DaJelly's RotRL

Game Master DajellyMan

Straight up PbP run through Rise of the Runelords

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Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

Round 1

Arthur Conjures up his wood Armor, 5ft step back and picks up his weapons

Current AC 16


Game Master

As Arthur calls open his oracle powers, he feels a sudden connection with plant life. He can feel the presence of seaweed kelp and algae, even the thorns back on the cliff.

Instead of his body hardening into solid wood as his power usually manifests, Arthur finds himself completely covered in vines and plant matter, essentially resembling a version of himself made out of vegetation!


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

Arthur once again opens his mouth to say something but at the last moment refrains from doing so...


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Sighing at the though of expending more power from the staff, Thalrik nonetheless slammed it into the rocky floor, sending four magical darts sailing towards the creature.

Magic Missile: 4d4 + 4 ⇒ (3, 4, 2, 3) + 4 = 16


Game Master

Round 1

Thalrik - shoots a whole load of magical darts of force right into the bunyip's ugly mug. The creature's fur sizzles as it burns away from the intensity of the blast. the creature is bloodied.

Idril - scantily slings a stone but the stone sails into the sea.

Arthur - invokes the power of the green and conjures up his mighty wooden armor, taking on the appearance of the avatar.

Fraadok - critically misses with his long spear and gets sea water in his eyes.

Bunyip - leaps out if the water and emits a ferocious and terrifying roar!

DC 13 will save or become panicked for 2d4 ⇒ (3, 3) = 6 rounds.

round 2, fight!


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

Round 2

Will: 1d20 + 6 ⇒ (15) + 6 = 21

Fraadok steels his nerves and stabs at the Bunyip.

Longspear: 1d20 + 5 - 1 ⇒ (9) + 5 - 1 = 13
Damage: 1d8 + 4 ⇒ (5) + 4 = 9


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

Round 2

will: 1d20 + 3 ⇒ (17) + 3 = 20

move action to set shield, 5ft to get back into melee with creature

Pa Club: 1d20 + 7 - 1 ⇒ (19) + 7 - 1 = 251d6 + 6 ⇒ (1) + 6 = 7

Current AC 18


Female Human (Chelaxian) Dervish Dancer | AC 15 (T13 FF12) CMD14 | HP 10/10 | Saves F1R5W0 | Percep -2 | Init: +3 | Battle Dance: 6/6 | Status: OK

Round 2_____
Will save: 1d20 + 2 ⇒ (14) + 2 = 16 Save! Idril resists the urge to flee the creatures roar.
She picks up another rock and slings it.
Sling stone: 1d20 + 3 ⇒ (5) + 3 = 8 for a possible 1d4 + 2 ⇒ (3) + 2 = 5 bludgeoning damage.


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Will: 1d20 + 7 ⇒ (12) + 7 = 19

Eyes widening at the creatures roar, Thalrik momentarily felt the urge to flee the wrath which was surely promised him after wounding it with his magic. However he quickly realizing it was blocked off by his companions, and instead ran into a position to fling an acidic globule in its direction.

Acid Splash Touch Attack: 1d20 + 3 - 4 ⇒ (9) + 3 - 4 = 8

Acid Splash damage: 1d3 ⇒ 2

Having fired off his spell, he then quickly conjured up an old trick from his early apprenticeship, slipping through the seams between time and space, disappearing before reappearing several feet away.

Move Action, move to F 8, Standard Action, cast Acid Splash. Swift Action, use Shift to teleport to F 7, thus hopefully blocking a potential charge with the corner of the rocks.


Game Master

Round 1:

Thalrik - shoots a whole load of magical darts of force right into the bunyip's ugly mug. The creature's fur sizzles as it burns away from the intensity of the blast. the creature is bloodied.

Idril - scantily slings a stone but the stone sails into the sea.

Arthur - invokes the power of the green and conjures up his mighty wooden armor, taking on the appearance of the avatar.

Fraadok - critically misses with his long spear and gets sea water in his eyes.

Bunyip - leaps out if the water and emits a ferocious and terrifying roar! But it doesn't effect anyone in the party.

Round 2

Thalrik - moves into position and then begins motioning and chanting in the teltale sign of casting a spell. He then lobs a glob of acid towards the creature, but misses.

He then does some super cool wizard stuff and apparates a few feet away, to hopefully get some cover against the magical sea beast.

Idril - a sling and a miss! Strike two!

Arthur - thrust smacks the creature with his mighty club. Bang bash bam! He deals 7 damage!

Fraadok - lunges with his faithful spear and just barely misses!

Bunyip - bite: 1d20 + 7 ⇒ (17) + 7 = 241d8 + 1 ⇒ (1) + 1 = 2

The creature takes a furious bite at Arthur, and then dives under the ocean water.


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

Round 2

Not sure if the beast has left for good or not, Fraadok readies to shift and stab with his longspear if the creature appears again.

Gonna roll while I have access to a computer now.

Longspear: 1d20 + 5 - 1 ⇒ (1) + 5 - 1 = 5
Damage: 1d8 + 4 ⇒ (8) + 4 = 12


Female Human (Chelaxian) Dervish Dancer | AC 15 (T13 FF12) CMD14 | HP 10/10 | Saves F1R5W0 | Percep -2 | Init: +3 | Battle Dance: 6/6 | Status: OK

Idril adopts a Total Defense stance and looks around wildly for it.
Perception: 1d20 + 3 ⇒ (8) + 3 = 11


Game Master

It would appear the bunyip retreated for the sea. You all beat it up pretty badly. You don't see any sign of it in the cave.


Female Human (Chelaxian) Dervish Dancer | AC 15 (T13 FF12) CMD14 | HP 10/10 | Saves F1R5W0 | Percep -2 | Init: +3 | Battle Dance: 6/6 | Status: OK

If Idril is certain the fight is over, and that there will not be any immediate need to swim she will turn a beet red, shout at the others not to look and put her clothing and armor back on.
Once she has done so and is brushing her hair, she will pause and look at Arthur with concern.
"Arthur; are you still bleeding?"


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Catching an eyefull of Idril birthday suit once more, Thalriks expression remained unchanged. Realizing his comments likely didnt matter to the woman, he simply sighed at what he perceived as strange behavier. Getting dressed, out in the open and fully visible to anyone who cared to look, he looked around, trying to see where they would need to go next.

Thalrik Perception: 1d20 + 12 ⇒ (5) + 12 = 17 +2 Sight Based

Rikka Perception: 1d20 + 9 ⇒ (19) + 9 = 28


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

Fraadok will use the wand of CLW on Arthur.

clw: 1d8 + 1 ⇒ (4) + 1 = 5


Game Master

You guy's find you could easily walk around the edge of these rocks and get to the opening on the other side of the tunnel. From there, it would be about a 40' swim to the bottom of Thistletop Island, and the fortress itself.

As you all make your way through the cave, Thalrik notices a small island in the middle of the cave. It appears this would be were the creature made its nest, and would probably be worth taking a look through. Bunyip are not stupid creatures, and are prone to collecting shiny things from their prey.


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

Waiting until it is safe to turn back to Idril, "So it looks like it is time for another swim.", Fraadok says with a smirk.

He quickly gets back into the water with only his longspear, increasing the distance between him and Idril's ire.

Swim, Take 10: 10 + 4 = 14


Female Human (Chelaxian) Dervish Dancer | AC 15 (T13 FF12) CMD14 | HP 10/10 | Saves F1R5W0 | Percep -2 | Init: +3 | Battle Dance: 6/6 | Status: OK

Idril gives Fraadok a flat look, fingering her bladed scarf all the while.


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

once the combat is over Yes that particular wound bleed a bit afterward but its almost patched up now thanks to Fraadok

in the cave still having his wooden armor on arthur will join the brave cleric for a swim in order to assit in looking for stuff.


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Repeating the process of undressing and redressing after the short swim, Thalrik took a look around the way they would soon be going. Better to leave it to the others to scrounge through the creatures nest.

Thalrik Perception: 1d20 + 12 ⇒ (16) + 12 = 28 +2 Sight Based

Rikka Perception: 1d20 + 9 ⇒ (16) + 9 = 25


Game Master

Ok, you can all take ten and swim anywhere in the cave easily, assuming one of you gives Thalrik a bit of a hand.

Gonna skip ahead a bit, assuming you all use spellcraft and detect magic etc

After about 15 minutes, you search the creatures nest and find several items of value. You also notice that the creature has not made any sort of reappearance.

You find 6d6 ⇒ (5, 1, 1, 5, 6, 4) = 22 gold, a deep green spinel worth 100g, a rusted kukri with an intact violet garnet in its hilt worth 500gp, a rotted quiver containing 6 +1 arrows, and a bone wand of shield (9 charges).

From the other mouth of the cave, the water's look a little rougher. It'll be about a 50' swim to the other side were supposedly you will be able to climb up to thistletop. You can see the hole in the ceiling that you saw up top in the tunnels. You can also see a precarious rope bridge leading from the mainland to the Thistletop Island.


Female Human (Chelaxian) Dervish Dancer | AC 15 (T13 FF12) CMD14 | HP 10/10 | Saves F1R5W0 | Percep -2 | Init: +3 | Battle Dance: 6/6 | Status: OK

Idril looks at the gap with some trepidation.
Well, it's only fifty feet... She thought. What could go wrong?

"OK, nobody look! I mean it this time!" She threatened again before stripping to her reinforced scarf again.
Swim check: 1d20 + 2 ⇒ (9) + 2 = 11


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

once the swimming part is over arthur will put on again his regular armor


Game Master

Let's have two swim checks, and one climb check from each of you.

Also, I will update the loot sheet shortly. Unless you guys want anything, I'll assume your selling it all (except for the wand, I assume you want).


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

If taking 10 will do it, Thalrik will do that. If not, he will hope for an assist from one of the others THEN take 10. If thats still not enough...well, here are some rolls...im adding a +2, assuming some sort of assistance.

Swim 1: 1d20 + 2 ⇒ (9) + 2 = 11

Swim 2: 1d20 + 2 ⇒ (9) + 2 = 11

Climb: 1d20 + 2 ⇒ (17) + 2 = 19


Game Master

if you all help each other again, you could all take 20 and slowly make your way across. I mostly just want you to roll to see if there's any natural ones


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

Fraadok will assist on the climbing and swiming as best he can.

assist swim: 1d20 + 2 ⇒ (16) + 2 = 18
assist swim: 1d20 + 2 ⇒ (16) + 2 = 18
assist climb: 1d20 + 4 ⇒ (2) + 4 = 6

take 20 swim: 20 + 2 = 22
take 20 swim: 20 + 2 = 22
climb: 1d20 + 4 ⇒ (20) + 4 = 24


Female Human (Chelaxian) Dervish Dancer | AC 15 (T13 FF12) CMD14 | HP 10/10 | Saves F1R5W0 | Percep -2 | Init: +3 | Battle Dance: 6/6 | Status: OK

Swim check 2: 1d20 + 2 ⇒ (1) + 2 = 3
Climb check: 1d20 + 6 ⇒ (2) + 6 = 8

Well, you were looking for low rolls, happy to be of service!


Game Master

As everyone is swimming across, idril goes under, suddenly caught in an unseen underwater current!


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

Swim: 1d20 + 4 ⇒ (6) + 4 = 10

Seeing idril going under Arthur will take a deep breath and dive lokking for the woman

Perception: 1d20 + 2 ⇒ (20) + 2 = 22

Assuming he see her (Arthur has darkvision so he does see rather well underwater)

Swim: 1d20 + 4 ⇒ (15) + 4 = 19 Arthur then swims strongly to get near her and give an ok hand signal. He then grabs her under the shoulders and starts pulling her back toward the surface

swim: 1d20 + 4 ⇒ (20) + 4 = 24


Game Master

arthur with the double crits!

As soon as idril gets pulled under, Arthur dives into the water and grabs her, guiding her to shore and perhaps getting just a little too close to her sweet naked bod.

Arriving on shore, you all find that Gogmurt told the truth in there being carved hand holds in the rock here, hidden from view.


Female Human (Chelaxian) Dervish Dancer | AC 15 (T13 FF12) CMD14 | HP 10/10 | Saves F1R5W0 | Percep -2 | Init: +3 | Battle Dance: 6/6 | Status: OK

*hack, sputter, cough, cough*


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

Alright lets take a short break before starting the climb


Female Human (Chelaxian) Dervish Dancer | AC 15 (T13 FF12) CMD14 | HP 10/10 | Saves F1R5W0 | Percep -2 | Init: +3 | Battle Dance: 6/6 | Status: OK

After a short rest, Idril is able to recover and dress herself again.
Red faced with embarrassment, she approaches Arthur and mutters; "Uhm, thank you." She then kisses him on the cheek before attempting the cliff.
Climb: 1d20 + 5 ⇒ (11) + 5 = 16


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

Once Fraadok finishes his climb, he will haul up his gear and equipe is armor once more.

Rolled Fraadok's climb check before Idril went under.

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On Going Effects:


Game Master

Sorry guys, been busy / away from computer! I'm back now!

Ok, you all rest at the shore for a moment and then take a look about. Sure enough, you easily find the handholds that were promised. At least that little bastard was good for something, and who knows, maybe he didn't know about the sea monster!

You find the handholds are weathered and a bit slippery, but you all help each other up after a several minute climb.

Getting to the top, you find yourself in some bushes outside of the fortress walls. A faint trails extends to both your left and right, presumably leading around the Thistletop fortress. You can hear what sounds like the shrill shrieks of seagulls in the distance, but nothing else.

You all redress and reequip.

MAP


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

whispering Ok lets head trough the north trail and find ourselves a nice way inside


Female Human (Chelaxian) Dervish Dancer | AC 15 (T13 FF12) CMD14 | HP 10/10 | Saves F1R5W0 | Percep -2 | Init: +3 | Battle Dance: 6/6 | Status: OK

Idril nods and heads north up the trail as quietly as possible, looking and listening for trouble.
Stealth: 1d20 + 7 ⇒ (20) + 7 = 27
Perception: 1d20 + 3 ⇒ (19) + 3 = 22


Game Master

Heading up the north trail with Idril in the lead a few yards ahead, you make your way through the shrubbery around the fortress walls until it starts to bend towards the northeast.

There is an open area clear of foliage atop the cliffs of the island here. At the edge of the cliff, three goblins sit screaming and cheering. One goblin has a seagull tied to a rope, and is 'kiting' it around while the other two attempt to hit it with small stones. Their three goblin dogs sit nearby, barking at the seagull as it flops around. They all seem very distracted and do not notice you.

MAPMAPMAP


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Not wanting to give the Goblins any more time to notice them than necessary, Thalrik rushed frórward. A wave of his hand, and an incantation later, sparks, colors and sound erupted into the creatures.

Move to O 25, casting Color Spray (Will DC 15). All Goblin Dogs and one Goblin hit.


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

arthur will follow thalrik and move to engage the ennemy


Game Master

gob dog will: 1d20 + 1 ⇒ (15) + 1 = 16

gob dog will: 1d20 + 1 ⇒ (17) + 1 = 18

gob dog will: 1d20 + 1 ⇒ (5) + 1 = 6

goblin will: 1d20 - 1 ⇒ (2) - 1 = 1

Two of the goblin dogs resist the colorful beam, but one gob and one dog fall unconscious attempting to comprehend the dazzlement!

2d4 ⇒ (3, 1) = 41d4 ⇒ 2

__________________

goblin init: 1d20 + 6 ⇒ (8) + 6 = 14

Arthur init: 1d20 + 4 ⇒ (5) + 4 = 9
Thalrik init: 1d20 + 6 ⇒ (4) + 6 = 10
Idril init: 1d20 + 3 ⇒ (14) + 3 = 17
Fraadok init: 1d20 + 1 ⇒ (3) + 1 = 4

Ok so everyone (besides thalrik who already acted) gets a surprise round action and then round 1!


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

Surprise round

charge the goblin dog.

Pa Club: 1d20 + 7 + 2 - 1 ⇒ (15) + 7 + 2 - 1 = 231d6 + 6 ⇒ (3) + 6 = 9


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

Surprise Round

Fraadok moves forward, longspear at the ready.

Move to P22, not close enough for a partial charge.

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects:


Female Human (Chelaxian) Dervish Dancer | AC 15 (T13 FF12) CMD14 | HP 10/10 | Saves F1R5W0 | Percep -2 | Init: +3 | Battle Dance: 6/6 | Status: OK

Surprise action: Ready bladed scarf.

Round 1:
Move to nearest Goblin dog.
Standard act: Kill it.
Bladed scarf attack: 1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17 for a possible 1d6 + 4 + 1d6 ⇒ (5) + 4 + (4) = 13 slashing damage.


Game Master

not at home but will post map as soon as I am. Idril's attack kills the dog. Arthur, did you mean to charge a goblin as opposed to a dog?


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

yes i did


Game Master

Init Order:

So I took the average of the party's init, which didn't beat the goblin's, but you guys really snuck up on them so I gave you a bonus to the init. So, we are going to go party, gobs, party, gobs etc. I will still use your actual init rolls to determine what happens when, but I think it will just be easier to act as a group and we've been pretty much doing that already ;p

-Idril (17)
-Thalrik (10)
-Arthur (9)
-Fraadok (4)

-Goblins (14)

Like a team of expert ninja's the party sneaks up on the goblins while they are distracted by their cruel seagull torture game. Catching them completely off guard, everyone leaps into action so take out these "guards"!

________________________________________________

Surprise Round

Idril - Loosens up her bladed scarf with a gleam in her eye, preparing to do some epic killing with it.

Thalrik - Rushes forward, chanting and gesturing, and then shoot out a magical dazzling colorfyl sparkly beam of awesome right into the face of the dogs and one goblin! The goblin and his dog caught in the brunt of the blast immediately gasp and fall unconscious. (4 rounds) The other two dogs avert their beady eyes just in time.

Arthur - Charges forward at the ugly gob in front of him, his mighty wooden club held proudly on high, his vegetative armor looking all super cool.

He cracks it real good like up the side of its giant gob skull and bashes it in. The creature falls to the ground, dying.

Fraadok - Readies his long spear and rushes over to join the ensuing battle.

_________________________________________________

Round 1

Idril - Dances up past the unconscious goblins (M26) and lashes out at one of the dogs! Her scarf whistles through the air as it strikes right at the goblin dog's neck, severing it from its neck and killing it.

Thalrik -

Arthur -

Fraadok -

Gobs -

__________________________________________________

NEWMAP


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

Round 1

Fraadok steps toward the goblins and pauses just a moment to see the outcome of Arthur's combat prowess.

5' step to O23

Depending on the outcome of Arthur's action, Fraadok will be either stabing at the goblin at M22, or CdG the goblin at M24

If M22 is still alive:
Longspear M22: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

If M22 is dead:
CdG M24: 3d8 + 12 ⇒ (4, 8, 4) + 12 = 28
Fort DC = 10+Damage Dealt

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On Going Effects:

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