DM Doctor Evil Rise of the Runelords AP

Game Master DM DoctorEvil

Loot Tracker

The Seven's Sawmill


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Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

"Both of you be careful. I will watch from up on the banks and cover you if things go south." he says, stringing his longbow, activating his magic circle and murmuring a prayer to the stars for luck.

Stealth + Distance: 1d20 + 2 ⇒ (12) + 2 = 14
Perception - Distance: 1d20 + 5 ⇒ (6) + 5 = 11

I like the disguise plan also.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

"And I'll be close by to be there if you need me."


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

"Go ahead, Miri. Be careful. Then we can try Selena's plan once we have an idea of what's around here."


F Human Rogue (Acrobat) 6 | AC 17 T 14 FF 13 | HP 44/44 | F +4, R +9, W +5 | Init +5 | Perc. +9

"Okay, I'll see what I can turn up and head right back. Don't worry, I'll be careful."

Nodding, Mirela creeps off like a cat on the prowl as she approaches the Mill.

Stealth: 1d20 + 12 ⇒ (20) + 12 = 32

Mirela is going to avoid any windows or obvious approach; she'll climb if she has to to do so. Just want to get a gander, see if she can observe anything that will help.

Climb, if necessary: 1d20 + 8 ⇒ (14) + 8 = 22
Perception: 1d20 + 9 ⇒ (19) + 9 = 28


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Take care Miri. Selena stays back with the men keeping her fingers crossed. Hopefully Miri returns with some valuable information and is not seen.


Mirela slinks forward, using the failing daylight to her advantage as she slips from shadow to shadow, trying her best to remain unseen. As she gets closer, the grinding and creaking from the turning wheels below deck gives some background noise that covers any sounds her approach might have made.

Mirela:
Built out over the of the Yondabakari River, this wood building sits massive wooden pilings driven into the riverbed below. A wooden boardwalk wraps around the the northern rim of the building and a flight of stairs leads down to a door on the east side, just above the water level. The constant churning of the huge wheels below the mill fill the air with sound and a fine mist. There does not appear to be amy windows in the structure at all. The only two entrances you can see are the double doors on the west side of the ground level, and the single door down the stairs on the undermill area. No people seem to be around, at least that you have seen. Hearing is nearly impossible with the constant clanking and grinding of the wheels. What next?

The rest of you watch anxiously from a distance as the rogue cases the exterior of the building, looking in all directions, but encountering no resistance so far.


F Human Rogue (Acrobat) 6 | AC 17 T 14 FF 13 | HP 44/44 | F +4, R +9, W +5 | Init +5 | Perc. +9

Well, this is pointless.

Shaking her head somewhat irritably at the lack of entrances or windows, Mirela decides to scale back down and head back towards her companions.

Coming up on them quietly, Mirela shrugs with the futility of her scouting mission. "I couldn't gather much, that place is sealed tight... it's probably perfect for getting away with all sorts of frightening activity."

Mirela will explain the overall structure of the Mill to the others, basically whatever little information she did gather from her trip.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Pondering the information that Miri brought selena shrugs her shoulders. The important thing is that you were not scene and did not get hurt. We can still go for sabotaging the mill works underneath, subterfuge, or a direct assault. Anyone favor one over the other?


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

"The direct assault worked against the goblins and just recently against the changelings. It should work now."


I am waiting until you have expressed a plan.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Looking at the others Selena offers this suggestion. As it seems Tunder is ready for the frontal assault how about if we all go together to the door. I will be disguised as Aldern with a payment as mentioned in the ledger. Once they open the door then we force our way in and go from there.

Before they move out Selena quickly scans her spellbook for a last few spells to prepare in case they are not welcomed in.

How long has it been since the attack earlier. Does Selena still have mage armor up? If not she will use her blank slots for a mage armor and a knock spell.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Barek nods. "Sounds good to me. We just need to get them to open the door." He cracks his knuckles. "After that, we'll see what mischief is going on."


As a group the heroes move cautiously around the northside of the mill, to the doors on the ground floor level on the west side. It comes as no particular surprise that the doors are locked when they arrive.

I put you in approximate places on the map. Feel free to move around as you see fit until an encounter starts.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

"Desna shall watch over our path from her place among the stars.' Seldon will cast cat's grace on Miri, and bull's strength on Barek, before casting bless. Don't forget the effects of my magic circle, also. I've added it to the map.


It seems to me that Cat's Grace is not on the Cleric spell list. Can you find something to the contrary? Also, in my opinion, it has been several hours since the battle with the faceless stalkers. You rested, ate, traveled to the mill, and scouted it out. My guess is Mage Armor is off now. It is also growing dark rapidly.

Cat's Grace PRD entry


F Human Rogue (Acrobat) 6 | AC 17 T 14 FF 13 | HP 44/44 | F +4, R +9, W +5 | Init +5 | Perc. +9

No worries on the spell if it isn't on the Cleric list; maybe Selena can write up some scrolls for the spell next time we're in town though?

Perception, trapfinding: 1d20 + 9 ⇒ (3) + 9 = 12
Doubt she can discern much with that roll...

Kneeling down to observe the lock, Mirela mutters to herself "Desna save me, I can't see a damn thing in this light." Looking over her left shoulder at the others, Mirela whispers quietly but nervously "I can't tell if it's trapped, but I'd rather give it a go then break down the door announcing our arrival."

Going to roll the dice and hope there isn't any traps.

Pulling out her tool kit, she unbuckles the latch and unfurls the leather sleeves by her knees. Moving her hand gingerly over the array of picks, she grabs three picks, placing one between her teeth before going to work on the lock. Without removing her eyes from the lock, a very focused Mirela whispers "This could take a few minutes..."

Disable Device, pick lock: 1d20 + 14 ⇒ (18) + 14 = 32


F Human Rogue (Acrobat) 6 | AC 17 T 14 FF 13 | HP 44/44 | F +4, R +9, W +5 | Init +5 | Perc. +9

Oh wait, just ignore my last post... I don't what I'm on, but I just realized the plan was to fool ourselves inside.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

I am good to go with Miri picking the lock if everyone else is. Gets us in quieter and does not raise an alarm. Honestly it is so rare that I play with rogues inthe party any more that I forget about that most of the time.

Unless cat's grace is a domain spell I don't kno how else to get it. Also I agree completely with it being long for mage armor to be down but wanted to double check.

As they get closer and Selena is about to announce themselves she sees Miri pull a collection of strange tools from her pack. Watching closely Selena realizes what she is doing and holds off on calling for entrance. If Miri is unable to pick the lock then they can still try to bluff or force their way in.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Brain fart on my end! I'm constantly making that mistake in spell prep and correcting it, must have slipped past the radar this time. I'll cast bear's endurance on Miri instead.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Barek watches around the group as Miri tries to pick the lock. He prepares to move in front once she has the door open.


Moving up on the outside of the sawmill, the group waits as Mirela examines the doorway for traps. The rogue doesn't find anything dangerous and so sets to work on the lock. Within a few minutes, the lock makes a satisfying click, indicating that Mirela has sprung it. The double doors open with a soft creak which is mostly drown out by the noise of the machinery below.

The entire first floor consists of a loading bay. An opening in the ceiling from the floor above is filled with a tangle of ropes and slings for lowering timber. Nearby, stairs ascend to the next floor. Two sturdy wagons sit to the south, next to a bank of machinery accessed by four low doors; the grinding and creaking of the machinery fills the room with noise.

A wall running from north to south blocks a portion of this floor from view from the doorway. That area is filled with several large mounds of filthy hay.

Survival DC 15:
It is evident that some large creature used this hay as a place to rest. Maybe an ogre or a giant. Something really big.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Survival:: 1d20 + 9 ⇒ (7) + 9 = 16 +2 to track, +2 v goblin, +4 v giant, +2 underground


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Survival 1d20 + 1 ⇒ (10) + 1 = 11

Pleased that the miri was able to ge the door open selena waits patiently for the others to enter in first. When it is apparent that there is no one in the building selena breathes a sigh of relief. So Far so good. with all this noise we should be able to move around without someone noticing right away.

Looking at the men Selena motions then forward, After you!


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Barek nods to Tunder. "You have the lighter step, and you can see in the dark. Lead us in and I'll watch the rear."

Once the door is open, he'll allow the others to move in before entering and closing the door behind them.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Stealth: 1d20 + 3 - 1 ⇒ (15) + 3 - 1 = 17
Perception: 1d20 + 5 ⇒ (10) + 5 = 15

Bow drawn, Seldon will join Tunder at the front ranks, ready to pepper any who oppose them with quarrels.

Active Effects:
magic circle against evil, ~3 hrs?
bull's strength, Barek, 6 minutes
bear's endurance, Mirela, 6 minutes
bless, All, 6 minutes


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Sorry. I thought I had posted this already.
Tunder goes in. He briefly inspects the hay in the corner before spitting. "Ogre was here." Then, after checking the rest of the floor, he starts up the stairs.

Perception:: 1d20 + 11 ⇒ (15) + 11 = 26 +2 v goblin, +4 v giant, +2 underground
Stealth:: 1d20 + 10 ⇒ (12) + 10 = 22 +2 underground


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Was here Tunder? How long ago do you know? Are there any tracks leading away from the hay that we know if it is upstairs or not? Selena takes a more cautious approach as something that sized could really pose a problem to her spellcasting abilities should she get within its reach. As they were indoors that was quite a possibility.

Mage armor and Seldon's magic circle against evil active.


After finding the ground floor empty of foes, but some ominous signs, the group carefully ascends the stairs. The staircase is open all the way to the roof of the sawmill, so one could see up (or down) all the way to the top floor. Arriving on the second floor landing, they find the stairs continue to climb, but a door onto the floor is on the south wall of the staircase.

The grinding and chewing of the sawmill makes hearing any sounds through the door impossible.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Tunder allows Mirella the chance to investigate the door before he tries it.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

"An Ogre? Huh. Never fought one of them before. I wonder what it would be like to punch an Ogre." He watches as Miri checks the door and gets ready to rush in.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Unable to suppress a small smile at Barek's direct attitude she replies to him with a roll of the eyes. My guess is soft at first then hard but 100% smelly. You may never be able to wash your hands enough to get the smell off.

She then quiets down as Miri looks at the door. Hand on her spell component pouch and other on her staff she prepares to unleash her power to aid or hinder as best she is able.


Mirela steps up to the door and looks it over quite carefully, finally she turns to the others, announcing it is trap-free, and appears to be unlocked. Her job done, the rogue resumes her place behind Tunder and Barek as they go bashing into the room beyond.

The large storeroom is filled with stacks of timber, firewood, and other finished lumber products awaiting shipment. A network of pulleys on tracks covers the ceiling, ropes dangling her and there to aid in the shifting of inventory as needed. Machinery churns along the south wall while nearby two chutes fitted with winches allow the lumber to be hauled up from the holding pools below. Four openings in the ceiling lead to the upper floor; chutes extend through each of these from the log-splitters in the room above. Under each opening is a collection bin.

Four men, dressed in the work clothes and heavy boots of laborers busy themselves with inspecting lumber, arranging product, and preparing shipments. As they start to notice your arrival they react with kindly waves and smiles but the noise prevents them from trying to speak to you and none leave their appointed tasks to approach you.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Tunder looks back at the others before he starts to take some tentative steps into the room.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Barek is taken aback by the seemingly normal work going on. He glances behind them to check for anyone. He shrugs at Tunder, but keeps his place at the rear of the group in case of an ambush.


The others walk in cautiously expecting an ambush, but nothing leaps out at them, and nothing seems to be behind the door or elsewhere out of sight. The workers glance up at the newcomers occasionally, but mostly just continue their rather mundane tasks with the timber and lumber.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

As none of the 'workers' seem to be bothering them at the moment Selena looks at the others and back at the stairs. Let us leave these men to their work. We have other matter to attend to than bothering honest working men.

She remains out of the room and close to the stairwell. Should the others agree with her and leave then Selena will add to Miri, It is possible for you to lock the door closed from this side to prevent them from leaving for the time being. While they may be innocents I do not want them alerting anyone with them leaving until we are finished here.


It doesn't appear the inside doors of the workshop have locks on them.

Perception DC 19:
As the party turns to leave, one of the workmen seems to reach to the floor behind a stack of cut lumber. You see him slip some sort of red clothing out from behind the stack. And handle a long blade of some kind. That can't be good...


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Perception:: 1d20 + 11 ⇒ (17) + 11 = 28 +2 v goblin, +4 v giant, +2 underground

Being the first into the work area, Tunder is the last of the group to leave. Just before he goes back into the stairwell, though, he looks back and sees the workman. "We might be in the right place after all." He says as he prepares Iona. "Ready your tools of battle."


Initiative:

Tunder: 1d20 + 2 ⇒ (19) + 2 = 21
Selena: 1d20 + 7 ⇒ (19) + 7 = 26
Barek: 1d20 + 2 ⇒ (11) + 2 = 13
Seldon: 1d20 + 5 ⇒ (14) + 5 = 19
Mirela: 1d20 + 5 ⇒ (6) + 5 = 11
Worker 1: 1d20 + 7 ⇒ (7) + 7 = 14
Worker 2: 1d20 + 7 ⇒ (13) + 7 = 20
Worker 3: 1d20 + 7 ⇒ (20) + 7 = 27
Worker 4: 1d20 + 7 ⇒ (8) + 7 = 15

Anyone who makes the Perception check above can act in the Surprise Round, otherwise must wait until Round 1. Remember, Surprise Rounds are move or standard action only.

Sawmill Surprise - Surprise Round

27 Worker 3
26 Selena
21 Tunder
20 Worker 2
19 Seldon
15 Worker 4
14 Worker 1
13 Barek
11 Mirela

Tunder's shouts of warning are lost in the screeching whine of the sawmill machinery that slices through a log just at the wrong time. The worker in the corner, much to your dismay begins casting a spell of some kind, and a shimmering, magical field appears around him.

Spellcraft DC 16:
This spell is Shield of Faith

Selena, if she passes the Perception check, and Tunder may act next in the Surprise Round.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Perception: 1d20 + 4 ⇒ (1) + 4 = 5

Barek has turned back away from the room as Tunder shouts his warning, which is lost in the sounds of the mill.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

perception check 1d20 + 1 ⇒ (20) + 1 = 21 Nice

spellcraft 1d20 + 13 ⇒ (8) + 13 = 21

Priests! Don't give them any room to cast more spells. Tunder, Barek close quickly.

Thanks to Tunders shout Selena looks up in time to see one of them casting a spell. Undaunted Selena counters with a spell of her own. A small ball of flame materializes in her hand. Thrusting her hand out the ball of flame shoots across the room immolating all three of the priests.

fireball 6d6 ⇒ (1, 3, 6, 4, 1, 5) = 20 fire damage reflex save DC 17

figured it would be the only chance I had to cast that without hitting everyone else. I don't know if they are flat-footed and that affects reflex saves or not.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Tunder charges #2
Rumilda (Waraxe): 2H, power attack, charge
To Hit: 1d20 + 9 + 2 - 2 ⇒ (12) + 9 + 2 - 2 = 21 To Hurt: 1d10 + 4 + 6 ⇒ (9) + 4 + 6 = 19


I can't find anything that states a penalty to Reflex saves for flat-footed, but will let you educate me if you find something.

Sawmill Surprise - Surprise Round - continued

Whirling around to see the potential surprise attack, Selena wastes no time flinging an explosive fireball into the room full of lumber. The blast catches 3 of the workmen/clerics. The first man seems to take the full brunt of the explosion, but the other two are able to move quickly enough behind objects that they are seemingly unaffected.

Tunder follows up the blast by charging straight for the man in front of him. A chop with his axe later, the sneaky worker takes a serious wound for his trouble.

Worker 2, on the receiving end of the dwarf's axe, steps sideways a bit, and reaches for the dwarf with a melee touch attack. He is able to successfully touch Tunder, which opens a bleeding wound on the dwarf, pouring his blood onto the sawdust covered floor.

Tunder takes that bleed damage each round. Seldon is up next, if he makes the perception check. I will roll for he and Mirela tomorrow, if we don't see a post for them in the meantime.

Worker 1 DC 17 reflex: 1d20 + 6 ⇒ (7) + 6 = 13
Worker 2 DC 17 reflex: 1d20 + 6 ⇒ (13) + 6 = 19
Worker 3 DC 17 reflex: 1d20 + 6 ⇒ (18) + 6 = 24
Worker 2, vs charge AC, touch: 1d20 + 4 ⇒ (17) + 4 = 21
Dmg, Tunder, bleed: 1d6 ⇒ 5


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

I didn't think so either but couldn't find a definitive ruling on it. Thanks for checking.


Seldon perception: 1d20 + 5 ⇒ (20) + 5 = 25
Mirela Perception: 1d20 + 9 ⇒ (8) + 9 = 17

Not the way I expected that would go...

Sawmill Surprise - Surprise Round - concluded

Seeing the man draw a weapon and the rapid response from Selena and Tunder, Seldon chooses to follow the dwarf into the workroom, trying to keep his warding circle active on the ranger.

Worker 4, safely around the corner from the fireball, casts the same Shield of Faith spell.

Worker 1 dons the red hood, which has a hideous patchwork face on it with one bulbous eye, a grimacing mouth, and a flat nose.

Both Barek and Mirela miss the news about an imminent threat, the noise of the sawmill and their focus on finding the bad guys distracting them from the actual foes.

End of Surprise Round


Sawmill Surprise - Round 1

27 Worker 3 (SoF)
26 Selena
21 Tunder (bleeding)
20 Worker 2 (19hp dmg, SoF)
19 Seldon
15 Worker 4 (SoF)
14 Worker 1 (20 hp dmg, mask on)
13 Barek
11 Mirela

Worker 3, protected by his spell, moves forward and chops at Tunder with his war-razor.

Worker 3 razor: 1d20 + 5 ⇒ (19) + 5 = 24 possible crit
Worker 3 razor, confirm: 1d20 + 5 ⇒ (18) + 5 = 23 confirm
Dmg, Tunder, Crit: 2d4 + 2 ⇒ (2, 1) + 2 = 5

I have Tunder at 54/70 hp and bleeding a 1d6 per round so far. He and Selena are up next against the surprising laborers.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

My max hit points are 72 not 70. Other than that, you have it right. Should I roll bleed damage on my turn or are you keeping up with that?

Tunder continues to hack at the man with the grotesque mask on.

Rumilda (Waraxe): 2H, power attack
To Hit: 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11 To Hurt: 1d10 + 4 + 6 ⇒ (10) + 4 + 6 = 20

Rumilda (Waraxe): 2H, power attack
To Hit: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10 To Hurt: 1d10 + 4 + 6 ⇒ (6) + 4 + 6 = 16


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Selena sees the man don the mask and decides that is her next target. Moving up next to the door she sends a blast of magic towards the 'worker'.

Magic Missile at #1 3d4 + 3 ⇒ (2, 2, 3) + 3 = 10


Sawmill Surprise - Round 1

Seeing one of the men don a strange mask, Selena sends arcane bolts of force at the target, blasting him off his feet, and into a pile of stacked lumber. The man is clearly not getting up again.

Bleeding from where he was touched by one of the men, and wounded by another, Tunder's aim is off, and his attacks against those pressing him falter.

Stepping to his right to flank the dwarven ranger, Worker 2 hacks at Tunder with his war razor, but the blow is blocked by Rumilda. Tunder's bleeding wound costs him a bit more vitality.

Tunder Bleed dmg: 1d6 ⇒ 3
Worker 2, flanking: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12

Seldon is up now. Will give him till late tomorrow to rejoin us before I run him again.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Sorry for the delay, again.

Seldon Blessed Rapid Shot: 1d20 + 7 ⇒ (12) + 7 = 19 Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Seldon Blessed Rapid Shot: 1d20 + 7 ⇒ (19) + 7 = 26 Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Seldon will step away and fire two arrows into Tunder's aggressor. (#2)

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