Divine Rise of the Runelords

Game Master nate lange

The joy of new life brought on by spring has been broken by a series of shocking murders. Can the heroes of Sandpoint stop the culprit before he strikes again...


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Female Human Arcanist 3/Inquisitor 1 | Hero Points: 1/3 | HP: 19/19, NL: 0 | AC 14/13/11, Cold Resistance 1 | F+4 R +5 W+8 | Per: +10 | Init: +3 | Bolts: 4, Arrows: 14, Shocking Grasp: 21, Silent Image: 5, Magic Missile: 15
Spells and Abilities:
Arcanist Spells - 1st: 1/5 | Inquisitor Spells - 1st: 1/2 | Arcane Reservoir: 4/6, Judgments: 1/1

Tera, being one of the smallest and lightest people even when wearing the heavy leather and chain kilt, volunteers to guide the horse across.

"You can help coach me in keeping them calm, right," she asks, "I'd rather get across and do some looking today than wait."


Inactive

"I agree, the sooner we get everything done the sooner we can head back," Sal nods. When Marcus quietly passes a ring to her, she looks at it curiously and then grins at Marcus. "I'm flattered but we've not even had dinner together yet - and rations by the campfire doesn't really count," she teases. "What's it for?"


male human Oracle 5 (spirit guide) Hp53/53 perception:+11 Initiative:+0 Ac:19 To:14 FF:15 Hero pt:1 (current spirit:Flame)

Marcus blushes deep red at Sal's comment, stumbling over his words, he tries to explain.

"Oh, the ring.....it's not like that.....I just.....it helps the magic connect us......but not.... I mean, not like that...... I need it for a spell, its silly.....you don't have to take it...."


Inactive

"Hey, it's okay," Sal replies quickly as Marcus proves even more embarrassed by her teasing than she'd expected. "I'm sorry, I just couldn't resist with an opening like that. Besides, you gave one to Kaede and one to Zache too, so I didn't actually think you meant it like that," she smiles. "If it'll help make your magic stronger then I'm happy to carry it." And to prove her sincerity, Sal holds up her hand and slips the ring on.


Female NG Human(Tien-Min) Warpriest of Shelyn 5 | HP: 38/38 | AC: 20( 13Tch, 17 Fl) | CMB: +5, CMD: 19 | F: +8, R: +7, W: +9(+11 vs. Charm/Compulsion) | Init: +4 | Perc: +3, SM: +11 | Speed 20ft | Spells 1st: 5/5 2nd:2/3|Deflection Aura 1/1|Blessings 5/5|Fervor: 5/5| Active conditions: none

A couple minutes away from the horses does wonders for Kaede to center herself. As she watches Tera lead them slowly across the dangerous bridge, she listens to Marcus flounder about the rings. She pulls her eyes away from the bridge to examine the ring for a moment. "To spread the injuries in a more intense version of what you already do, right?" she asks as she slips it on. "I think I've seen this spell before..."


CG Male Human | HP (+0 temp HP) 31/31 | AC 19 (T 14, FF 15) | CMD +7 | F +5 R +7 W +2; | Init +5 | Percept +7/SM +7 | Speed 30 | (40ft - adaptation) Active Effects: Adaptation (darkvision)

Oliver jogs over to Sister Amet-Ra and reaches out his hands to help her unload and decides it best to heed Sister Amet-Ra’s wishes regarding the timing of the ritual.

”Whatever you believe to be best Sister. Going in while it’s still dark and while any potential goblin scum in there are remain in a drunken sleep would certainly give us a distinct advantage.”


map of Sandpoint | current map

Sister Amet'Ra can't help but chuckle as Sal's teasing embarrasses Marcus into a bout of stammering. "We'll lead the horses across first," she announces, "so that if the bridge is weaker than it appears we won't leave anyone stranded on the far side."

Thankfully, her concerns prove unnecessary. The priestess leads her mare across safely, and Tera follows with the other horse without incident as well. Soon the others have finished carrying over provisions, camping supplies, and everything brought for the cleansing of the shrine, and the beginning of a campsite is laid out back in the courtyard where the heroes had slept only two nights ago.

"Shall we begin with a check of this floor to make sure there are no new goblins lurking?" Sister Amet'Ra asks.

I'll need some semblance of a marching order... and to know how thorough you plan to be in various areas... the maps of all three floors are in the campaign description at the top of every page.


male human Bard[2](detective) HP:15/15 Fort:1 Ref:5 Will:4 Percept:+8

Orin readies his sword and shield and steps up to the front, waiting for others to fall in beside or behind him.


male human Oracle 5 (spirit guide) Hp53/53 perception:+11 Initiative:+0 Ac:19 To:14 FF:15 Hero pt:1 (current spirit:Flame)

Marcus waits for a spot in the middle of the group. While the others get themselves set, he silently focus' on his magic.

setting lifelink on Sal, Kaede, Tera and Zache.


map of Sandpoint | current map

not on the guy who's taking point though, huh? bold...


male human Oracle 5 (spirit guide) Hp53/53 perception:+11 Initiative:+0 Ac:19 To:14 FF:15 Hero pt:1 (current spirit:Flame)

he might as well be wearing a red shirt for all Marcus cares


Inactive

~Cold blooded~
________

"Well...I guess it would make the most sense to do a systematic sweep of the entire place to start with," Sal suggests. "Check every room, each level, make sure there aren't any nasty surprises or any goblins still hiding. Then once everything is clear, we can go back and do a more thorough search of all the rooms if we want. Or at least any of the rooms that might have something else to hide."

"I mean, I know we could search as we go but it seems like it'd be easier to make sure we won't be attacked by anything first and then search around," she adds, trying not to second-guess herself.
________

I want to think we gave some of the rooms a pretty thorough search the last time we were here but I can't remember which ones they might've been, exactly - probably the ones on the ground level?


Shoanti Marked of Sarenrae; HP 40/40 4NL, AC16 T13 FF13, Saves: F+9, R+8, W+4, Initiative +3, Perception +9

The whole while that the group test the bridge, Kaelaah simply watches... rightly or wrongly, he has assigned himself the responsibility of Sister Amet'Ra's safety - and until he is convinced that the bridge, structurally suspect even before it was damaged, is safe then he will hold tight the reins of is mentor's horse...


Female NG Human(Tien-Min) Warpriest of Shelyn 5 | HP: 38/38 | AC: 20( 13Tch, 17 Fl) | CMB: +5, CMD: 19 | F: +8, R: +7, W: +9(+11 vs. Charm/Compulsion) | Init: +4 | Perc: +3, SM: +11 | Speed 20ft | Spells 1st: 5/5 2nd:2/3|Deflection Aura 1/1|Blessings 5/5|Fervor: 5/5| Active conditions: none

"I agree with Sal; clear a floor of threats first, then better check for other things. We can gather bodies for a funeral pyre at the end as well. It would be my preference to barricade the stairs in the front hall, since if we have trouble, that's where it'll inevitably go through."

Okay, Kaede's preference is she's on point, followed by Kaelaah, then Marcus, Zache, and Sal holding the rear, with Tera on Scout as she prefers to do. With the additional folks, It makes sense for Orin to up with Kaede, Oliver to be in Sal's spot so Sal can scout with Tera, and the good sister with Marcus. Anyone have any objections to that order?


Inactive

That sounds good to me!


Female Human Arcanist 3/Inquisitor 1 | Hero Points: 1/3 | HP: 19/19, NL: 0 | AC 14/13/11, Cold Resistance 1 | F+4 R +5 W+8 | Per: +10 | Init: +3 | Bolts: 4, Arrows: 14, Shocking Grasp: 21, Silent Image: 5, Magic Missile: 15
Spells and Abilities:
Arcanist Spells - 1st: 1/5 | Inquisitor Spells - 1st: 1/2 | Arcane Reservoir: 4/6, Judgments: 1/1

No issues here. :)

Stealth: 1d20 + 10 ⇒ (9) + 10 = 19
Perception: 1d20 + 10 ⇒ (18) + 10 = 28

Tera starts moving ahead of the others, difficult to spot in the dim shadows with her black and gray clothing. She has a little trouble with the darkness, but her eyes and ears have hardly any trouble picking out the details in what she sees and hears.


map of Sandpoint | current map

Alright, I can work with that. Thanks.

A relatively thorough sweep of the ground floor, and both guard turrets, reveals no new threats nor treasures. The absence of some of the mundane weapons and armor that had been left after the heroes' first outing, however, seems to indicate that someone or something has been through here recently.


Inactive

"That's strange..." Sal frowns as they finish their sweep of the ground level. "Some of the junk we left is gone; armor and basic weapons we didn't have any need for. So someone or something's been back through here. We definitely need to be careful when we head down below."


Shoanti Marked of Sarenrae; HP 40/40 4NL, AC16 T13 FF13, Saves: F+9, R+8, W+4, Initiative +3, Perception +9

"You clear a rat's nest... and more vermin will return", Kaelaah observes with no hint of surprise at Sister Amsel's observation... almost imperceptibly, the flame in the shoanti's hand burns a little brighter as he is ready for whatever may come...


Female NG Human(Tien-Min) Warpriest of Shelyn 5 | HP: 38/38 | AC: 20( 13Tch, 17 Fl) | CMB: +5, CMD: 19 | F: +8, R: +7, W: +9(+11 vs. Charm/Compulsion) | Init: +4 | Perc: +3, SM: +11 | Speed 20ft | Spells 1st: 5/5 2nd:2/3|Deflection Aura 1/1|Blessings 5/5|Fervor: 5/5| Active conditions: none

"Well, if there's nothing else new, let's check the next floor down." Kaede says, eager to finish with this place.


map of Sandpoint | current map

So, is the plan to re-search everything on the next level except the chapel? I’m using ‘take 10’ results (with a successful assist) for anything that you don’t specify you’re spending the time take 20 on.


Inactive

I'd say so, because I'm fairly sure there were some rooms on the next level that we didn't really get much time to look through or decided to get later and didn't.


Female Human Arcanist 3/Inquisitor 1 | Hero Points: 1/3 | HP: 19/19, NL: 0 | AC 14/13/11, Cold Resistance 1 | F+4 R +5 W+8 | Per: +10 | Init: +3 | Bolts: 4, Arrows: 14, Shocking Grasp: 21, Silent Image: 5, Magic Missile: 15
Spells and Abilities:
Arcanist Spells - 1st: 1/5 | Inquisitor Spells - 1st: 1/2 | Arcane Reservoir: 4/6, Judgments: 1/1

The Chapel being one of those rooms. I think Sal and I are on point again.

Stealth: 1d20 + 10 ⇒ (15) + 10 = 25
Perception: 1d20 + 10 ⇒ (13) + 10 = 23

Once again, Tera slips into the gloom and keeps her eyes and ears open for any sign of goblins or worse as she and Sal make sure that the place has truly been abandoned.


map of Sandpoint | current map

The first subterranean level seems largely undisturbed from the last time the heroes saw it; whatever took weapons and armor from above ground seems not to have ventured down here. The one exception to this lack of change comes when checking the quarters of Nualia's associates: Orik's room has, unsurprisingly, been cleaned out, and the bugbear's room has been ransacked.

Two areas of this level had not previously been explored. The first is the tunnel heading east from the chamber where the bugbear was ambushed. It proves, as expected, to double back to the cave through which the heroes entered the lower level, though along the way it opens into a small cavern. There is nothing of note in the cavern but a few heaps of rusty metal and moldy leather scraps that look like they've been salvaged from human settlements. (added to the map: O-T, 12-16)

Knowledge (local) DC 10:
You know that goblins that live close to humans, like those nearest Sandpoint, do often salvage such scraps that humans have discarded in order to use them for fashioning their dogslicers and horsechoppers.

This appears to leave only the chapel unexplored. Its large double door entrance remains closed on its east side (I8-9), and its smaller door on the south side remains locked (C13)...

"How would you like to proceed?" Sister Amet'Ra asks as she begins casting remove fear on Oliver and Orin.


Female Human Arcanist 3/Inquisitor 1 | Hero Points: 1/3 | HP: 19/19, NL: 0 | AC 14/13/11, Cold Resistance 1 | F+4 R +5 W+8 | Per: +10 | Init: +3 | Bolts: 4, Arrows: 14, Shocking Grasp: 21, Silent Image: 5, Magic Missile: 15
Spells and Abilities:
Arcanist Spells - 1st: 1/5 | Inquisitor Spells - 1st: 1/2 | Arcane Reservoir: 4/6, Judgments: 1/1

"I guess that depends on whether or not we want to go in quietly or like a smithy hammer." Tera shrugs as she looks to the others. "I'd like to go in first and make sure there aren't any traps, but everyone else may thing it better to hit whatever may be hiding as hard as we can."


Female NG Human(Tien-Min) Warpriest of Shelyn 5 | HP: 38/38 | AC: 20( 13Tch, 17 Fl) | CMB: +5, CMD: 19 | F: +8, R: +7, W: +9(+11 vs. Charm/Compulsion) | Init: +4 | Perc: +3, SM: +11 | Speed 20ft | Spells 1st: 5/5 2nd:2/3|Deflection Aura 1/1|Blessings 5/5|Fervor: 5/5| Active conditions: none

"We keep everyone back in the hallways then," Kaede responds, trying to figure out the tactics. "Check the door for any traps and deal with them, then open the door and quickly fall back behind Orin and I, with Sal, Kaelaah and Oliver ready to take shots if there is something in there. Does that work?"


Shoanti Marked of Sarenrae; HP 40/40 4NL, AC16 T13 FF13, Saves: F+9, R+8, W+4, Initiative +3, Perception +9

Kaelaah nods quietly at Sister Mayumi, flames already licking up his wrists as the temperature in the hallway warms somewhat...


CG Male Human | HP (+0 temp HP) 31/31 | AC 19 (T 14, FF 15) | CMD +7 | F +5 R +7 W +2; | Init +5 | Percept +7/SM +7 | Speed 30 | (40ft - adaptation) Active Effects: Adaptation (darkvision)

Oliver nods to Kaede "As you suggest." and pulls an arrow to his bow string while muttering quietly. His eyes begin to glow faintly red as he attempts to blend into the shadows.

Let's hope this is a lot of preparation for nothing. Then again, ridding this country of a few more goblins with the help of these heroes might not be so bad

Oliver begins a 10-min use of adaptation (goblin) and gains darkvision 60 ft., goblin fast, Skill Focus (Stealth), natural armor (+2).

stealth: 1d20 + 12 ⇒ (14) + 12 = 26
perception: 1d20 + 7 ⇒ (10) + 7 = 17


Female Human Arcanist 3/Inquisitor 1 | Hero Points: 1/3 | HP: 19/19, NL: 0 | AC 14/13/11, Cold Resistance 1 | F+4 R +5 W+8 | Per: +10 | Init: +3 | Bolts: 4, Arrows: 14, Shocking Grasp: 21, Silent Image: 5, Magic Missile: 15
Spells and Abilities:
Arcanist Spells - 1st: 1/5 | Inquisitor Spells - 1st: 1/2 | Arcane Reservoir: 4/6, Judgments: 1/1

Perception (Door Traps): 1d20 + 10 ⇒ (16) + 10 = 26
Stealth: 1d20 + 10 ⇒ (14) + 10 = 24

Tera gives the door a thorough inspection, while doing her best to not look at the carvings too closely.

Once done, and any traps she'd found disabled, she turns to the others to see if they are ready.


Inactive

Sal nods, falling back a bit to make room for Tera to check the door. She draws her bow, readying it should anything be lurking behind it or in the room beyond.

Readied Action:

If anything hostile comes after Tera or one of the others, Sal will fire her bow/move to attack with her rapier!

Attack (Longbow): 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d8 ⇒ 4

Attack (MW Rapier): 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Rapier Crit!?: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d6 + 4 ⇒ (4) + 4 = 8


________

At least, I'm assuming Kaede meant Sal should ready her bow based on the posts - but if not she'll have her rapier ready instead!


Female NG Human(Tien-Min) Warpriest of Shelyn 5 | HP: 38/38 | AC: 20( 13Tch, 17 Fl) | CMB: +5, CMD: 19 | F: +8, R: +7, W: +9(+11 vs. Charm/Compulsion) | Init: +4 | Perc: +3, SM: +11 | Speed 20ft | Spells 1st: 5/5 2nd:2/3|Deflection Aura 1/1|Blessings 5/5|Fervor: 5/5| Active conditions: none

That's exactly what I was thinking of, Sal.


map of Sandpoint | current map

Oliver- you have to pick one ability from that list, you don't get all of them every time you use it

Tera finds the doors free of any traps, and unlocked. Once the archers have prepared themselves toward the back, she throws open the door. Immediately the wretched baying erupts again.

I need a DC 12 Will save (vs fear) from everyone, and I'll describe the room tomorrow


Female NG Human(Tien-Min) Warpriest of Shelyn 5 | HP: 38/38 | AC: 20( 13Tch, 17 Fl) | CMB: +5, CMD: 19 | F: +8, R: +7, W: +9(+11 vs. Charm/Compulsion) | Init: +4 | Perc: +3, SM: +11 | Speed 20ft | Spells 1st: 5/5 2nd:2/3|Deflection Aura 1/1|Blessings 5/5|Fervor: 5/5| Active conditions: none

Will Save, DC 12: 1d20 + 8 ⇒ (7) + 8 = 15


Female Human Arcanist 3/Inquisitor 1 | Hero Points: 1/3 | HP: 19/19, NL: 0 | AC 14/13/11, Cold Resistance 1 | F+4 R +5 W+8 | Per: +10 | Init: +3 | Bolts: 4, Arrows: 14, Shocking Grasp: 21, Silent Image: 5, Magic Missile: 15
Spells and Abilities:
Arcanist Spells - 1st: 1/5 | Inquisitor Spells - 1st: 1/2 | Arcane Reservoir: 4/6, Judgments: 1/1

Will DC12: 1d20 + 8 ⇒ (19) + 8 = 27


Inactive

Will (DC 12): 1d20 + 4 ⇒ (7) + 4 = 11


male human Oracle 5 (spirit guide) Hp53/53 perception:+11 Initiative:+0 Ac:19 To:14 FF:15 Hero pt:1 (current spirit:Flame)

Will save: 1d20 + 7 ⇒ (15) + 7 = 22


CG Male Human | HP (+0 temp HP) 31/31 | AC 19 (T 14, FF 15) | CMD +7 | F +5 R +7 W +2; | Init +5 | Percept +7/SM +7 | Speed 30 | (40ft - adaptation) Active Effects: Adaptation (darkvision)

Will Save: 1d20 + 6 ⇒ (15) + 6 = 21 (Includes +4 from Remove Fear)

Oops, I will have my adaptation be darkvision then


male human Bard[2](detective) HP:15/15 Fort:1 Ref:5 Will:4 Percept:+8

will save: 1d20 + 3 + 4 ⇒ (20) + 3 + 4 = 27


map of Sandpoint | current map

Kaelaah Will: 1d20 + 4 ⇒ (13) + 4 = 17
Zache Will: 1d20 + 3 ⇒ (16) + 3 = 19

The newly opened doors reveal twenty foot wide, twenty-five foot deep nave overlooked by a chancel thirty feet wide and fifteen to twenty feet deep. Stone fonts containing frothy dark water sit to the north and south of the eastern entrance to the room, and twin banks of stone pillars run the length of the long chamber. At the western end, shallow stairs rise about two feet to the chancel. The walls surrounding this platform are lit by hanging braziers that emit glowing red smoke, giving the place an unnerving crimson lighting that throws the bas-relief carvings of countless monsters feasting on fleeing humans into lurid display. A black marble altar stone, its surface heaped with ashes and bone fragments, squats before a ten-foot-tall statue. The sculpture depicts a very pregnant but otherwise shapely naked woman who wields a kukri in each taloned hand and has a long reptilian tail, birdlike taloned feet, and the snarling head of a three-eyed jackal with a forked tongue. The left kukri flickers with fiery orange light while the right one glows with a cold blue radiance.

On either side of the altar stone crouch the yeth hounds, snarling and ready to pounce. Oliver has the presence of mind to loose his drawn arrow at one of them, but Sal is suddenly overcome with fear. As Kaelaah launches a gout of flame she can feel an undeniable need to flee swelling up inside her...

The map of this floor has been updated (I positioned everyone as close to the marching order as possible while allowing shooting lanes for the opening volley). I'm assuming, based on preparation descriptions, that Sal, Oliver, and Kaelaah would have readied attacks; Kaelaah and Oliver can take those now. Sal is panicked and must flee on her turn, unless she (or an ally) would like to use a hero point or a blessing? I'll give it until tomorrow for Oliver/Kaelaah to make their attack and anyone to volunteer to bail out Sal before round 1 commences...


Inactive

Meh...I guess I'll go ahead and use a Hero Point to not fail the save since I'm trying to be better about actually using consumable resources :)


map of Sandpoint | current map

Cool, in that case I'm waiting on readied ranged attacks from Oliver, Kaelaah, and Sal...


CG Male Human | HP (+0 temp HP) 31/31 | AC 19 (T 14, FF 15) | CMD +7 | F +5 R +7 W +2; | Init +5 | Percept +7/SM +7 | Speed 30 | (40ft - adaptation) Active Effects: Adaptation (darkvision)

The creaking doors sound almost thunderous against the dark quiet of the hall. As they unfold, revealing the macabre scene they hid, hellish sounds cause Oliver to tremble slightly. He gulps hard, fighting his desire to flee... his knuckles turn white as he grips his bow tightly... the trembling stops and he fire a quick shot at the snarling best.

Oliver fires his shot at the yeth to the left side of the group

attack: 1d20 + 6 ⇒ (16) + 6 = 22, damage: 1d8 + 4 ⇒ (6) + 4 = 10


Female Human Arcanist 3/Inquisitor 1 | Hero Points: 1/3 | HP: 19/19, NL: 0 | AC 14/13/11, Cold Resistance 1 | F+4 R +5 W+8 | Per: +10 | Init: +3 | Bolts: 4, Arrows: 14, Shocking Grasp: 21, Silent Image: 5, Magic Missile: 15
Spells and Abilities:
Arcanist Spells - 1st: 1/5 | Inquisitor Spells - 1st: 1/2 | Arcane Reservoir: 4/6, Judgments: 1/1

Tera hears the baleful howling, but like before, she is hardly fazed by it. If anything, she feels annoyed.

"And of course, there has to be a big bad wolf," she grumbles as she readies her bow.


Inactive

I wrote my readied ranged attack under a spoiler a few posts up :)


Shoanti Marked of Sarenrae; HP 40/40 4NL, AC16 T13 FF13, Saves: F+9, R+8, W+4, Initiative +3, Perception +9

Instinctively, Kaelaah lashes out... a wild blast of flame that is barely controlled...

Kaelaah, Fire Blast (Ranged Touch) vs Yeth Hound: 1d20 + 6 ⇒ (7) + 6 = 13 for 2d6 + 2 ⇒ (3, 6) + 2 = 11 fire damage


map of Sandpoint | current map

Sal, Oliver, and Kaelaah all find their mark, striking the southernmost hound. Sal's arrow barely leaves and mark and Oliver's is about half as effective as he expected, but Kaelaah's fire seems to work just fine.

***Initiative***
Kaede: 1d20 + 3 ⇒ (9) + 3 = 12
Kaelaah: 1d20 + 3 ⇒ (19) + 3 = 22
Salomae: 1d20 + 4 ⇒ (17) + 4 = 21
Tera: 1d20 + 3 ⇒ (15) + 3 = 18
Zache: 1d20 + 3 ⇒ (11) + 3 = 14
Marcus: 1d20 + 0 ⇒ (2) + 0 = 2

Oliver: 1d20 + 5 ⇒ (3) + 5 = 8
Orin: 1d20 + 2 ⇒ (18) + 2 = 20
Amet'Ra: 1d20 + 2 ⇒ (9) + 2 = 11

hounds: 1d20 + 6 ⇒ (12) + 6 = 18

Apparently caught slightly off guard by their foe's resiliency to their baying, the hounds are unable to respond before the assault continues...

Round 1: group A (Kaelaah, Salomae, and Orin) is up. Please list map coordinates for any square you move to.


CG Male Human | HP (+0 temp HP) 31/31 | AC 19 (T 14, FF 15) | CMD +7 | F +5 R +7 W +2; | Init +5 | Percept +7/SM +7 | Speed 30 | (40ft - adaptation) Active Effects: Adaptation (darkvision)

initiative: 8

Oliver looks visibly disheartened by the lack of effect from his arrow, but then smiles to himself as Kaelaah's flames consume the beast.

Apparently, adventuring with heroes is not without its perks.

He eyes his target and fires 2 more arrows.

attack 1: 1d20 + 4 ⇒ (15) + 4 = 19, dmg 1: 1d8 + 4 ⇒ (7) + 4 = 11
attack 2: 1d20 + 4 ⇒ (5) + 4 = 9, dmg 2: 1d8 + 4 ⇒ (7) + 4 = 11


Shoanti Marked of Sarenrae; HP 40/40 4NL, AC16 T13 FF13, Saves: F+9, R+8, W+4, Initiative +3, Perception +9

The beasts are slow to react... and so, reaching inwardly for more flames, he lashes out again...

Kaelaah Accepts 1 Burn gaining Elemental Overflow

Kaelaah, Fire Blast (Ranged Touch) vs Yeth Hound: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13 for 2d6 + 2 + 2 ⇒ (5, 3) + 2 + 2 = 12 fire damage


male human Bard[2](detective) HP:15/15 Fort:1 Ref:5 Will:4 Percept:+8

Orin lets the arrows and flames fly by, then ducks into the room and prepares for the inevitable charge.

move to I 10
ready an attack on the first hound to reach me

readied attack:

power attack: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 1d6 + 5 ⇒ (4) + 5 = 9


map of Sandpoint | current map

It was drawn to my attention that the "current map" link in my profile banner was still connected to the next level down... that has been corrected and I apologize for any confusion.

Oliver- you're in group C. We've been using block initiative, so everyone in group A posts (and your actions happen in the order in which you post), then group B posts (in this case that's the yeth hounds), and then group C posts (and, again, your actions go off in whatever order they're posted in). If anyone fails to post within 24 hours of their group being up they delay into the next friendly block; if they fail to post during that 24 hour window I bot them. Sorry for not explaining that all before- this one time I'll take the post you already made and put it first in group C.

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