DaJelly's RotRL

Game Master DajellyMan

Straight up PbP run through Rise of the Runelords

Current Map

Party Loot


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

While Fraadok tries to stay engaged with the conversation about some column of coins, you can easily sense that is attention is more on the stone doors with the carved skeletons on them.

"Hmmm, tiny slots you say... ", peeks back the stone doors.

"...So how many slots? ", looks again at the stone doors, trying to figure out what type of creature they are representing or the type of skull they are holding.

Perception: 1d20 + 3 ⇒ (5) + 3 = 8
Kn Nature, untrained: 1d20 ⇒ 3
Kn Planes: 1d20 + 4 ⇒ (7) + 4 = 11
Kn Religion: 1d20 + 5 ⇒ (18) + 5 = 23

"... stacks of gold coins... hmmm", takes a step or two back into the center of the 'L-shape'. "I think I can better defend back here."

"Maybe you have to add to the gold coin stacks... Did anyone else find these doors interesting?", pointing at the stone doors.

Edit: Updated remaining time on Barkskin
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects: Barkskin, 33 min


Game Master

There appear to be three coin sized slots underneath the skull. The skeletons are obviously human, as well as the skull they hold.

Fraadok:

You also quickly realize that these doors do not necessarily represent any religion, but rather a dedication to the emotion of greed.

You are unsure about any sort of planer knowledge.

Also, Fraadok, let's say... 7 minutes have passed since barksin was cast


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

the stone door with skeletons .


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 examines the door.
Perception: 1d20 + 4 ⇒ (12) + 4 = 16


Game Master

Right, got them confused for a second

The stone doors to the south with the skeleton carvings appear stuck, but not locked.

Idril feels a damp wind blow up from the gap in the bottom.


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Do we need to pull them open or break 'em down?

Kjell has a bonus to Sunder (Shattering Strike), or would he need a simple STR check? Either way, I am game!


Game Master

a STR check will suffice


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

ok Kjell lets put our backs into it

Str: 1d20 + 4 ⇒ (19) + 4 = 23


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Aye, let's do this!

STR: 1d20 + 4 ⇒ (19) + 4 = 23

Ok...that's a little freaky!


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

"Quick! Fetch me my tinfoil hat! This is serious!!"


Game Master

Working in perfect unison, Kjell and Arthur each ram the door in strangely equal force, causing the door to swing open with ease and symmetry.

The room beyond is long and fairly dark. A few torches flicker on the wall, but some sort of draft appears to be blowing the flames about, causing the room to blink in and out of darkness. Four pillars support the domed ceiling of this room. Several dark alcoves containing standing sarcophagi grace the walls, and a statue of a stern man wielding a glaive and holding a book stands in the southern part of the chamber.


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

Hey Thalkirk didn't you talk to us about this man ? he points to it You called it one of the Runelord, can't remember the name tough Arthur will move in the room


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

Grimacing, Idril entered after Arthur.
"Coffins," She muttered, quietly moving up next to one. "Why did they have to be coffins..."
Stealth: 1d20 + 7 ⇒ (15) + 7 = 22


Game Master

These statues do appear to look a lot like those statues Thalrik proposed were of Karzoug, one of the Runelords.

The flickering of the torches seems to get wilder, as the shadows dance more frantically.


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

"Be on your guard, there is definetly something going on here." Thalrik said, before conjuring up a Light on his staff and holding it high to better see.

Casting Light. Btw, forgot to mention, Thalrik used one of his level 1 spells to put a new charge into the staff. He only has a single Color Spray, instead of two.


Game Master

Thalrik, you are used to shadows disappearing when there is light, but seeing the shadows run away is a slightly different experience. Especially when they make a disturbing hissing sound and then leap off the walls and attack.

Initiative:

Thalrik: 1d20 + 6 ⇒ (11) + 6 = 17
Idril: 1d20 + 4 ⇒ (1) + 4 = 5
Arthur: 1d20 + 2 ⇒ (13) + 2 = 15
Kjell: 1d20 + 3 ⇒ (9) + 3 = 12
Fraadok: 1d20 + 1 ⇒ (16) + 1 = 17

Shadows: 1d20 + 2 ⇒ (16) + 2 = 18

Baddies win init

- - - - - - - - - - - - - -

Round 1

Shadows - Three shadow figures rush forward, enraged by the sudden light. One rushes at Arthur, one at Kjell, and one at Thalrik. The one rushing at Thalrik provokes an AoO from Kjell.

mechanics:

attack vs Thalrik: 1d20 + 4 ⇒ (11) + 4 = 151d6 ⇒ 5

attack vs Kjell: 1d20 + 4 ⇒ (1) + 4 = 51d6 ⇒ 3

attack vs Arthur: 1d20 + 4 ⇒ (16) + 4 = 201d6 ⇒ 1

fumble confirm: 1d20 + 4 ⇒ (10) + 4 = 14

The creature rushing at Kjell rears up but then hisses and cringes as the light shines into his face area, causing him to miss.

Arthur and Thalrik, however, get struck by the creatures. As their icy shadow hands pass through them, they are overcome by an immense chill!

Arthur takes 1 STR damage, Thalrik takes 5 STR damage.

Go heroes!


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

Knowledge(Religion): 1d20 + 12 ⇒ (15) + 12 = 27

Gonna assume thats enough for the following.

Gasping as the weight of his gear suddenly seemed to multiply several times over, Thalrik took a step back, realizing what the creatures were. Shadows! Their touch saps our strength. Armor is useless!"

He then conjured up a suit of transparent armor, confident he stood a better chance of evading its next attack.

Move Action, Knowledge(religion) check. Free Action, 5 foot step back away from the Shadow. Standard Action, cast Mage Armor.


Game Master

Can you make a knowledge check as a move action? Either way, it is a high enough check to know just about anything to want to know about them


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

AoO, Power Attack, Furious Focus, OH Chop

Kjell swings mightily at the shadow as it moves by him to attack Thalrik.

GA Att: 1d20 + 10 ⇒ (6) + 10 = 16
GA Dam: 1d12 + 4 + 4 + 6 ⇒ (2) + 4 + 4 + 6 = 16

Round 1, Power Att, FF, OH Chop, Cleave

Kjell now attacks the shadow directly before him in H-20.

GA Att: 1d20 + 10 ⇒ (5) + 10 = 15
GA Dam: 1d12 + 4 + 4 + 6 ⇒ (9) + 4 + 4 + 6 = 23

If successful, he will Cleave the one in G-20.

GA Att: 1d20 + 10 ⇒ (14) + 10 = 24
GA Dam: 1d12 + 4 + 4 + 6 ⇒ (5) + 4 + 4 + 6 = 19


Game Master

Round 1

Thalrik - gasping for breathe as his pack suddenly starts to bear down its weight on him, Thalrik steps back and places a magical armor about himself while studying his enemy.

Kjell - in a flurry of blades, Kjell sends his Great Axe ripping through not one, not two, but three shadows! *Ker-swish!*. Although his axe sails through the shadows' bodies, it is obvious the magical blade still hurt the creatures severely. (oh man, if they weren't incorporeal you would have killed all of them then and there!)


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

For some reason I had been lead to believe it took a move action...may have been a special circumstance in one of my other games. Btw, did you roll miss chance irl on the shadows?

EDIT: Nevermind, went and double checked because I keep finding myself referencing 3.5 rules. Seems incorporeal only has a miss chance vs spells now.


Game Master

Yeah, I totally remembered to do that.

just... ignore this:

1d100 ⇒ 86 hit
1d100 ⇒ 49 close enough, hit
1d100 ⇒ 24 miss

One of the Shadows sort of winks, if you could imagine such a thing, as if to say "was totally kidding about the being hurt thing".

Edit: Read Thalrik's edit. Then read the rules entry. Then realized I was right in the first place!


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

Round 1

Dang I wish I had looked at this PbP game first.

Seeing the effects of Kjell weapon on these creatures and knowing that they are an affront to his Goddess, Fraadok springs into action as only a devoted of Pharasma can. He reaches out and touches Idril's blade scarf.

Touch the blade scarf with Touch of the Spirit World, 5' Step to G18,

4 rounds of full damage to incorporeal creatures for her scarf. Pharasma for the Win!! Kjell you will be next.

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects: Barkskin, 33 min


Game Master

Pharasma does have some of the coolest domains.


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

round 1

Arthur will attack the shadow right in front of him

Club: 1d20 + 8 ⇒ (3) + 8 = 111d6 + 4 ⇒ (5) + 4 = 9


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 1_____

Idril nods at Fraadok, feeling the strange energies running through her bladed scarf now. Dancing forward to the nearest target, she spins to attack.

scarf, bladed attack: 1d20 + 7 ⇒ (7) + 7 = 14 for a possible 1d6 + 4 ⇒ (5) + 4 = 9 slashing, magic and Touch of the Spirit World damage.


Game Master

Round 1

Shadows - Three shadow figures rush forward, enraged by the sudden light. One rushes at Arthur, one at Kjell, and one at Thalrik.

The creature rushing at Kjell rears up but then hisses and cringes as the light shines into his face area, causing him to miss.

Arthur and Thalrik, however, get struck by the creatures. As their icy shadow hands pass through them, they are overcome by an immense chill! (Arthur takes 1 STR damage, Thalrik takes 5 STR damage.)

- - - - - - - - - - - - - - - - - - - -

Thalrik - gasping for breathe as his pack suddenly starts to bear down its weight on him, Thalrik steps back and places a magical armor about himself while studying his enemy.

Kjell - in a flurry of blades, Kjell sends his Great Axe ripping through not one, not two, but three shadows! *Ker-swish!*. Although his axe sails through the shadows' bodies, it is obvious the magical blade still hurt the creatures severely.

Fraadok - bows his head in prayer to the Lady of Graves, and then lays his blessing upon Idril's bladed scarf. He then steps aside and prepares to send these abominations towards a more permanent death. (touch of the spirit world ability)

Arthur - swings with his club, but it simply passes through the creature!

Idril - dances forward, her blessed scarves lashing out at the nearest creature. The creature hisses and dodges to the side and barely evades her attack.

_________________________________________

Round 2

Shadows - the creatures surge forth at the party, attempting to drag them into a shadowy undeath to keep them company for eternity!

Two of the creatures rush Kjell, sending chills through his body and causing 3 STR damage.

Idril gets caught off guard and an icy hand reaches deep into her being, causing 6 STR damage!

mechanics:

vs Kjell: 1d20 + 2 ⇒ (14) + 2 = 161d6 ⇒ 1
vs Kjell: 1d20 + 2 ⇒ (14) + 2 = 161d6 ⇒ 2

vs Idril: 1d20 + 2 ⇒ (19) + 2 = 211d6 ⇒ 6

Map updated. Go heroes!


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_____
St drain -6, Battle dance +1 to hit/dam, Touch of the spirit world

Feeling the strength drain from her arms, Idril picks up the pace. Invoking her Battle Dance, she spins forward to slash out at the shadow wither bladed scarf.

scarf, bladed attack: 1d20 + 7 ⇒ (19) + 7 = 26 for a possible 1d6 - 1 + 1 ⇒ (3) - 1 + 1 = 3 slashing, magic and Touch of the Spirit World damage.


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

Round 2

Concentration: 1d20 + 7 ⇒ (20) + 7 = 27 Casting

CMW / Will DC 15: 2d8 + 4 ⇒ (5, 4) + 4 = 13 and touching the shadow with it


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

round 2

Fraadok reaches around and touches Kjell's weapon with the Touch of the Spirit world.

posted from not so smart phone


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Round 2, Power Att, FF, OH Chop, Great Cleave, Touch of the Spirit World (Do I need this when my weapon is already magical?)

Kjell swings mightily at the shadow in G20.

GA Att: 1d20 + 10 ⇒ (2) + 10 = 12
GA Dam: 1d12 + 4 + 4 + 6 ⇒ (11) + 4 + 4 + 6 = 25

If he hits, Kjell now Cleaves the shadow directly before him in H20.

GA Att: 1d20 + 10 ⇒ (8) + 10 = 18
GA Dam: 1d12 + 4 + 4 + 6 ⇒ (7) + 4 + 4 + 6 = 21

If successful, he will again Cleave the one in I19.

GA Att: 1d20 + 10 ⇒ (5) + 10 = 15
GA Dam: 1d12 + 4 + 4 + 6 ⇒ (8) + 4 + 4 + 6 = 22


Game Master

You'll do full damage instead of half damage


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Excellent, thanks!


Game Master

Round 2

Shadows - the creatures surge forth at the party, attempting to drag them into a shadowy undeath to keep them company for eternity!

Two of the creatures rush Kjell, sending chills through his body and causing 3 STR damage.

Idril gets caught off guard and an icy hand reaches deep into her being, causing 6 STR damage!

- - - - - - - - -

Idril - feeling the divine power running through her scarf, she whips it out at the nearest shadow, sending the blade whizzing through the creature, causing it noticeable pain and dealing 3 damage!

Arthur - invokes the healing energies of the green and reaches forth, brilliant green light shining from his hand! The shadow screeches terribly before dissipating into nothingness as it travels towards its eternal rest.

Fraadok - places his hand upon Kjell's mighty axe and asks the Lady of Graves to invoke it with her will so as to send these abominations back to the afterlife.

Kjell - swings mightily once more, but the shadow's prove to be nimble when they are truly in fear of destruction, and the axe sails wide and misses.

Thalrik - I can't find a round 2 action for you, Thalrik

_____________________-

Map updated. So sorry for the delays! Am back and at it now, hopefully less slowly than I had been. Will wait to see if Thalrik posts an action before moving to round 3


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

Continuing to move back out of harms way, Thalrik looking at his staff a moment, sighed and tapped its end on the floor. Once more, glowing beams of force flew from its tip, striking one of the shadow creatures cleanly.

Move Action, move back down the way we came to G 12. Standard Action, activate staff, shooting missiles at Shadow 3.

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


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

I am dropping out. Thanks all!


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

One last bump, just in case...


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

Magic Item Selection: 1d8 ⇒ 8


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

Optimisic?

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