a hit - lowest damage roll though ...

Attack 2 crit confirm: 1d20 + 12 ⇒ (8) + 12 = 20 extra damage: 4d6 + 14 ⇒ (1, 5, 2, 6) + 14 = 28


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

Illes snaps out of his daze and comes to his senses with a streak of anger rarely seen in the bard. He begins spitting Varisian curses at the hound so foul that one language is not enough to contain them and they wind through Varisian, Taldane, Goblin and the ancient Thassilonian granted by his tongues spell.

Will: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
Defensive Casting: 1d20 + 11 + 7 - 2 ⇒ (8) + 11 + 7 - 2 = 24
Cast Pugwampi's Grace vs Sheriff Man-Dog Will DC 21 - 2 = 19
Inspire Courage +4/+4
Good Hope +2


Illes can hold off on his spell...

Elisile parts the fog with a single arrow which finds its mark in the dog-things chest, burying itself up to the fletchings. It has clearly found something vital in the poor creature's twisted anatomy. The beast coughs black bile and falls with a thud on its side. A foreleg twitches for a moment and, with an almost relieved sigh, it dies.

End of combat. Nice use of tactics. One arrow, three NPCs dead - must be a record. 3,660xp each.

Grand Lodge

Half-elf Steelblooded 11 || (HP 121/121) | AC:26 T:15 | FF:23 | CMD 28 | Fort +13 | Ref +9 | Will +12 | Init +7 | Perc: +18 | Speed 25ft) || Rage Rounds: 24/27 || Spell Slots(1st/2nd/3rd): (2/3) | (0/2) | (2/2)
Rage Stats:
|| (HP 165/165) | AC:24 T:13 | FF:21 | CMD 31 | Fort +17 | Ref +9 | Will +15| Init +7 | Perc: +18 | Speed 25ft)

Arthur lets the excess energy fade away, breathing heavily as he rests his weight against his sword.
"I am... sorry... for those men... But death was better than... being that thing."

I will update exp, but I do need to know how much exp Tik and me got when we joined the rest


I keep it so the PCs all have the same xp. What the player think their PCs xp levels are don't usually match, but Nevynxxx is quite good at keeping a running tally (I never know).


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

Not quite so well in this game, but Here it is


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 see no reason to quibble (as one of those that was always wrong, anyway) and have surrendered. I am quite happy to work with Nevy's total. Thanks for that, by the way, Nevynxxx.

The mage's voice echos from down the hall, followed by a weak cough. "Is it done, then?"


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

"It is." Illes feels his way through the fog and kneels over his cousin's fallen form, "Ehh Vethran! Why'd you have to go and get yourself possessed? I don't know how we are going to fix this, but I promise you we will. But until then, we have to keep your friend under control." Turning back to Elisile he says, "We are going to have to bind his hands down to the fingers, gag him and either use a blind fold or a bag over his head. You really think we can fix this with the runewell?"


hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4
Camlo Zenovia wrote:

Not quite so well in this game, but Here it is

That matches what I have for what its worth.


hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4

"Yes, all of those precautions," agrees Elisile, feeling about for those arrows she can recover. "Vethran is a better wizard than I, and who knows how the Thassilonian has enhanced or supplanted his natural ability?"

She stands and rests her hand for a moment on Illes’ shoulder. “I cannot say for certain that the runewell will help us, but it is all I can think of – unless the spell that you used to return me from stone might help break this possession? Or if there is some ritual Alwyn knows for driving out unwanted spirits?”

She turns to the others. “The spirit or man that possesses Vethran hails from the Thassilonian Empire, prior to Earthfall, and a follower of that entity known as the Mother of Monsters. He was a commander of this place – he refers to it as a fortress – and served a lord called Alaznist, though he was secretly a spy for Karzoug; a name that has cropped up with disturbing frequency of late. It appears that he may have died during Earthfall itself, and that his spirit was somehow captured by this ‘runewell’, left in a dormant state until recently. He says that some disturbance reactivated the runewell, and he was able to possess Vethran when he and our other friends came to investigate.”


hp 87 of 87; effects active: mage armour (AC 22); gravity bow, flame arrow Female Elf Wizard (Transmuter) 6 / Ranger 1 / Eldritch Knight 4

“Alwyn, some of us are in need of healing … and though perhaps Lo’j and Hemlock did not follow your Lord in Iron, are there some words you can say to ensure that their spirits find peace?”


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 wounded enchantress flies slowly, carefully into view. Her wounds are closed, but still significant.

"I know little of the runewell, but if it fails, possession is a much-studied condition. I believe we can find what we need to reverse it, given time."

In the interim prior to returning, she has cast two CLW on herself.
Cure Light Wounds: 2d8 + 2 ⇒ (2, 4) + 2 = 8


Someone rolled high on the Arcana check around possession. I hadn't thought about it but Break Enchantment might be a good way around this. Maybe throw him in the pool and cast Break Enchantment.


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

"So, once our old friend is contained. Where do we go from here? You aren't going to interrogate him are you? I feel we could still be attacked ta any moment. This place is like an entrance to hell."


HP: 108/108, AC:30/16/26, Fort:+11/Ref:+8/Will:+12 CMD: 32, Init+6, Perc+17 current form(Giant Vulture) Effects:beastspeak, extended barkskin, extended strong jaw

Tikrok will fly a little further into the complex to check for any hidden creatures or other hazards before returning to the group and changing back to human form.

Perception: 1d20 + 21 ⇒ (7) + 21 = 28 with blind-sense. By a little further I mean not past 0-25 on the map

"Lady Valerian, you seem to be suffering from more than just the wounds the demon dog gave you. You are moving a little slower than you were before the fight. I know of some creatures that can slow their prey with poisons before moving in for the kill, this could be a similar effect."

As far as the poison goes, did it run it's course yet? I have two lesser restorations prepped for the worst of the damage.

"As for your companions that have passed on, I know of a ritual that can bring back their spirits but into a new body if they are willing. It would be no small task to gather the necessary material but it can be done."


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

Oops, forgot about the poison. She has yet to make any saves against it and I owe a new save, so:

Fort DC 22 or Dex damage, round 3 of 6: 1d20 + 8 ⇒ (1) + 8 = 9

Another fail, so Dex damage: 1d3 ⇒ 1

She shakes her head at the shapechanger's remarks, then nods. "You are correct. My limbs do not respond as they should."

I have no way to stop the poison. Does anyone have anything prepared or perhaps have a wand of neutralize poison? If not, I will get these out of the way.

Fort DC 22, 4 of 6: 1d20 + 8 ⇒ (3) + 8 = 11
Fort DC 22, 5 of 6: 1d20 + 8 ⇒ (2) + 8 = 10
Fort DC 22, 6 of 6: 1d20 + 8 ⇒ (14) + 8 = 22 At least I got one.

Dex damage #4: 1d3 ⇒ 3
Dex damage #5: 1d3 ⇒ 2


Assuming Sef's DEX isn't zero, she can drag herself out of there.

Tikrok finds a winding tunnel leading off into darkness.

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