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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Searching the quasit's broken body, you find a small sculpture - barely larger than your thumb. It is crafted from an unfamiliar stone and is strangely abrasive to the touch. The miniature statuette depicts a dog-like creature with three tiny red gemstone eyes. There is a general sensation of unwholesomeness emanating from the thing.

Please make a Smarts roll with a +20% penalty is foyu would like to try and identify what the statue depicts.

lol - the Sheriff should have left for Magnimar before the sinkholes opened, that was a slip up on my part, oops.

Returning to the surface, the crowd cheers uproariously as you return Tsuto to the custody of his gaolers. As the Sandpoint Garrison is still teetering precariously on the lip of a deep sinkhole in the middle of the town square, the militia will be detaining their prisoner in the basement of the town hall, until such a time as Sheriff Hemlock decides what is to be done with him. Several of the Sheriff's men are busy erecting barriers around the edges of the pit, to stop any of the curious onlookers drawing too close.

"This event only makes it more important that I set of for Magnimar as soon as possible!" the Sheriff announces, once all of the Saviours of Sandpoint are assembled in front of him, "Tsuto Kaijitsu has proven himself a dangerous man and has already escaped custody once, we cannot risk him doing so a second time. Two of my men and I will escort the prisoner to Magnimar immediately, they have a secure prison within the city where he will be detained until his trial. In light of recent events, I do not think that asking you to remain in Sandpoint is the most productive use of your skills. These attacks are growing more determined and I cannot help but feel some unseen hand moves against us. Perhaps your time would be better sent tracking down the mastermind behind these goblin raids."

Also, everyone gets DP! Hurrah! Will repost checklist here for ease of reference....
Did you survive? Yes = 1DP.
Did you make an Ability roll (success/failure)? Yes = 1DP.
Did you make a Class/Skill roll (success/failure)? Yes = 1DP.
Can you state one previously unknown thing about the world/setting/characters that you did not know before? Yes = 1 DP.
+1 DP for each of your descriptors that you demonstrated/role-played during the game.
Did you resolve a non-combat encounter in an innovative fashion (like how Serax & Natalie put out the fires)? Yes = 1 DP.
Did you do something that witnesses will still be talking about years from now (such as saving the town)? Yes = 1 DP.
Did you resolve a personal mission/conflict? Yes = 1 DP.
Did you character engage in combat and emerge victorious? Yes = 1 DP.
Did you resolve a major plot arc? Yes = 1 DP.

You can use DP to...
Buy Class Levels: Buying a new class ability at level 1 costs 3DP, increasing a class from level 1 > 2 costs 6DP. 2 > 3 = 9DP. 3 > 4 = 12DP. 4 > 5 = 15DP. 5 > 6 = 18DP. You have to buy each rank before you can buy the next one up.
Buy Ability Points: Spend DP to increase your 4 core abilities on a one-for one basis. For example, spending 5DP increases a Strength aility from 50% > 55%. Modify your secondary stats (BP/Initiative) to reflect any changes.
Learn a new Language: Spend 1DP to learn a new language, 2DP to master if sufficiently to sound like a native.


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 you save DPs? I count 10 points for Serax this time. I will use nine to level up as Spellcaster and hopefully save 1 point towards level 4.

New Spells are Telekinesis (Halfling tossing time) and Transport (Serax the Flying Elf). I'll update the character sheet on Sunday when I get back.


mikeawmids wrote:

Searching the quasit's broken body, you find a small sculpture - barely larger than your thumb. It is crafted from an unfamiliar stone and is strangely abrasive to the touch. The miniature statuette depicts a dog-like creature with three tiny red gemstone eyes. There is a general sensation of unwholesomeness emanating from the thing.

Please make a Smarts roll with a +20% penalty is foyu would like to try and identify what the statue depicts.

Logic roll (59): 1d100 + 20 ⇒ (2) + 20 = 22 => Crit success! \o/

Quiddling fiddles with the statue with wide eyes for a moment trying to discern its properties. He quickly comes to the conclusion that the thing is not for wholesome use and searches for some cloth to “seal” the item.

The halfling is taken by surprise by the crowds reaction as the group emerges to the surface. ”Oh, is this for us?” he asks not really knowing how to handle the situation. He is relieved has the sheriff approaches to take his mind of the situation. ”Oh, tracking down the master mind behind the attacks? That sounds exciting! But if you don’t mind, I think I saw some more corridors down there. There might be more stuff to explore! I don’t think it will take long. Can we go back there? Please, please, please?”


Quiddling, please read...:
You recognise the statue as a symbol of Lamashtu, Mother-Goddess of Monsters. You have encountered snatches of lore regarding clans of savage, humanoid monsters that revere this evil deity. Clerics of this dark faith tend to be women, horribly scarred by the awful rituals that they must undergo to bring Mother Lamashtu's monstrous heralds into the world.
-
Sheriff Hemlock sends a couple of men with you into the tunnels to flush out any other horrible monsters that might still be lurking in the darkness beneath the town. You don't encounter any more of the sinspawned monsters that served Erylium, but you do find a very peculiar antechamber off the cavernous area in which you caught up with Tsuto.
This strange room consists of a fifteen-foot-diameter sphere. Several objects float in the room, spinning lazily in space — a ragged book, a scroll, a bottle of wine, a dead raven surrounded by a halo of floating and writhing maggots, and a twisted iron wand with a forked tip. Yet perhaps the most unnerving aspect of the room is the walls, for they are plated in sheets of strange red metal that ripple every once in a while with silent black electricity that seems to coalesce into strange runes or even words far too often for the effect to be chance.
The book/scroll are written in an ancient language that you cannot begin to comprehend, although the book contains some failry hideous illustrations of monstrous beings that you would sooner not encounter in the course of your adventures. The iron wand crackles with energy, should you reach out for it.


Quiddling gasps as he realises what the figure is. "Do you know what this is? It's a symbol of Lamashtu! What is it doing here? Did the corridors strike any of you as a temple?" he babbles in scholarly excitement. The poor halfling is torn between going with Sheriff Hemlock to learn more of the possible origins of the catacombs beneath Sandpoint, and what history is buried behind the Lamashtu symbol, and giving in to his adventurous instincts and tracking down the mysterious Nualia. Eventually he sides on the adventure part and immedietly starts to work up a hype.

Down in the caves
Quiddling will try to knock the wand, scroll and the book with a spear borrowed from one of the town guards from the escort.


Knocking the floating items with the guard's spear causes them to spin lazily around the circumference of this strange, spherical chamber.


Sorry, I meant that Quiddling would try to knock the items out of the room with the spear


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

Serax waves gracefully at the gathered crowd as he emerges from the pit but his mind is elsewhere. Seeing the small demon flying has given Serax a flash of insight into the mechanics of magic. He gathers his will and concentrates on the flow of gravity around him. Suddenly the crowd sees the amazing Sorcerer rise from and ground and soar into the air. Serax does a couple of short laps around the square before landing softly where he started.


Quiddling Cane wrote:
Sorry, I meant that Quiddling would try to knock the items out of the room with the spear

Aha! Once you knock the floating objects out of the room, they clatter to the floor at once. The wand continues to crackle as the energy contained within it searches for a release.

@ Serax: The crowd "ooh" and "ahh" appreciatively as you take to the skies. You imagine their response would have been more flattering had you been able to move at more than your standard walking pace. ("At spellcaster level 3 he may levitate at his normal movement rate for 1D hours.")


Quiddling retrieves the wand, scroll and book and studies them with great interest.

Is there a roll to identify magic items?
Logic roll for wand: 1d100 ⇒ 6
Logic roll for scroll: 1d100 ⇒ 13

Or perhaps I need to have mage ranks?


Serax can use Wizard Eye to identify the items / read the scroll without having to make a roll. You, alas, are somewhat flummoxed.


Darn, then I'll settle with flipping through the torn book.


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
Quiddling Cane wrote:
Darn, then I'll settle with flipping through the torn book.

Hopefully Quiddling will bring the items to Serax to ID...wink, wink, nudge, nudge


Flipping through the ancient tome, you get the impression it is an (un)holy text detailing the worship of Lamashtu. If/when you take the scroll/wand to Serax for identification, you learn....

The Scroll:
The parchment is a Scroll of Burning Hands, reading from it causes your own hands to become enveloped in flames, causing fire damage on your unarmed melee attacks for 2d10 ⇒ (4, 1) = 5 rounds.

The Wand:
This item is a Wand of Shocking Grasp, essentially a magical taser. If you hit an opponent with a melee/touch attack (-10 bonus to hit), they must pass a Strength test or be stunned for 1d10 rounds. The wand contains 2d10 ⇒ (7, 7) = 14 charges.


I assumed that Serax, Thorgrund and Natalie went down as well. But otherwise he would of course show the stuff to Serax.

"Look, look! Look what I found down there!" Quiddling exclaims enthusiasticly as he emerges from the dungeon. He waves the wand back and forth. "I don't know what this does, but I think it's magical! And I think this is a scroll!" Drunk on his exploratory achivements he continues to blather about the scroll, book, wand and dungeon as Serax identifies the magical items.

"What should we do with the book and idol? I think father Zantus should be able to take care of it, right? Yes, father Zantus should know what to do. I'm going to take them to father Zantus", he finishes and runs off towards the temple to find Sandpoint's main priest.


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 non magic users use the wand and/or the scroll?


Yes and Yes, although the scroll requires a LOG roll to activate.


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

"Quiddling thank you for bringing me these items to examine. They indeed are both magical."

]Serax explains how the scroll and the wand work

"Both of these items are well below my own abilities but it seems as if you could use both of them," Serax says as he hands the items back to Quiddling.


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

Using Low Wizadry to amplify his voice so that all around may hear Serax bellows "Saviours of Sandpoint, I think it is time indeed that we end this goblin threat. My spells are ready and my confidence high. I say let us go Thistletop and return with Nulia's head."

Okay Mayor, I go to save your town yet again. There better be a reward this time!


The crowd cheers goes wild!!!

"Huzzah for the Saviours of Sandpoint! Huzzah!"

The townsfolk are prepared to equip you with the provisions you will require to reach the Nettlewood. The proprietor of the Goblin Squash Stables is even prepared to loan you several of his most mediocre horses, so that you may travel to the goblin stronghold with style and haste.

Is there anything else you wanted to do before setting off for Thistletop?


Quiddling's eyes widen in amazement as Serax explainsthe scroll and wand. He takes perticular interest in the wand. "Wow, that is really exiting! I bet that this will come in handy", he says and tucks it into his belt.

Not much use for the scroll, but if nobody else wants it he can store it

Quiddling is ready to leave once he has talked to Father Zantus of the Lammashtu symbol and holy text. Going to go over the equipmentlist and see if there is some essential gear we're missing.


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

Serax will accompany the halfling to visit the priest. He occupies his mind with plans for using Telekinesis to throw Quiddling at the goblins. Everyone few minutes you can hear him chuckle to himself and mutter "Halfling tossing...brilliant."


Quiddling is to excited to notice but a distant part of him notices the chill running down his spine.


Quiddling Cane wrote:
Quiddling is ready to leave once he has talked to Father Zantus of the Lammashtu symbol and holy text. Going to go over the equipmentlist and see if there is some essential gear we're missing.

Father Zantus gingerly examines the unholy items that you discovered in the catacombs beneath the town and supresses a shudder of genuine disgust as he flips through the pages of the vile tome.

"Quiddling, these are relics of a monstrous faith," the old priest tells you earnestly, averting his eyes from the unsettling statuette, "I do not know what you intend to do with them, but I would caution you to exhibit discretion. If anyone were to discover these loathsome objects among your possessions, they might leap to the conclusion that you are devout to Lamashtu. A collector would pay a handsome sum for trinkets such as these, but how could you guarantee they would not find their way into the wrong hands? I personally would counsel you to destroy them, but ultimately that decision - and the responsibility that decision bears - belong to you."


Quiddling recoils from the statue with his arms raised in the air. "I'm not going to keep them!" he exclaims. "I took them here because you could probably deal with them!"


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

Serax is startled out of contemplations of halfling battering rams by the priests words and tone of voice. He actually pays attention to what's being said.

"I agree with Quiddling," Serax says with difficulty. "It would be better if we left these things with you instead of carrying them with us into the midst of our enemies," Serax says to the priest.


Fanther Zantus nods solemnly, and agrees to place the two unholy relics in a vault beneath the church until such a time as he learns how to destroy them without drawing the ire of Lamashtu down upon the town.


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

"One more question Father, do you know where we might find the Elf Ranger that keeps an eye on the goblins? We should probably talk to her before going to Thistletop."


Quiddling relaxes and is seemingly very pleased as father Zantus agrees to keep the items. "See, I knew this was a good idea. Everything is going to be all right!"


Another elf? thinks Thorgrund to himself. Oh, well...Serax ain't too bad. Kinda useful, really...

"Well...let's find 'er quick like...my axe is gettin' thirsty again" Thorgrund says, winking at Serax.


Serax the Acolyte wrote:
"One more question Father, do you know where we might find the Elf Ranger that keeps an eye on the goblins? We should probably talk to her before going to Thistletop."

"You refer to Shalelu Andosana? Hmmm...." Father Zantus scratches his bearded cheek thoughtfully, "I do not know where you will find her. She returns to town now and then to resupply and report to the Sheriff, but when you can next expect her I cannot say. If what you have heard is true and the goblins are massing at Thistletop, I would expect she would be there also, keeping an eye on things. If you were to find some way to signal her, perhaps she would come to you."


Thorgrund looks at Serax. "Well, the halfling does make quite a racket. Maybe she'll find us a lot quicker than we'd find her..."

He turns to Quiddling, straight-faced, but suddenly bursts into snorting fits of laughter.

"I'm sorry, lad...couldn't help meself..."


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

"Thank you Father."

Turning to his companions, "we should get going. We have some goblins to kill, some plots to foil," and some halflings to toss.


Thistletop is located on the Varisian coast — approaching the goblin lair by land is a little difficult since the tangles of Nettlewood are in the way. The townsfolk urge you to follow the Lost Coast Road east, until you reach the bank of the Thistle River, a journey of approximately six miles (2 hours afoot).

Your journey is uneventful and you soon find yourself deep in the Nettlewood. Please everyone make a Scout roll with a +10 penalty to reflect the dense, thorny foliage.

The briars and thistles that grow so rampantly in Nettlewood grow even more dense and tangled here, close to the shore. Although not quite dense enough to block the sound of waves crashing on the unseen shores to the west, the undergrowth is certainly thick enough to block sight and access to the coast. Few trees grow this close to the edge of the sea, but the briars themselves often reach heights to rival them; here, the patch is nearly twenty feet high.


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

Scout (22): 1d100 + 10 ⇒ (33) + 10 = 43

Serax attempts to scout the area around the party but is unable to find anything.


Thorgrund Bronnsson wrote:

Thorgrund looks at Serax. "Well, the halfling does make quite a racket. Maybe she'll find us a lot quicker than we'd find her..."

He turns to Quiddling, straight-faced, but suddenly bursts into snorting fits of laughter.

"I'm sorry, lad...couldn't help meself..."

Quiddling smiles a nervous "I don't get it" type of smiles. "Ha-ha?", he says and gives a thumbs up.

In the Nettlewood
Scout roll (30): 1d100 + 10 ⇒ (100) + 10 = 110, that's a success right?

Accustomed to long treks Quiddling keeps a good pace and high spirits thoughout the journey to Nettlewood.


Yep, that's a success by my reckoning! :D

As your elven travelling companion stumbles ineffectually through the thorny undergrowth, something catches Quiddling's attention. A trail of small, goblin-sized footprints lead towards a particularly dense patch of brambles - then seemingly disappears into them! Investigating this curious phenomenon, you discover a cleverly constructed rigid mat of thistles and nettles that can be (carefully!) lifted aside to reveal the entrance to a tunnel through the thick foliage. A four-foot high tunnel winds through the dense briars and nettles. The floor is hard-packed earth, with patches of wiry plants growing stubbornly here and there. The goblin tracks continue along this hidden tunnel.


Quiddling starts to wave enthusiasticly and point to the passage. He doesn't want to yell and attract attention as he doesn't know if there are any goblins nearby.

"Look what I found", he whispers and presents the opening as the others gather close. "See here, there's goblin tracks. I think this is some kind of entrance." Excited over his find he clears the entrance and carefully crawls inside.

Four foot, Quiddling can stand up!


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

"Good job Quiddling!" Oh my, did I really just say that?

"Alright, we probably should see where the tunnel goes...Thorgrund could you lead the way?"


"Thank you!" Quiddling says with a wide smile, for a moment forgetting to keep his voice to a whisper. He catches himself shortly thereafter. "I can scout ahead if you want. I'm good at hiding", he whispers.


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

Another good idea Quiddling."

Oh no, I must have been infected with some brain destroying parasite. I just told the halfling that he had a good idea..."


Quiddling nods and heads down the hole, trying his best to make as little noise as possible.

Thief roll (73): 1d100 - 10 ⇒ (33) - 10 = 23 (-10 from Halfling trait)


You creep silently ahead of the group, your diminutive size making it easier to move without constantly catching yourself on the thorny brambles. You soon reach the mouth of one of three thistle tunnels that open into a large cave-like chamber within the dense foliage. Above, the thorny canopy grows thin enough that tiny slivers of the sky above can be seen, while below, the ground consists of trampled dirt. To the west, the distant sound of sloshing waves echoes up from a hole. Around this hole are gathered a horde of goblins, jeering and throwing things at a large, wooden cage suspended precariously over the hole by a length of knotted vine. Trapped inside of this cage are two figures, a human cleric (that's you, Rut'hgar) and a beautiful elven ranger matching the description you were given of Shalelu Andosana, Sandpoint's go-to-gal for all its goblin-related woes. Under other circumstances, enjoying such intimate proximity to the athletically figured elf might be considered enviable, were it not for the bloodthirsty crowd of howling goblins gathered around them in a ragged ring. Several of the wretched creatures struggle against chains restraining several of their scabby goblin dogs from throwing themselves into the pit. One goblin stands out from the mob, it is garbed in a tatty robe and is accompanied by a large cat, which rarely drifts from its place at its master's side.

"Tell us what you is doing, creeping around our lair uninvited?" the goblin druid shrieks, banging the cage with a long stick, causing it to sway alarmingly, "If you do not talk, we will lower you into the... (pause for dramatic effect)... HOWLING HOLE!"

The goblins clap and cheer and stamp their feet in wild exultation!

"Dunk them! Dunk them!! Dunk them!!!"

Grand Lodge

Male Human Cleric - 1

The Cleric seemed to be simply standing at the bars of the rolling cage, completely ignoring the horde of Goblins around him and the threat of the 'Howling Hole'. His weapons and gear were gone, having been left in only his armor, as had Shalelu. When they stopped in front of the pit, he decided to try his hand at a little trickery, to perhaps scare off the Goblins. Or at least make them hesitate.

Standing in the middle of the cage, Rut'hgar seemed to be focusing on something, taking deep breaths with his head slumped down against his chest. His arms suddenly threw themselves outward and radiated a blast of white light from his body, speaking in an other worldly voice, "I am the Avatar for Torag! Free me, or you shall face the earth-trembling wrath of my deity!"

Dice Roll:

(Low Wizardy I'm going to guess for a simple illusion?
1d100 -> (41)
And now I hope they are at least rattled ^^;


Quiddling stifles a yelp and scurries as back to the entrance as quietly as he can. "They got Shalelu and some other fellow. He says he's a avatar of Torag. We need to hurry!", he says as he emerges, then quickly dives back and moves back to the hole.


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

Oh, that fool of a halfling, we should have made a plan before rushing in. Nothing for it now though but to do what I do do so well

Serax follows Quiddling through the tunnel and emerges into the edge of the cavern. Realizing that even he might have trouble with a horde Serax quickly decides to back the play of so called Avatar of Torag...

Serax reaches his will out and finds the spirits of the earth ready and willing to burst forth...Kill the goblin druid my friends

Spellcaster (90): 1d100 ⇒ 57

Serax summons rank 3 elemental shaped as a giant badgers right next to the screaming goblin Druid. Summon Number 1d10/2: 1d10 ⇒ 10 = 5 Will use stats from Rank 3 meat eaters

The summoned badger shaped elementals immediately begin to rip at the Druid with their massive stone teeth.

Five Attacks Total at 75%...each hit is for 8D damage...

Attack: 1d100 ⇒ 5
Damage: 8d10 ⇒ (3, 4, 8, 6, 3, 4, 1, 7) = 36

Attack: 1d100 ⇒ 15
Damage: 8d10 ⇒ (4, 9, 8, 1, 4, 8, 1, 2) = 37

Attack: 1d100 ⇒ 24
Damage: 8d10 ⇒ (7, 7, 9, 3, 2, 3, 9, 9) = 49

Attack: 1d100 ⇒ 47
Damage: 8d10 ⇒ (2, 2, 5, 7, 7, 5, 5, 3) = 36

Attack: 1d100 ⇒ 56
Damage: 8d10 ⇒ (10, 6, 1, 10, 5, 2, 4, 5) = 43

For good measure, Serax uses Telekinesis to throw the Druids cat into the hole.

Spellcraft (90): 1d100 + 20 ⇒ (25) + 20 = 45


"Arrggghhhh!" scream the goblins, as the supersized dire badgers burst forth from the ground, "It's the earth-trembling wrath of his deity! Run away!!!"

Will roll for the goblins/goblin dogs targeted by your summoned creatures. That power seems monstrously overpowered and may need some GM balancing once this combat is over... :s
Goblin 1 DEX [50%]: 1d100 ⇒ 44 > success
Goblin 2 DEX [50%]: 1d100 ⇒ 88 > fail (37 damage > dead)
Goblin 3 DEX [50%]: 1d100 ⇒ 84 > fail (49 damage, even deader)
Goblin 4 DEX [50%]: 1d100 ⇒ 22 > success
Goblin Dog DEX [60%]: 1d100 ⇒ 49 > success

Two of the surprised goblins are gored/trampled by the badger-esque guardians conjured by Serax's magic. The other three manage to dive out of harms way at the last possible moment.

The cat familiar (Tangletooth) gets to oppose your Telekenisis attempt with Strength (plus 30% to reflect your caster level)...
Tangletooth STR [40%]: 1d100 + 30 ⇒ (72) + 30 = 102 > utter failure

With an indignant screech, the druid's firepelt familiar is hoisted up by the scruff of his furry neck by some invisible (mage)hand and tossed unceremoniously into the hole. There is a distant splash - then the distinctive snap of a powerful set of jaws clamping shut around the distressed moggy. This turn of events does not endear you you Gogmurt, the goblin shaman!

I guess this means we're into combat rounds!
ROUND ONE!
SERAX: 1d10 ⇒ 7 or 1d10 ⇒ 6
THORGRUND: 1d10 ⇒ 3
QUIDDLING: 1d10 ⇒ 6 or 1d10 ⇒ 9
RUT'HGAR: 1d10 ⇒ 7
GOBLIN DRUID & FAMILIAR: 1d10 ⇒ 1 or 1d10 ⇒ 2
8x GOBLINS: 1d10 ⇒ 4
4x GOBLIN DOGS: 1d10 ⇒ 8
QUIDDLING > GOBLIN DOGS > SERAX > RUT'HGAR > GOBLINS > THORGRUND > GOGMURT


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...

FINALLY, FIREFLIES OF DEATH!!!

Serax has been waiting for the moment when he can use his patented area of effect destruction spell...Serax concentrates and looses the spell where it can effect the largest number of enemies (all within 3 spaces of target)

Spellcraft (90): 1d100 ⇒ 19
A swarm of glowing, beautiful fireflies appears in the midst of the goblins. However unlike normal fireflies this willingly and purposefully land on the goblins. As soon as they touch the goblin they explode into small fireballs!
Damage: 2d10 ⇒ (4, 6) = 10 Half of normal single target damage of 3D+1D

Oh, they are so pretty...Again...
Serax casts the same spell again where it can impact another group of goblins...
Spellcraft (90): 1d100 + 20 ⇒ (1) + 20 = 21
Damage: 2d10 ⇒ (5, 6) = 11

Oh, so, so pretty...Again...
Spellcraft (90): 1d100 + 40 ⇒ (2) + 40 = 42
Damage: 2d10 ⇒ (4, 5) = 9

Meanwhile, the stone badgers continue to rampage with first 2 targeting the Druid.
Attack (75): 1d100 ⇒ 86
Damage: 8d10 ⇒ (2, 8, 9, 3, 4, 8, 1, 10) = 45

Attack (75): 1d100 ⇒ 29
Damage: 8d10 ⇒ (3, 3, 5, 5, 9, 2, 4, 10) = 41

Attack (75): 1d100 ⇒ 97
Damage: 8d10 ⇒ (3, 6, 1, 1, 3, 8, 6, 4) = 32

Attack (75): 1d100 ⇒ 41
Damage: 8d10 ⇒ (8, 5, 6, 10, 1, 1, 1, 1) = 33

Attack (75): 1d100 ⇒ 8
Damage: 8d10 ⇒ (6, 9, 9, 9, 8, 1, 6, 10) = 58

Grand Lodge

Male Human Cleric - 1

-Once Ruth'gar can go-

Ruth'gar himself was surprised when the stone badgers erupted from the ground and started tearing into the pack of Goblins surrounding him. And pretty soon, all was chaos and panic around the shared cell. Annoying the bars were flexible and sturdy wood, so he couldn't simply break them open bare handed, nor could bend them apart enough for Shalelu to slip through to freedom.

But, unable to simply sit on his hands and do nothing, he figured he could make the attempt to bend the wooden bars enough to at least pop them out of place.

Dice Roll:

STR check -> d100 - 3!
Yay for Torag's godly strength! ...That I apparently summoned along with the badgers...


Round 1, initiative 9
Str: 55, Dex: 66, Log: 59, Wil: 56
body points: 28/28, DR 2
effects:

Trying to take advantage of the chaos brought on by the summoned badgers Quiddling tries to sneak up to the wooden cage and study the lock.

Sneak roll (Thief 73): 1d100 - 10 ⇒ (35) - 10 = 25 (-10 racial bonus)

If I can sneak up to the cage
"Hold still", Quilddling whispers once he's reached the cage and starts to fiddle with the locking mechanism.

Try and open the cage (Thief 73): 1d100 + 20 ⇒ (29) + 20 = 49 (+20 multi action penalty)

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