Barebones Rise of the Runelords (Inactive)

Game Master mikeawmids

The classic Pathfinder AP run using DWD Studios' cool Barebones Fantasy RPG system.


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Male/Elf/Spellcaster Lvl 3; Spellcaster 90/Warrior (m) 41/Warrior (r) 32; Move 9 BP 31; Ringmail (DR4); Longsword (2D+1); Longbow (2D+3); Initiative 2
mikeawmids wrote:
As we haven't had a response from Natalie (since Sunday - hopefully her player is ok!), I will post on the character's behalf to keep the combat moving.

i hope "the gnat" is back soon. We need her magic crossbow of death. ;-)


I'm increasingly worried about what else she's going to add to that mechanical gnome... :s


mikeawmids wrote:
I'm increasingly worried about what else she's going to add to that mechanical gnome... :s

LOL!!!


Ah, I forgot that Quiddling's player posted in the discussion thread that he would be away this week. Will post his action also, so that the Sinspawn and Thorgrund can act. Natalie still has not taken her action in round two.

Quiddling is pressed backwards towards the edge of the platform as the frenzied creature lashes out at him with its wicked claws! When an opportunity presents itself, the halfling minstrel grits his teeth and jabs his rapier at the creature's torso.

Warrior [Melee] roll (28%}: 1d100 ⇒ 16 > success

The sinspawn tries to twist out of the blade's path...

Dex roll (50%): 1d100 ⇒ 29 > sucess

... and immediately follows up by trying to bite the bold little bard!

Sinspawn 1 attack/bite (50%): 1d100 + 20 ⇒ (20) + 20 = 40 > success

I'm going to assume Quiddling would try to prevent this from happening, so...
Dex roll to dodge (66%}: 1d100 + 20 ⇒ (17) + 20 = 37 > sucess

Meanwhile, another two of the horrible creatures charge out of the door at the other end of the platform and race towards you (specifically, towards Thorgrund), screaming in incoherent rage!


Thorgrund stands his ground, bracing himself for the inevitablec clash. He smiles broadly, shouting "Come on, ya ugly bastids!"

As soon as the first sinspawn comes into range, he takes a swing with his axe.

Battleaxe (75): 1d100 ⇒ 3
damage (2d+5): 2d10 + 5 ⇒ (3, 4) + 5 = 12

[ooc]reserve 2nd action depending on result[/ooc
]


The new arrivals haven't done anything yet, so they get their full DEX (50%) to dodge.
1d100 ⇒ 75
12 damage is enough to drop another one.

Your axe drinks deep of Sinspawn blood and another of the horrific humanoids falls before the might of your muscular arm!

Will wait for Thorgrund's second action [?] and hopefully a post from Natalie before posting Initiative for Round 3.


As his axe slices through the hapless creature, Thorgrund brings his axe around again to swing at the 2nd charging beast.

Battleaxe (75 - 20): 1d100 + 20 ⇒ (65) + 20 = 85
damage (2d + 5): 2d10 + 5 ⇒ (6, 4) + 5 = 15


Male/Elf/Spellcaster Lvl 3; Spellcaster 90/Warrior (m) 41/Warrior (r) 32; Move 9 BP 31; Ringmail (DR4); Longsword (2D+1); Longbow (2D+3); Initiative 2

Can I suggest that the DM go ahead and play turn 2 for Gnat? Hopefully she will have better luck freeing the 'mighty' elf :-)


Sinspawn 2 tries to dodge [50%]: 1d100 ⇒ 1 > success, no damage

With a snort of disgust, Natalie discards her sword (which is now so coated in cobwebs, it looks like a stick of white candyfloss) and continues trying to clear the spider silk from Serax's face with her bare hands [58%]: 1d100 ⇒ 70 > failure :(

Round Three Initiative...
SERAX: still trapped, I'm afraid :(
NATALIE: 1d10 ⇒ 10 or1d10 ⇒ 8
THORGRUND: 1d10 ⇒ 4
QUIDDLING: 1d10 ⇒ 10 or1d10 ⇒ 5
TWO SINSPAWN: 1d10 ⇒ 8
NATALIE/QUIDDLING > SINSPAWN > THORGRUND

Natalie will continue trying to release Serax... [58%]: 1d100 ⇒ 86, and again 1d100 + 20 ⇒ (48) + 20 = 68, and again 1d100 + 40 ⇒ (52) + 40 = 92. I'm sorry, I tried my best. Only 3 more rounds and the spell expires anyway. :p

Of the two remaining Sinspawn, one will try to bite Quiddling (after his player has acted) and the other leaps at Thorgrund, trying to knock the fearsome dwarf over the edge of the balcony....

Sinspawn attack/barge [60%]: 1d100 ⇒ 36 > success, please make a Strength roll to avoid being knocked through the rotten wooden railings and falling 10 feet for 1d10 - 5 ⇒ (8) - 5 = 3 damage.


Bracing himself for the charge, Thorgrund steels his nerves and his muscles.

STR (70): 1d100 ⇒ 86

Unfortunately, the creatures bulk was more than even the mighty dwarf can handle, and they pitch over the side.

taking 3 damage - armor no help I assume

Thorgrund absorbs the impact and tries to slam a mighty fist into the creatures slavering jaws.

Unarmed attack (75 - 20): 1d100 + 20 ⇒ (91) + 20 = 111
damage (1d10/2): 1d10 ⇒ 2


Quiddling continues to fend off the second Sinspawn with his slender blade...

Warrior [Melee] roll [28%]: 1d100 ⇒ 11 > CRITICAL SUCCESS (double damage, no dodge)!
Damage: 2d10 + 6 ⇒ (2, 4) + 6 = 12

More by sheer, unpredictable luck than any sort of judgement or proficiency, the halfling bard drives his rapier into the creature's oozing, bloodshot eye and out the back of its misshapen skull!

Only one enemy left, and both it and Thorgrund are on the floor of the prison, ten feet below the raised walkway that the rest of you are on.

Initiative Round 4...
SERAX: ensnared, sorry :(
NATALIE: 1d10 ⇒ 7 or 1d10 ⇒ 3
THORGRUND: 1d10 ⇒ 1
QUIDDLING: 1d10 ⇒ 8 or 1d10 ⇒ 8
LAST SINSPAWN: 1d10 ⇒ 8
QUIDDLING > SINSPAWN > NATALIE > THORGRUND

Of the dwarf and the creature that fell with him (it took 8 damage in the fall, as it doesn't have a magic ring to soften its impact), the Sinspawn is the first to recover its wits and renew hostilities against the other.
Final Sinspawn Attack/Bite [50%]: 1d100 ⇒ 94 > failure
Rather than sinking its teeth into your succulent flesh, it just sort of licks you with its long, rough tongue. It feels as though it is trying to shave of your beard with a strip of moist sandpaper. :s

Natalie continues trying to free Serax...
Strength attempt 1 [58%]: 1d100 ⇒ 8 > success! You are free Serax, you may act as though you rolled a 1 on initiative (ie: paddy last).


Thorgrund rolls away from the creature to his feet, chopping down with his axe.

GM - do I need to roll anything to get out of the tangle with the sinspawn? I'll take penalty for 2nd action with attack.

Battleaxe (75-20): 1d100 + 20 ⇒ (65) + 20 = 85
damage (2d+5): 2d10 + 5 ⇒ (1, 10) + 5 = 16


Sorry everyone, I have been in the middle of moving and just got the Internet set up at my new place

Natalie quickly scrambles grabbing her web-launcher arm made earlier and fires it at the Sinspawn to entangle the beast.
Artificer: 1d100 ⇒ 59 entangling the monster for 2d10 ⇒ (1, 1) = 2 rounds.


Welcome back Natalie! :D

No MAP penalty for Thorgrund, so that roll of 65 is a hit.

Now that the final Sinspawn is ensnared in the synthetic webbing fired from Natalie's device, it is powerless to ward off the downward stroke of Thorgrund's axe, which ends its miserable existence.

Combat End = VICTORY! :D
I am disappointed the Sinspawn did not get to use thier special attack, but I needed to hit with a bite attack. :(

The lower level of the prison is lined with cells, few of which are still sealed after what must have been thousands of years of disuse. The only evidence of occupancy are the small piles of chalky bonedust that lie undisturbed across the grimy flagstones. A set of ricketty wooden steps leads up to the walkway ten feet above the ground, this raised platform leads around to the room's only obvious exit in the eastern wall, the same door through which the Sinspawn reinforcements arrived but a few moments earlier.


Male/Elf/Spellcaster Lvl 3; Spellcaster 90/Warrior (m) 41/Warrior (r) 32; Move 9 BP 31; Ringmail (DR4); Longsword (2D+1); Longbow (2D+3); Initiative 2

argggghhh...posting deleted itself before I hit submit. You'll just have to take my word that there was clever scathing comments directed towards Quiddling.

Serax will wrack his memory to see if he can recognize the monsters. Logic Check (79): 1d100 ⇒ 93 His teachers at the academy never discussed this nasty things with him. That may have been in the advanced monster class.

Serax will then makes his way down to the lower level joining Thorgrund. He suggests that the dwarf take a minute or two to bandage his wounds (to regain up to 5 hp)


Serax the Acolyte wrote:


Serax will then makes his way down to the lower level joining Thorgrund. He suggests that the dwarf take a minute or two to bandage his wounds (to regain up to 5 hp)

"Thanks, lad, but its just a scratch..." Thorgrund says, but he still breaks out some supplies.

Heals the 3BP's lost in the fall


When you do forge onward...

Beyond the prison is an adjacent chamber. This room contains several ancient relics of what appear to be torture implements, although their function and style seem strange and archaic. In one corner sits a spherical cage with spikes protruding inward from its iron bars. In another stands what appears to be a star-shaped wooden frame, its surface studded with hooks. And in the center of the room is a long table covered with leather straps and a number of cranks that seem designed to rotate and swivel.

On the opposite wall, a door stands ajar, a flight of stone steps leads deeper into the bowels of the earth.... was that a low moan that you just heard from somewhere up ahead?


Male/Elf/Spellcaster Lvl 3; Spellcaster 90/Warrior (m) 41/Warrior (r) 32; Move 9 BP 31; Ringmail (DR4); Longsword (2D+1); Longbow (2D+3); Initiative 2

Search chamber Logic (79): 1d100 ⇒ 92

Also use Low Wizadry to detect magic in the chamber.

"That sounds like a low moan from somewhere ahead." A sly smile spreads across Serax's face. "Quiddling, here's your chance to shine as part of the SoS. Be a good lad and scout a bit ahead."


Serax wrote:
Search chamber Logic (79): 1d100 ⇒ 92

Other than a few rusty implements of torture, you find nothing of consequence. You are convinced that the room contains nothing of value.

Serax wrote:
Also use Low Wizadry to detect magic in the chamber.

Nor do you detect anything of arcane significance. It is, all things considered, a rather dull and unnecessary room.


Male/Elf/Spellcaster Lvl 3; Spellcaster 90/Warrior (m) 41/Warrior (r) 32; Move 9 BP 31; Ringmail (DR4); Longsword (2D+1); Longbow (2D+3); Initiative 2

Seeing no one supporting his idea of sending Quiddling as a sacrifice, strike that, as a scout Serax ventures forward towards the sound of moaning.


As you descend the steep and narrow stair, the temperature becomes increasingly cooler, until your own breath frosts the air before your eyes. The ceiling of this strangely cold chamber arches to a vaulted height of twenty feet. The floor contains eleven wooden lids strewn haphazardly over eleven five-foot-wide pits in the ground. From the darkness within these pits echo up strange shuffling sounds and, every so often, a low moan....

Can anyone entering the room please make a LOGIC roll, please.


LOG (57): 1d100 ⇒ 38

Thorgrund slowly descends, cautious, but still very much at home.


Male/Elf/Spellcaster Lvl 3; Spellcaster 90/Warrior (m) 41/Warrior (r) 32; Move 9 BP 31; Ringmail (DR4); Longsword (2D+1); Longbow (2D+3); Initiative 2

"I have a bad feeling about this."

Logic (79): 1d100 ⇒ 33...woo-hoo...critical success


Logic rolls for two absent players...
NATALIE [71%]: 1d100 ⇒ 22 > CRITICAL SUCCESS :D
QUIDDLING [59%]: 1d100 ⇒ 96 > standard failure :(

Entering via a second door in the southern wall, a strange, twisted creature lumbers into the room to check on the 'prisoners' in the pits. The newcomer looks as though it might once have been a goblin, but it is much larger and densely muscled than the other melon-headed little monsters that you have previously encountered. It also has three arms, the third of which is growing out of the side of its head. This extra limb is clutching a squirming rodent that the creature is taking delight in eating alive. It is carrying a sword, an axe and has a dagger tucked into the waistline of its ragged pants.

Serax/Natalie: Having rolled so well on your check to notice the creature, I will rule that you both rolled a 10 on initiative and will automatically act before the monster spots you. Thorgrund & Quiddling are subject to the whims of the dice (generator).

SERAX: 10
NATALIE: 10
THORGRUND: 1d10 ⇒ 1
QUIDDLING: 1d10 ⇒ 7 or 1d10 ⇒ 7
TWISTED GOBLIN: 1d10 ⇒ 10 or 1d10 ⇒ 4
SERAX/NATALIE > TWISTED GOBLIN > QUIDDLING > THORGRUND


mikeawmids wrote:


SERAX/NATALIE > TWISTED GOBLIN > QUIDDLING > THORGRUND

...typical...:p


Male/Elf/Spellcaster Lvl 3; Spellcaster 90/Warrior (m) 41/Warrior (r) 32; Move 9 BP 31; Ringmail (DR4); Longsword (2D+1); Longbow (2D+3); Initiative 2

"I told you I had a bad feeling about this."

Serax gathers his will and manifests bolts of pure energy which fly with tremendous speed towards the goblin.

Cast Offensive Strike 1
Spellcraft (80): 1d100 ⇒ 6
Damage 2d+1d: 2d10 + 1d10 ⇒ (5, 2) + (10) = 17

Cast Offensive Strike 2
Spellcraft (80): 1d100 + 20 ⇒ (43) + 20 = 63
Damage 2d+1d: 2d10 + 1d10 ⇒ (5, 3) + (9) = 17

"Die mutant, die!"


@ Thorgrund: Well, dwarves are supposed to be slow. It's those, short, stumpy legs. :p

@ Serax: Aggh, I haven't even statted this thing up yet and I suspect you've just killed it. >:(

The twisted goblin still gets to dodge, but is disadvantaged due to surprise/ranged attack...
Dodge OF 1 (60/2=30%): 1d100 ⇒ 35
Dodge OF 2 (30%): 1d100 + 20 ⇒ (87) + 20 = 107 meh, f***ing Offensive Strike (grumble)

Your first attack blasts a hole in the center of the creature's bloated/malformed torso, decorating the wall behind it with icky, black goblin intestines. It does look quite festive, in a gruesome sort of way. The second bolt hits it in the face and the monster goes down with a surprised shriek.

"Korvus no get to finish tasty rat...!" the mutated wretch wails as it watches its prey scamper off, "Korvus die hungry, so sad.... urghk!"

If anyone checks the Pits...:
Each of the pits is about 10 feet deep and contains a single miserable zombie, who stares up at you sadly and tries unsuccessfully to claw its way up to feast on your delicious brain.

If you forge on through the door Korvus entered from....:
The tunnel widens here into what appears to have once been a small shrine, for to the northeast steps lead up to a platform of gray stone. Sitting atop the platform is an ancient altar, little more than a jagged block of black marble with a shallow concavity on top of it. This basin is filled with what appears to be filthy water. The passage continues on ahead and you can hear the sound of voices raised in argument....


Male/Elf/Spellcaster Lvl 3; Spellcaster 90/Warrior (m) 41/Warrior (r) 32; Move 9 BP 31; Ringmail (DR4); Longsword (2D+1); Longbow (2D+3); Initiative 2

"Zombies!?! Why did it have to be brain eating zombies?"

Serax will move past the zombie holes and cautiously move into the next room. Assume no big nasty jumps out and attacks, he will look around to see if anything interesting can be found in the room.

Logic Check (79): 1d100 ⇒ 40

Cast Low Wizadry Detect Magic.


Activating your Wizard Eye, you immediately notice that the dirty water in the stone basin is radiating a powerful magical aura. Short of actually drinking some of it, you can only speculate as to its potent, magical properties.


Male/Elf/Spellcaster Lvl 3; Spellcaster 90/Warrior (m) 41/Warrior (r) 32; Move 9 BP 31; Ringmail (DR4); Longsword (2D+1); Longbow (2D+3); Initiative 2

"The dirty water in the basin is magical...very magical. Is anyone interested in trying it? I'm sure that it is just a coincidence that a mutated goblin just came out of this room. I would do it, but, I uh, don't want to."


Beyond the room with the altar, the passage open up into a huge, cavernous space that looks like nothing more than an immense underground cathedral. Stone doors stand to either side of the main entrance, but beyond this, the walls are carved with strange, spiky runes. In the center of the room is a large pool, a ring of polished human skulls balanced on stone spikes arranged in a circle around the deeper midsection. At the far end of the room, a pair of stone stairways leads up to a pulpit on which sits a second pool, this one triangular and filled with churning, bubbling water that looks almost like translucent lava. Yet while wisps of what look like heat and steam rise from the strange orange liquid, the room itself is deathly cold.
The room is occupied by a strange assortment of characters. Tsuto is being grappled by two of the hideous monsters that you fought in the prison, his two goblin allies lie slain on the ground. As you watch, a third Sinspawned creature rolls the first of these bodies into the larger of the two pools. A few moments later, the second pool up on the raised dais begins to bubble alarmingly. Suddenly, a fourth monster emerges from the churning liquid, fully grown and just as ugly as all the others that you've encountered so far.
This process is supervised by a small, winged creature with tiny devil horns and elongated, claw-like fingers.

"You won't get away with this, Erylium!" Tsuto addresses the quasit, the fury in his tone almost - but not completely - disguising the traces of fear, "When Nualia learns of this betrayal, she will have your head!"

"Hahahaha! You really believe so?" the winged creature mocks, "It was on Nualia's instruction that I captured you, fool! Did you think that we went to all this effort to rescue your sorry carcass? We only sprung you from the human's prison to ensure that you could not reveal what you know of the Mistress' plans!"

"What?! No! Nualia and I... we...!" Tsuto seems lost for words.

"You proved a useful tool, but now you have outlived your usefulness." the creature called Erylium interrupts his stunned stammering, "Well, not quite. There is still one thing you can do to aid our cause. Once your blood stains the sacrificial pool, your wrathful spirit will create another sinspawned soldier for Nualia's army!"


Army?...This don't sound good... thinks Thorgrund. He tightens the grip on his axe, and looks at Serax.

"Well, lad..." he whispers to the elf. "D'ya think we should invite ourselves in?"


Assuming that you do charge in, here is the initiative order. If you don't immediately attack, we'll go into rounds when the hostiles become aware of your presence.
SERAX: 1d10 ⇒ 1 or1d10 ⇒ 6
NATALIE: 1d10 ⇒ 9 or 1d10 ⇒ 1
THORGRUND: 1d10 ⇒ 10
QUIDDLING: 1d10 ⇒ 10 or 1d10 ⇒ 9
ERYLIUM: 1d10 ⇒ 10 or 1d10 ⇒ 8
FOUR SINSPAWN: 1d10 ⇒ 8
QUIDDLING > ERYLUM > THORGRUND > NATALIE > SINSPAWN > SERAX
Thorgrund is not going last! It's a Christmas miracle! :D


Male/Elf/Spellcaster Lvl 3; Spellcaster 90/Warrior (m) 41/Warrior (r) 32; Move 9 BP 31; Ringmail (DR4); Longsword (2D+1); Longbow (2D+3); Initiative 2

I prefer Festivus Miracle ;-)

"Quiddling, here's a chance to redeem yourself. Web the enemy for a change.

Since I'm going last, I will wait to see what happens with the others before posting my turn. May finally be able to unleash the 'Fireflies of Death' attack.


I will post for Quiddling, since we are not expecting his player to be back until 30/07/2013.

"I'll give it a go..." the halfling replies, stepping hesitantly into the underground cathedral and drawing power to himself, as he did previously in the prison. He attempts to cast Entangle on the two Sinspawn closest to the entrance.

Bard skill [58%]: 1d100 ⇒ 32 > success!
Sinspawn 1 attempts to evade [50%]: 1d100 + 10 ⇒ (79) + 10 = 89
Sinspawn 2 attempts to evade [50%]: 1d100 + 10 ⇒ (63) + 10 = 73
Both Sinspawn fail and are totally entangled for 1d10 ⇒ 10 combat rounds.

---

1d100 ⇒ 21

Realising that her lair is under attack, Erylium rasps out a spell and vanishes from sight! Please make a Logic roll with a +30% penalty to keep track of the now invisible quasit.

Flitting through the air on her tiny wings, Erylium moves into a better position and spits and belches a was of foul phlegm into Quiddling's face!

1d100 + 20 ⇒ (40) + 20 = 60

Will roll for Quiddling again...
Logic to keep track of Erylium [59%]: 1d100 + 50 ⇒ (30) + 50 = 80 > failure, so Quiddling is at a disadvantage to dodge her attack....
Dex to dodge hideous spittle [66%]: 1d100 + 40 ⇒ (75) + 40 = 115 > failure, so Quiddling takes 3d10 ⇒ (7, 3, 2) = 12 damage, bypassing DR and must make a STR roll or be nauseated...
Str to resist nausea [55%]: 1d100 + 60 ⇒ (8) + 60 = 68 > failure, Quiddling is at +10% penalty to ALL action until end of combat.

Quiddlings BP: 28 > > > 16.


Male/Elf/Spellcaster Lvl 3; Spellcaster 90/Warrior (m) 41/Warrior (r) 32; Move 9 BP 31; Ringmail (DR4); Longsword (2D+1); Longbow (2D+3); Initiative 2

Once it is Serax's turn...

Yells to the rest of the SoS"Take care of the Sinspawn...this other thing is mine"

Logic Check (79): 1d100 + 30 ⇒ (14) + 30 = 44 Critical Success!!

Serax looks directly at the invisible beast. "You're little trick may have worked on the halfling but now you face a real magic user!"

Serax summons his power from deep within and hurls 2 bolts of pure energy at the winged devil.

Cast Offensive Strike 1
Spellcraft (80): 1d100 ⇒ 16
Damage: 2d10 + 1d10 ⇒ (2, 6) + (10) = 18

Cast Offensive Strike 2
Spellcraft (80): 1d100 + 20 ⇒ (52) + 20 = 72
Damage: 2d10 + 1d10 ⇒ (9, 6) + (5) = 20


Thorgrund advances into the room, carefully avoiding the two entangled sinspawn.

He strikes at sinspawn #3...

Battleaxe (75): 1d100 ⇒ 84
Damage (2d+5): 2d10 + 5 ⇒ (10, 3) + 5 = 18

Missing his first strike, Thorgrund quickly resorts to an old trick his father taught him many years ago, consisting of a rapid grip change and a shift of body weight.

Battleaxe (75+20): 1d100 + 20 ⇒ (16) + 20 = 36
Damage (2d+5): 2d10 + 5 ⇒ (7, 10) + 5 = 22


You father's savage tactics are as effective now as they were when he was a young dwarf himself, your axe sinks deep into the monster's flank and it falls, clawing ineffectually at your armour as its strength deserts it.

The other Sinspawn launches itself towards the fearsome dwarven warrior, voicing a piercing shriek of wrathful fury!

Sinspawn 4 Warrior/Melee [60%]: 1d100 ⇒ 18
... assuming that you don't dodge...
Damage (minus DR]: 1d10 - 10 ⇒ (4) - 10 = -6

---

Serax! Thorgrund! Keep them busy!" Natalie cries, standing on tippy toe as she tries to help Quiddling clear Erylium's hideous spittle from his face.

You two seem to have the situation under control! :D

---

Erylium is going to try and avoid the first attack, the second missed - Erylium is small and this imparts a +10% penalty to hit (which I should have mentioned earlier).

Erylium Dex to avoid OF [80%]: 1d100 + 40 ⇒ (59) + 40 = 99 > CRITICAL FAILURE! (ouch)

Erylium takes 20 damage from your attack, the shock of being spotted and struck so easily causes her to lose the focus required to maintain her invisibility spell and the shaken quasit reappears, hovering in the air over Serax, her expression murderous!


Initiative - Round Two
SERAX: 1d10 ⇒ 4 or 1d10 ⇒ 5
NATALIE: 1d10 ⇒ 8 or 1d10 ⇒ 5
THORGRUND: 1d10 ⇒ 10
QUIDDLING: 1d10 ⇒ 7 or 1d10 ⇒ 3
ERYLIUM: 1d10 ⇒ 2 or 1d10 ⇒ 4
SINSPAWN: 1d10 ⇒ 4
THORGRUND > NATALIE > QUIDDLING > SERAX > ERYLIUM > SINSPAWN


Male/Elf/Spellcaster Lvl 3; Spellcaster 90/Warrior (m) 41/Warrior (r) 32; Move 9 BP 31; Ringmail (DR4); Longsword (2D+1); Longbow (2D+3); Initiative 2

Round 2 action (assuming Erylium is still alive)

"How'd that invisibility work out for you? Ready for some more fun?"

Wanting to end this combat before the devil can attack again, Serax throws 3 bolts of energy at the flying devil.

Spellcraft (80): 1d100 + 10 ⇒ (76) + 10 = 86 I'm going to use my free 20% role-playing bonus to change my roll from 86 to 66, moving it from a miss to a critical hit :-)
Damage: 2d10 + 1d10 ⇒ (5, 5) + (9) = 19

Spellcraft (80): 1d100 + 30 ⇒ (94) + 30 = 124
Damage: 2d10 + 1d10 ⇒ (5, 2) + (2) = 9

Spellcraft (80): 1d100 + 50 ⇒ (89) + 50 = 139
Damage: 2d10 + 1d10 ⇒ (5, 9) + (1) = 15


Absorbing the blow from the remaining sinspawn, Thorgrund gives a mighty roar and swings at the creatures head...

Battleaxe (75): 1d100 ⇒ 78
Damage (2d+5): 2d10 + 5 ⇒ (7, 5) + 5 = 17

...but the creature is too swift. Thorgrund twirls the mighty axe above his head to bring in crashing down on the sinspawn.

Battleaxe (75): 1d100 + 20 ⇒ (4) + 20 = 24
Damage (2d+5): 2d10 + 5 ⇒ (4, 7) + 5 = 16


Natalie aims her crossbow at the newly visible devil and fires:
Attack (36): 1d100 ⇒ 85
Damage: 2d10 ⇒ (8, 8) = 16
Attack (36): 1d100 + 20 ⇒ (100) + 20 = 120
Damage: 2d10 ⇒ (5, 5) = 10
Attack (36): 1d100 + 40 ⇒ (42) + 40 = 82
Damage: 2d10 ⇒ (3, 5) = 8

However the panic of the monster appearing lead to all of her bolts flying wide.


The Sinspawn will try and dodge your axe [50%]: 1d100 ⇒ 77 > CRITICAL FAILURE!

Thorgrund slays the second creature, leaving just the two struggling creatures still entangled within Quiddling's magical cobwebs.

--

Erylium cannot dodge a CRITICAL HIT, so she takes another 19 damage.

"Nooooooooooo -" - CRUNCH!

The quasit is knocked out of the air as the first crackling bolt of energy hits her. She spins out of control, collides with a stone pillar and crashes to the ground, smoking like burnt toast. Evidently she was not ready for any more fun.

Seeing that his captors have been incapacitated by your timely intervention, Tsuto staggers to his feet and eyes you all warily, his gaze flicking from you to the dead quasit then to a discarded dogslicer lying beside one of the slain goblins.

"Wait!" he urges you, "Maybe we can make a deal! I can lead you to Nualia! I though she loved me, but she double-crossed me! She's well protected - but I can help you get to her!"


mikeawmids wrote:

The Sinspawn will try and dodge your axe [50%]: 1d100 > CRITICAL FAILURE!

"Wait!" he urges you, "Maybe we can make a deal! I can lead you to Nualia! I though she loved me, but she double-crossed me! She's well protected - but I can help you get to her!"

Thorgrund advances menacingly towards Tsuto, stopping a few feet away from him. He holds the battleaxe in a way that Tsuto can't help but see the sinspawn blood dripping from the blade.

"Keep talking, lad! Then we'll see if you live..."


"Thistletop!" Tsuto elaborates, the words spilling out of his mouth, "She's at Thistletop, the goblins have built a ramshackle fort out on some island to the north, beyond the Nettlewood! The five tribes are massing there, preparing for an assault on Sandpoint that will dwarf the force that you fought off during the Swallowtail festival! Unless you stop Nualia and her goblin allies, your beloved town will be drowned beneath a murderous green tide!"

"I can get you inside the fortress! I've been there, I can take you straight to where Nualia will be, bypassing all of the goblin traps and patrols! But you have to promise to let me go once that treacherous woman is dead!"


Male/Elf/Spellcaster Lvl 3; Spellcaster 90/Warrior (m) 41/Warrior (r) 32; Move 9 BP 31; Ringmail (DR4); Longsword (2D+1); Longbow (2D+3); Initiative 2

"Thorgrund, I will leave this weasels fate to you. I better see if I can help Quiddling."

Cast Heal (2D)

Spellcraft (80): 1d100 ⇒ 70
Healing: 2d10 ⇒ (3, 9) = 12

"There you go Quiddling, good as new.


Even healed from the physical harm of the quaist’s foul attack, Quiddling still has to work hard at keeping his lunch down. ”What was that?!” he complains and tries to wipe the goo of his face. Once the halfling has somewhat recovered he joins the conversation by whispering to his allies. ”We can’t let him go, can we? He’s killed alot of people, he must be held accountable.”


Quiddling Cane wrote:
Even healed from the physical harm of the quaist’s foul attack, Quiddling still has to work hard at keeping his lunch down. ”What was that?!” he complains and tries to wipe the goo of his face. Once the halfling has somewhat recovered he joins the conversation by whispering to his allies. ”We can’t let him go, can we? He’s killed alot of people, he must be held accountable.”

"No, we can't, lad...I think we'll let the sheriff decide his fate" says Thorgrund.


Did you want to do anything further before returning to the surface with Tsuto your prisoner?


"Sounds good. Perhaps the sheriff can strike some kind of deal with him to get his cooperation", Quiddling says cheerily then tiptoes up to the unmoving form of the quasit. First he prods Erylium a few times with his rapier to try and get a reaction. Confident that the creature is either dead or unconscious he begins to rifle through its belongings.

Search Erylium then bring back Tsuto to the sheriff (has he left for Magnimar yet, by the way?). After that Quiddling would like to explore the rest of the complex.

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