Epic Rise of the Runelords (Inactive)

Game Master nate lange

Following a surprising attack by giants from a number of tribes, our intrepid adventurers find themselves thrust into the spotlight as the 'Heroes of Sandpoint'...


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map of Sandpoint | current map

Typically, when some people enter combat late I have them act in order of their initiative modifier... so, after the Wyrm it's Victoria, Avaria, Aldern, and then Jim. If people would prefer, we can roll inititiative for those incoming but then you'd be joining in round 2 (where I've snuck you in at the end of round 1.

It's hard to tell in the limited visibility if the giant wyrm took any damage from the scorching wind (but it did, and I factored fatigue into its rolls)


Game left due to change in work situation

Victoria and I are going to have to spellbook swap one of these days.

With not many options for moving forward, Avaria cringes and enters into the white-out ice storm.

Double move action into the horrible storm.


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

Justinius reads the bears endurance scroll and yells to Graverattler "Hang in there, I'll be ready to tank in a few seconds"
move action to redraw swords


"I can carry you, Aldern." Victoria descends to catch the nobleman by a hand and ferry him along toward the wyrm. When the creature is in sight, she let's go and drops him a few inches to the earth.

Double move action.


map of Sandpoint | current map

everyone- please try to remember to update your HP as they appear at the top of your posts (Graverattler, I believe you're down 75 between that first lightning bolt and the bite).

Victoria swoops down, grabs Aldern's outstretched arm, and flies into the storm. Between moving to grab him and struggling to fly through the blinding storm, they manage to move through about fifty feet of the bad weather.

Avaria unhappily starts into the icy mess on foot. Tentatively picking her way across the slick ground she makes fifteen feet of painfully slow progress. assuming you're taking 10 on acrobatics since you're not in immediate danger.

Rimy Jim start singing but in the wind and driving sleet only Avaria hears it.

On the other side of the sleet storm Justinius and Graverattler cast spells in preparation for the ongoing conflict. there was no room for Graverattler to back up (Justinius was in the way), but for the sake of keeping things moving we'll assume she made the concentration check. Justinius' smite does, in fact, have no effect.

The wyrm starts forward as if about to strike Graverattler but hesitates momentarily as if somehow confused... it then moves forward ten feet and bites at Justinius...
bite: 1d20 + 31 ⇒ (2) + 31 = 33, for: 4d8 + 17 ⇒ (5, 1, 3, 5) + 17 = 31
And tries to draw him into its toothy maw...
grab: 1d20 + 42 ⇒ (17) + 42 = 59

Graverattler, it's movement provokes from you. Everyone may act now. Victoria: another double move would get you up to 10' out of the sleet storm; there's a 10' by 10' space behind Graverattler where you can drop Aldern. Jim I'm going to need two acrobatics checks from you (a jump check first followed by a standard check). Justinius, I'm pretty sure you're grappled so check those rules for your options.


Female Human (Shoanti) HP 121/122; AC 33 TA 27 FF 30, CMD 42(44 vs. grap, repos, trip); MP 3/5, Ki 12/13 Per +25, darkvision 90'; immune disease, plant traits; DR: 10/adam; Resist acid 20, cold 20, electricity 20, resist call of the wild

1d20 + 19 ⇒ (11) + 19 = 30 for 3d8 + 8 ⇒ (7, 1, 4) + 8 = 20 Graverattler swipes at the wyrm as it moves. Satisfied that her defenses have prevented an untimely death at least momentarily, she attempts to help Justinius escape the creature's maw.

Concentration 1d20 + 17 ⇒ (15) + 17 = 32 defensively cast Freedom of Movement on Justinius.

"I think it's being controlled. by someone that knows which spell I just cast." Graverattler attempts to sniff out any other creatures nearby.

Perception 1d20 + 25 ⇒ (12) + 25 = 37 (Move action)


map of Sandpoint | current map

Graverattler just barely fails to connect when she swings at the passing creature... her spell will go off successfully, but not until after Justinius acts...

Graverattler:
The wind and snow are hampering all of your senses, but should be doing the same to any enemies... you don't detect any signs of anything besides the wyrm (and your allies) within the area you can see, smell, and hear.


Game left due to change in work situation

Round ?2? Initiative +4

Yes indeed, she will take ten as long as it's allowed!

Avaria moves carefully, spitting vulgar curses that would make a sailor proud as she steps and slides across the icy surface. Progress is slow, but she sticks with it despite the pounding precipitation. She'd have to have a word with the wyrm about manners and greeting someone more nicely at the door.

Another double move!


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

Justinius round 2
proceed with plan A. buff
Justinius seems unimpressed that this foe has been able to pick him up so easily and takes a deep breath in case of ingestion.
Then calls upon the power granted him by The Inheritor, empowering his sword.
Activate divine bond standard action
Then mends what wounds he can.
Lay hands swift action
Lay hands: 5d6 ⇒ (2, 1, 3, 4, 3) = 13


RETIRED PC | Cold-Blooded Chantyman | Neutral | HP 150/162 | AC 38 (T 18, FF 32) | CMD 34 | F +14 R +17 W +12; Resist Cold 10, Immune to Fear | Init +3 | Perception +30/SM +1; darkvision 90', blindsense 30' | Speed 60 | Mythic Power 3/5, Bardic Performance 4/30, Claws 7/7, Breath Weapon 2/2, Touch of Rage 7/7, Tactician 2/2 | Spells: 1st 5/6B 7/7S, 2nd 4/5B 4/5S, 3rd 4/5B, 4th 3/4B | Active Effects: 1 Cha damage; magic vestment & heroes' feast 11.25/12 h; telepathic bond 7/8 h; feather step & see invisible 74/80 m, acute senses 9/12 m, blessing of fervor 9/12 r, allegro 11/12 r

Jim watches as Victoria sails away over the magical storm with Aldern and Avaria steels herself and walks into it, leaving him alone on its near side. Peering at the near slopes through the snowfall, he appears to come to a decision

Well I done jinxed meself, now didn’t I?

”Some go slow ‘n tread with care when the ground is slick,
But no time t’ waste in a pirate’s life, so I best be quick,
‘N see this mighty wyrm afore the battle’s done,
Lest I miss out and let the rest steal all o’ me fun!”

Envigored by his chanty, Jim runs parallel to the edge of the wall of sleet and jumps as high as he can onto the rocky slope, hoping to circumnavigate the impenetrable weather by height or length and catch a glimpse of the battle through the only slightly more forgiving snowfall.

Behind the Scene:
Free: maintaining inspire courage; Standard: casts allegro; Movement: moves 10’ then takes a running jump: 1d20 + 5 + 30 + 12 ⇒ (7) + 5 + 30 + 12 = 54 to try and get as high up and far along the left-hand slope as he can without passing through the sleet storm; Swift: none. I’m not sure what sort of check it is for landing, so I’ll just roll up acheck: 1d20 ⇒ 9 and you can apply whatever you think is appropriate, Nate – Jim has Acrobatics +5, Climb +9, and the feather step going on.


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

my last post should be labeled round 3. sorry


Victoria continues onward to escape the magical storm.

Another double move, as you suggested.


map of Sandpoint | current map

After Justinius disappears into the beast's mouth, Victoria bursts out of the storm carrying Aldern. When the nobleman sees the opening space between icy sleet and Graverattler, he lets go of the Hellknight's arm and drops back to the ground. Once safely standing on the ground he draws his bow and knocks an arrow.

Meanwhile, Avaria continues carefully working her way across the ice, spewing curses at the ice, the snow, whoever called them, and her lack of spells for getting around it.

Rimy Jim contemplates the irony of having recently expressed a desire not to be caught on the side of a mountain in a snow storm before running forward and launching him self onto the side of a mountain in a snow storm... at the apex of his leap, just before landing on the steep slick rocks, he can see around the storm well enough to make out Graverattler (who appears to be made out of shifting sand now), Victoria, and Aldern fighting against the first ten feet of a ten foot wide wyrm with a gapping maw of pointed teeth and a chitinous purple hide. With his vision limited by the snow he isn't aware of how treacherous his landing place is until its far too late... he hits the slick rock hard and tries to grab onto any rocky outcropping to stop himself from sliding right back down into the sleet storm, but he fails. The magic of his boots keeps him from tumbling and, if anyone could see him, his appearance is almost comical as he half falls and half skis down the side of the valley. He hits the icy floor with some force taking 2 damage but, with the boots' magical aid, again keeps his footing. Sliding across the ice he nearly collides with Avaria who is mere feet ahead of him as he comes to a stop against the far wall of the valley.

Justinius momentarily considers the ease with which the wyrm drew him into its mouth and decides preparations for cutting his way out of its belly is a sounder course than trying to fit through the teeth... When Graverattler finishes her spell, Justinius is spared that chore and slips out of its mouth next to her.

It is impossible to determine any emotion from the creature as it makes no vocalizations and his no features on its tiny black eyes. It bites at Justinius once more and then brings its massive rear section up over its head to strike at him with a long pointed stinger as well...
bite: 1d20 + 31 ⇒ (3) + 31 = 34, for: 4d8 + 17 ⇒ (1, 3, 2, 6) + 17 = 29
sting: 1d20 + 31 ⇒ (12) + 31 = 43, for: 2d8 + 17 ⇒ (7, 2) + 17 = 26
It tries again to draw him into its maw but he slips effortlessly through its teeth. The sting however, radiates out a burning sensation as something spreads into his system...
DC 27 Fort save or Str damage: 1d4 ⇒ 1

Anyone who has seen the creature can roll Knowledge(arcana)...

DC 22:
This is a Purple Worm, a magical beast that lives below ground (and usually stays below ground). They are known to eat horses or cows whole when the emerge.
DC 23:
This seems to be a particularly advanced specimen.
as in, has the advanced template
DC 27:
Their eye sight is fairly limited but they can sense vibrations very well. 60' tremorsense
DC 32:
Their sting carries a potent poison that drains men's strength. DC 27 Fort or 1d4 Str damage; cure=3 consecutive saves (or 6 rounds)

Everyone may post now. Justinius and Graverattler are 10' from the creature, next to each other. Aldern is 10' behind them. Victoria is 5' behind and 5' above them (15' from the creature). Avaria is 5' ahead of, and 5' left of Rimy Jim, both about 30' into the sleet storm.


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

fort save: 1d20 + 20 ⇒ (15) + 20 = 35
Shake it off, Justinius. Its your job to take those blows.....


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

Justinius round 4
Rattled by the pair of blows but still determined, Justinius continues to prepare for the battle.
5' step toward the beast
lay hands swift
divine bond standard
lay hands: 5d6 ⇒ (3, 1, 4, 1, 2) = 11
oh good, lay hands is getting even lower below average....


Knowledge (arcane) 1d20 + 19 ⇒ (5) + 19 = 24

Victoria shouts above the din. "This is a Purple Worm! A magical beast that lives below ground --and usually stays below ground! They are known to eat horses or cows whole when the emerge. This seems to be a particularly advanced specimen."

Victoria casts a spell and begins to grow to enormous proportions herself, easily standing 15 feet tall within a few moments. She is also covered in a coating of thick, white fur.

Cast monstrous physique III, taking the form of a Huge yeti. I'm not taking any other actions yet, but here is an AoO just in case. FYI, I now have a 20-foot reach.

Melee Attack
fauchard 1d20 + 25 ⇒ (18) + 25 = 433d8 + 22 ⇒ (1, 6, 7) + 22 = 36 Critical threat
fauchard 1d20 + 25 ⇒ (10) + 25 = 353d8 + 22 ⇒ (6, 3, 6) + 22 = 37 Critical confirmation


RETIRED PC | Cold-Blooded Chantyman | Neutral | HP 150/162 | AC 38 (T 18, FF 32) | CMD 34 | F +14 R +17 W +12; Resist Cold 10, Immune to Fear | Init +3 | Perception +30/SM +1; darkvision 90', blindsense 30' | Speed 60 | Mythic Power 3/5, Bardic Performance 4/30, Claws 7/7, Breath Weapon 2/2, Touch of Rage 7/7, Tactician 2/2 | Spells: 1st 5/6B 7/7S, 2nd 4/5B 4/5S, 3rd 4/5B, 4th 3/4B | Active Effects: 1 Cha damage; magic vestment & heroes' feast 11.25/12 h; telepathic bond 7/8 h; feather step & see invisible 74/80 m, acute senses 9/12 m, blessing of fervor 9/12 r, allegro 11/12 r

As Jim hurtles through the air, he catches a glimpse of the battle scene over top of the sleet and through the snow.

That's more worm than wyrm; I'm more dragon than -

Distracted by the scene, the half-orc botches his landing; his boots make sure he lands on his feet, but he fails to secure himself on the slippery rocks.

Death and damnation!

His arms flailing wildly, he only just manages to keep his balance as he slides down the slope and into the sleet and ice, Avaria momentarily visible as he shoots by her in the storm before coming to a halt at the foot of the opposite slope.

ROUND 4/ Initiative 3 (by Justinius's count)

Incredulous that anyone can hear him but not wanting to break his enchantment, Jim keeps up his song.

"Slowin' Jim with merry weather
Will not change yer fate,
He may be a smidge delayed
But he'll still make ye 'late'!"

With a sneer at the sleet, he trudges on towards the fighting.

Behind the Scene:
Knowledge Arcana: 1d20 + 8 ⇒ (17) + 8 = 25.
Free: maintains inspire courage bardic performance; Full Round: double moves towards the combat; Swift/Immediate: none.

Question: Is it possible to make an additional Acrobatics check to ignore the blinded condition penalty to movement in the storm?


map of Sandpoint | current map

I've written and rewritten this post like 5 times as I've read and reread different rules... here's the best answer (to Jim's question) I can come up with after spending too much time on it:

The penalty for being blinded (needing an acrobatics check to move at half speed without falling) is separate from and stacks with the additional movement cost for moving with poor visibility (having to pay double for each square of movement). So, by RAW, in Pathfinder blind people functionally have to make an acrobatics check to move 1/4 speed all the time. Sorry, blind people. The check allowed by Sleet Storm is the same check normally allowed to anyone blinded (the icy ground is just flavor, not the cause of the check); therefor, you've already made that check and can't repeat it for additional benefit. Sorry for the confusion (and that you're stuck trudging through that, lol). These penalties are both separate from (and would stack with) the difficult terrain from the heavy snow, so without Feather Step you would really be screwed. All of the current movement penalties are vision based, so if anyone has blindsense speak up because that would make a big difference (I think Jim gains it next level).


Game left due to change in work situation

Apologies for being AWOL yesterday! Series of unfortunate events blah blah...

Avaria yelps when Jim seems to very suddenly appear just behind her in the storm.

"So glad you caught up!" she calls back to Jim over the sound of the unnatural weather as she continues to push forward.

Double move again :D


Female Human (Shoanti) HP 121/122; AC 33 TA 27 FF 30, CMD 42(44 vs. grap, repos, trip); MP 3/5, Ki 12/13 Per +25, darkvision 90'; immune disease, plant traits; DR: 10/adam; Resist acid 20, cold 20, electricity 20, resist call of the wild

Graverattler moves forward on the icy ground and throws as solid a blow as she can land on the Wyrm.

Vital Strike (not going to risk power attack) 1d20 + 17 ⇒ (18) + 17 = 35 for 6d8 + 6 ⇒ (4, 5, 3, 1, 7, 8) + 6 = 34 Counts as magic, silver, cold iron; might as well make it a stunning fist DC is 21, maybe it'll roll a 1.

I actually have improved evasion, so I'm going to adjust my HP for that vs the lightning strike.


map of Sandpoint | current map

@Jim- our posting rounds don't quite line up with actual rounds (the worm goes halfway through a round; you, Avaria, Victoria, and Aldern finish out the round; then Justinius and Graverattler start the next turn before my next creature post... so this was your round 3 and then Justinius kicked off round 4

@Graverattler- fair enough... I remembered evasion for the second bolt, forgot you had improved evasion too.

"It looks unharmed!" Aldern shouts, "What have you been doing over here, dancing with it?" Fixing his eyes, and bow, on the purple worm he calls out, "You're mine now you brainless beast; dance time is over!" and unleashes volley of arrows...
challenge/multishot: 1d20 + 18 + 1 + 2 ⇒ (15) + 18 + 1 + 2 = 36, for: 1d8 + 4 + 1 + 11 ⇒ (4) + 4 + 1 + 11 = 20 and: 1d8 + 4 + 1 + 11 ⇒ (4) + 4 + 1 + 11 = 20
challenge/attack2: 1d20 + 13 + 1 + 2 ⇒ (6) + 13 + 1 + 2 = 22, for: 1d8 + 4 + 1 + 11 ⇒ (4) + 4 + 1 + 11 = 20
challenge/attack3: 1d20 + 8 + 1 + 2 ⇒ (19) + 8 + 1 + 2 = 30, for: 1d8 + 4 + 1 + 11 ⇒ (3) + 4 + 1 + 11 = 19
His first pair of arrows sink deep into the creature's hide, causing the front of the creature to shake briefly. The second arrow sails wide, and the third skitters across an armored plate but fails to penetrate.

Then Graverattler steps up and connects with a powerful punch, which once again causes a strange, almost confused, reaction from the creature.

With Aldern out of reach, for the time being, and Graverattler's existence apparently still perplexing, the creature presses the attack against Justinius...
bite: 1d20 + 31 ⇒ (13) + 31 = 44, for: 4d8 + 17 ⇒ (4, 1, 4, 4) + 17 = 30
sting: 1d20 + 31 ⇒ (19) + 31 = 50, for: 2d8 + 17 ⇒ (3, 3) + 17 = 23; and DC 27 Fort or Str damage: 1d4 ⇒ 2

Everyone may act again now.


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

fort save: 1d20 + 20 ⇒ (2) + 20 = 22
Justinius reels from the blows.
go ahead and surge that fort save surge: 1d6 ⇒ 1
yeah that seems about right.
well, wanting to live just a little longer, Justinius casts Burst of speed and moves back 20ft.
Then activates his quick runners shirt to draw a breath of life scroll, which he activates.
umd: 1d20 + 25 ⇒ (6) + 25 = 31
breath of life: 5d8 + 9 ⇒ (2, 3, 7, 6, 7) + 9 = 34
Its my own fault, I should have put some effort into getting better saves.


RETIRED PC | Cold-Blooded Chantyman | Neutral | HP 150/162 | AC 38 (T 18, FF 32) | CMD 34 | F +14 R +17 W +12; Resist Cold 10, Immune to Fear | Init +3 | Perception +30/SM +1; darkvision 90', blindsense 30' | Speed 60 | Mythic Power 3/5, Bardic Performance 4/30, Claws 7/7, Breath Weapon 2/2, Touch of Rage 7/7, Tactician 2/2 | Spells: 1st 5/6B 7/7S, 2nd 4/5B 4/5S, 3rd 4/5B, 4th 3/4B | Active Effects: 1 Cha damage; magic vestment & heroes' feast 11.25/12 h; telepathic bond 7/8 h; feather step & see invisible 74/80 m, acute senses 9/12 m, blessing of fervor 9/12 r, allegro 11/12 r

Jim nods at Avaria and continues through the storm at a hurried trudge.

This damned weather magic is startin’ t’ foul me mood, Zenovia.

”We came t’ kill a dragon but a worm’ll have t’ do,
We can stick it on a hook, t’ bait a drake more true!”

Behind the Scene:
Free: maintaining inspire courage bardic performance; Full Round: double-move of 30’ towards combat; Free/Swift: none.


Female Human (Shoanti) HP 121/122; AC 33 TA 27 FF 30, CMD 42(44 vs. grap, repos, trip); MP 3/5, Ki 12/13 Per +25, darkvision 90'; immune disease, plant traits; DR: 10/adam; Resist acid 20, cold 20, electricity 20, resist call of the wild

Counting in Jim's Inspiration this time, missed out on it last go round.

Graverattler launches into a series of strikes, starting with a two-handed blow, following through with a series of elbows, kicks, and a half-hearted headbutt, all aimed for the same patch of scaley hide.

Flurry with Pummeling Style:
Hammer blow 1d20 + 20 ⇒ (13) + 20 = 33 for 4d8 + 9 ⇒ (2, 1, 7, 3) + 9 = 22
1d20 + 20 ⇒ (14) + 20 = 34 for 2d8 + 9 ⇒ (4, 7) + 9 = 20
1d20 + 20 ⇒ (7) + 20 = 27 for 2d8 + 9 ⇒ (5, 8) + 9 = 22
1d20 + 15 ⇒ (4) + 15 = 19 for 2d8 + 9 ⇒ (2, 5) + 9 = 16
1d20 + 10 ⇒ (8) + 10 = 18 for 2d8 + 9 ⇒ (6, 8) + 9 = 23

The Return of The Flurry of Misses, coming soon to a theater near you.


map of Sandpoint | current map

You couldn't see or hear Jim last round... He comes out of the sleet storm on his turn so you definitely gain the bonus this round (luckily, without it that would have been even worse).


RETIRED PC | Cold-Blooded Chantyman | Neutral | HP 150/162 | AC 38 (T 18, FF 32) | CMD 34 | F +14 R +17 W +12; Resist Cold 10, Immune to Fear | Init +3 | Perception +30/SM +1; darkvision 90', blindsense 30' | Speed 60 | Mythic Power 3/5, Bardic Performance 4/30, Claws 7/7, Breath Weapon 2/2, Touch of Rage 7/7, Tactician 2/2 | Spells: 1st 5/6B 7/7S, 2nd 4/5B 4/5S, 3rd 4/5B, 4th 3/4B | Active Effects: 1 Cha damage; magic vestment & heroes' feast 11.25/12 h; telepathic bond 7/8 h; feather step & see invisible 74/80 m, acute senses 9/12 m, blessing of fervor 9/12 r, allegro 11/12 r

Upon clearing the sleet storm, Jim takes in the scene for a moment before roaring up at Victoria.

"By Asmodeus's arse, hit that thing, Hellknight!"

Victoria feels compelled to hit something...

Behind the Scene:
Hopefully it's the purple worm! Swift: using Decisive Strike to grant Victoria a single melee or ranged attack on Jim's turn at an additional +1 to hit, so total +4 hit +3 damage from Jim.


map of Sandpoint | current map

Victoria- you're not in range of Jim inspire courage until his turn (which is after yours), so your action will use all your own normal bonuses, then you'll get +4/+3 on the free attack and +3/+3 on subsequent rounds.


Game left due to change in work situation

What's Avaria's current position after that last double move? Is she still in the storm?


map of Sandpoint | current map

Sadly, you are still in the storm, yes. Three double moves has taken you 45'. Another this round would put you at 60'. If nobody does anything to alter your situation, another double move next round would be 75' and the round after that a single move gets you out and you can act.


map of Sandpoint | current map

The purple worm lands two more brutal attacks against Justinius, sending him reeling backwards. The color begins to drain from his face as the beast's poison spreads through his body.

Recognizing that the time for preparation has passed and the time for decisive action has come, the Hellknight unleashes a flurry of powerful attacks against the creature...
attack1: 1d20 + 24 - 3 ⇒ (6) + 24 - 3 = 27, for: 3d8 + 20 + 9 ⇒ (2, 3, 7) + 20 + 9 = 41
speed: 1d20 + 24 - 3 ⇒ (16) + 24 - 3 = 37, for: 3d8 + 20 + 9 ⇒ (3, 6, 1) + 20 + 9 = 39
attack2: 1d20 + 19 - 3 ⇒ (8) + 19 - 3 = 24, for: 3d8 + 20 + 9 ⇒ (7, 1, 3) + 20 + 9 = 40
attack3: 1d20 + 14 - 3 ⇒ (4) + 14 - 3 = 15, for: 3d8 + 20 + 9 ⇒ (4, 7, 4) + 20 + 9 = 44
...but seems unbalanced by the inclement weather and only lands a single hit.

Aldern follows up her attack with his own flurry of arrows...
multishot: 1d20 + 18 + 1 + 2 ⇒ (18) + 18 + 1 + 2 = 39, for: 1d8 + 4 + 1 + 11 ⇒ (7) + 4 + 1 + 11 = 23 and: 1d8 + 4 + 1 + 11 ⇒ (5) + 4 + 1 + 11 = 21
attack2: 1d20 + 13 + 1 + 2 ⇒ (2) + 13 + 1 + 2 = 18, for: 1d8 + 4 + 1 + 11 ⇒ (7) + 4 + 1 + 11 = 23
attack3: 1d20 + 8 + 1 + 2 ⇒ (7) + 8 + 1 + 2 = 18, for: 1d8 + 4 + 1 + 11 ⇒ (2) + 4 + 1 + 11 = 18
...with about the same degree of success.

Meanwhile a rather frustrated Avaria continues working her way through the storm, cursing her lack of an appropriate prepared spell and wondering about ways to improve the group's teamwork so she doesn't get stuck in a spot like this again.

Rimy Jim, on the other hand, finally bursts out of the driving sleet, and immediately begins barking orders. Spurred on by his call and bolstered by his chanty, Victoria does take another swing at the worm...
attack1: 1d20 + 24 - 3 + 4 ⇒ (13) + 24 - 3 + 4 = 38, for: 3d8 + 20 + 9 + 3 ⇒ (7, 4, 4) + 20 + 9 + 3 = 47
...connecting mightily.

Justinius avails himself of the momentary distraction and retreats back to the edge of the sleet.

Moving in time with Jim's song, Graverattler steps up and connects with two hard punches of her own. By my count that's 172 damage this round!

The worm begins thrashing as wounds erupt all over it... It shifts forward and, lifting it's massive front section into the air, begins biting at Victoria...
bite: 1d20 + 31 ⇒ (12) + 31 = 43, for: 4d8 + 17 ⇒ (1, 5, 4, 2) + 17 = 29
bite: 1d20 + 31 ⇒ (19) + 31 = 50, for: 4d8 + 17 ⇒ (5, 6, 8, 1) + 17 = 37
...as it's front section crashes back to earth, it once again brings it's hind section up over it's mouth this time striking at Graverattler...
meaningless: 1d20 + 31 ⇒ (16) + 31 = 47
...but it passes harmlessly through her dust form.

Good news (for Justinius), the first couple of rounds I forgot it was supposed to be getting an extra bite. Fixed it this round. Everyone may act again now.


Female Human (Shoanti) HP 121/122; AC 33 TA 27 FF 30, CMD 42(44 vs. grap, repos, trip); MP 3/5, Ki 12/13 Per +25, darkvision 90'; immune disease, plant traits; DR: 10/adam; Resist acid 20, cold 20, electricity 20, resist call of the wild

Graverattler smiles as the worm's sting passes through her. Excellent, at least it's attacks are not magical.

She yells out "Hang in there, Justinius, we'll take this beast down!" and she focuses her ki, moving into an even faster flurry of attacks. Her determination to see the beast fall guides her blows, allowing most of them to strike true.

Pummeling Style:
Hammerblow ki strike 1d20 + 22 ⇒ (18) + 22 = 40 for 4d8 + 9 ⇒ (2, 2, 6, 2) + 9 = 21
1d20 + 20 ⇒ (16) + 20 = 36 for 2d8 + 9 ⇒ (7, 3) + 9 = 19
1d20 + 20 ⇒ (15) + 20 = 35 for 2d8 + 9 ⇒ (2, 1) + 9 = 12
1d20 + 20 ⇒ (12) + 20 = 32 for 2d8 + 9 ⇒ (7, 4) + 9 = 20
1d20 + 15 ⇒ (12) + 15 = 27 for 2d8 + 9 ⇒ (3, 6) + 9 = 18 Surge +1d6 ⇒ 4 to hit=31
1d20 + 10 ⇒ (20) + 10 = 30 for 2d8 + 9 ⇒ (3, 2) + 9 = 14 confirmation 1d20 + 10 ⇒ (13) + 10 = 23 (nope, but autohit thanks to the nat 20!)

Landing blow after blow, the Shoanti warrior tears a sizable hole in the side of the beast, the odd sound of her sandy form blasting its way through the carapace like stone on stone.

Her companions needed more from her perhaps, but it seemed that taking down the beast before it did more damage was her best option. She hoped she wouldn't regret the decision.


RETIRED PC | Cold-Blooded Chantyman | Neutral | HP 150/162 | AC 38 (T 18, FF 32) | CMD 34 | F +14 R +17 W +12; Resist Cold 10, Immune to Fear | Init +3 | Perception +30/SM +1; darkvision 90', blindsense 30' | Speed 60 | Mythic Power 3/5, Bardic Performance 4/30, Claws 7/7, Breath Weapon 2/2, Touch of Rage 7/7, Tactician 2/2 | Spells: 1st 5/6B 7/7S, 2nd 4/5B 4/5S, 3rd 4/5B, 4th 3/4B | Active Effects: 1 Cha damage; magic vestment & heroes' feast 11.25/12 h; telepathic bond 7/8 h; feather step & see invisible 74/80 m, acute senses 9/12 m, blessing of fervor 9/12 r, allegro 11/12 r

At the start of his turn, if the worm is still alive and within reach of Victoria, Jim will use Decisive Strike on her again. So feel free to roll that up ahead of time, Victoria!


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

first things first, another save
fort save: 1d20 + 20 ⇒ (8) + 20 = 28
Justinius keeps a close eye on the battle unfolring before him. Not wanting to be a liability in the combat, he tends to his wounds before proceeding.
swift actionlay hands: 5d6 ⇒ (2, 6, 4, 5, 5) = 22
Mercy neutralize poison: 1d20 + 11 ⇒ (16) + 11 = 27
standard actionlay hands: 5d6 ⇒ (6, 6, 6, 4, 6) = 28
Mercy neutralize poison: 1d20 + 11 ⇒ (3) + 11 = 14
Justinius drives the poison from his body and while healing himself and moves 5 feet forward. Ready to pounce soon.
"Victoria, any chance you could get around behind this beast to provide a flank? I'll be on him soon and it would really help!"


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male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

Victoria, help!!! We've been frozen in time....only you can save us!!!!!!!!


Game left due to change in work situation

Avaria dusts the snow off her head and shoulders as she continues. She was going to invest in a decent pair of goggles, ice climber's slippers, and maybe a cloak with more clasps to keep it shut. She continues forward, grumbling about missing all the action.

Double move ;n;


map of Sandpoint | current map

Taking two bites so brutal she's not confident in her ability to take two more, Victoria decides to withdraw and prepare to attack with her spells. She cautiously flies up beyond where the worm can reach.

Avaria trudges through the sleet until she can just barely begin to make out shapes outside of the unbearable storm.

Spurred on by Rimy Jim's song, Aldern continues his rain of arrows...
multishot: 1d20 + 18 + 1 + 2 + 3 ⇒ (14) + 18 + 1 + 2 + 3 = 38, for: 1d8 + 4 + 1 + 11 + 3 ⇒ (6) + 4 + 1 + 11 + 3 = 25 and: 1d8 + 4 + 1 + 11 + 3 ⇒ (8) + 4 + 1 + 11 + 3 = 27
attack2: 1d20 + 13 + 1 + 2 + 3 ⇒ (10) + 13 + 1 + 2 + 3 = 29, for: 1d8 + 4 + 1 + 11 + 3 ⇒ (3) + 4 + 1 + 11 + 3 = 22
attack3: 1d20 + 8 + 1 + 2 + 3 ⇒ (6) + 8 + 1 + 2 + 3 = 20, for: 1d8 + 4 + 1 + 11 + 3 ⇒ (8) + 4 + 1 + 11 + 3 = 27
Once again, only his first pair of arrows strikes... but once again they seem surprisingly forceful strikes.

I know Jim was waiting on Victoria... now we'll wait on him. Victoria is out of range to attack, and so is Justinius, but you could give a free attack to Graverattler if you want, or to Aldern if you can grant ranged attacks.


RETIRED PC | Cold-Blooded Chantyman | Neutral | HP 150/162 | AC 38 (T 18, FF 32) | CMD 34 | F +14 R +17 W +12; Resist Cold 10, Immune to Fear | Init +3 | Perception +30/SM +1; darkvision 90', blindsense 30' | Speed 60 | Mythic Power 3/5, Bardic Performance 4/30, Claws 7/7, Breath Weapon 2/2, Touch of Rage 7/7, Tactician 2/2 | Spells: 1st 5/6B 7/7S, 2nd 4/5B 4/5S, 3rd 4/5B, 4th 3/4B | Active Effects: 1 Cha damage; magic vestment & heroes' feast 11.25/12 h; telepathic bond 7/8 h; feather step & see invisible 74/80 m, acute senses 9/12 m, blessing of fervor 9/12 r, allegro 11/12 r

Jim barks out "Again, Foxglove!" before picking back up on his chanty.

"I've been through sleet 'n ice, wind 'n snow,
But now the cold 'n ye does grow!
Whether by weather, or by mortal fear
At knowin' yer end's near now Jim's here."

After attemptng to ensorcel the worm with a numbing cold, Jim moves up as close as possible to the magical beast.

Behind the Scene:
Swift: Decisive Strike on Aldern - remember extra +1 to hit!; Standard: casts slow Will DC 17 on the purple worm; Free: maintains inspire courage bardic performance for +3 competence to hit/damage and +3 morale to saves vs fear/charm effects; Move: will move adjacent to worm if there is an empty space.


map of Sandpoint | current map

At Rimy Jim's goading, Aldern draws an arrow with startling speed and launches it at the worm...
attack: 1d20 + 18 + 1 + 2 + 4 ⇒ (11) + 18 + 1 + 2 + 4 = 36, for: 1d8 + 4 + 1 + 11 + 3 ⇒ (7) + 4 + 1 + 11 + 3 = 26
striking true with another forceful hit.

When Jim's magic engulfs the worm it strangely comes to rest an inch or so from its hide where it begins to crackle with red energy and pop. In an instant all of the crackling energy falls to the ground as if riding an avalanche of shattered ice.

DC 30 Knowledge(arcana):
This strange visual effect was almost certainly caused by the bard's slow spell shattering a haste spell that was in place.

Justinius, meanwhile, summons Iomedae's power again, healing himself and driving the poison from his system- though he still feels weakened by it.

Graverattler, emboldened by the discovery that the worm may be unable to harm her now, steps up and unleashes a devastating flurry of blows. Hit after hit connects until the worm falls limp before her.

As it collapses, Aldern lets out a loud chuckle. "Well I guess I won't be able to take all the credit after all," he jokes.

Cold and frustrated, Avaria emerges from the storm just in time to her Aldern's joke.

we'll drop out of turn-by-turn now unless you guys have any short duration buffs that you're hoping you might still have active if/when you fight anything or anyone else?


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

s$~%. day late and dollar short. hey look! haha, theres a filter!
Justinius Lays on hands and moves up to the fight, looking skepticly at the Wyrm for signs of life. Then offers healing to anyone who needs it.
lay hands: 5d6 ⇒ (1, 6, 6, 4, 4) = 21


Female Human (Shoanti) HP 121/122; AC 33 TA 27 FF 30, CMD 42(44 vs. grap, repos, trip); MP 3/5, Ki 12/13 Per +25, darkvision 90'; immune disease, plant traits; DR: 10/adam; Resist acid 20, cold 20, electricity 20, resist call of the wild

Graverattler tosses Aldern a smile. "The credit may be shared. First, we need to find out whether the beast has been further ensorcelled and insure it won't just heal and rise again."

She turns to Victoria "Your area of expertise, I believe?"


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

"Aldern, do you need to gather any parts of this beast for proof or value? We should make haste to the creatures lair while it is unguarded."


RETIRED PC | Cold-Blooded Chantyman | Neutral | HP 150/162 | AC 38 (T 18, FF 32) | CMD 34 | F +14 R +17 W +12; Resist Cold 10, Immune to Fear | Init +3 | Perception +30/SM +1; darkvision 90', blindsense 30' | Speed 60 | Mythic Power 3/5, Bardic Performance 4/30, Claws 7/7, Breath Weapon 2/2, Touch of Rage 7/7, Tactician 2/2 | Spells: 1st 5/6B 7/7S, 2nd 4/5B 4/5S, 3rd 4/5B, 4th 3/4B | Active Effects: 1 Cha damage; magic vestment & heroes' feast 11.25/12 h; telepathic bond 7/8 h; feather step & see invisible 74/80 m, acute senses 9/12 m, blessing of fervor 9/12 r, allegro 11/12 r

Jim stands looking at the beast, thoughtfully scratching his neck around his collar.

" Would it be worth guttin', in case it's recently et anyone o' wealth?" He reaches over and grabs one of the worms teeth, pulling open its maw and peering inside, then leans around the mouth to squint down the length of the corpse through the snow.


male human pali 12/ rogue 12. hp155/155. ac32 percept +23. initiative +13. fort +19. will +20. ref +23. Mythic Power 7/7. Smite 4/4. lay hands 12/12. Divine Bond 2/2.

"Well worth a try, Jim. However, I have no training with such disection, and I believe the poison inside will still be potent. I will assist if directed, but advise proceeding with caution."


Female Human (Shoanti) HP 121/122; AC 33 TA 27 FF 30, CMD 42(44 vs. grap, repos, trip); MP 3/5, Ki 12/13 Per +25, darkvision 90'; immune disease, plant traits; DR: 10/adam; Resist acid 20, cold 20, electricity 20, resist call of the wild

Graverattler looks at poor Avaria, just emerging from the storm. "Given how poorly our scouting attempts have gone so far, I recommend we stick together from this point on. Between the near disaster at the crypt and this, our track record for stealthy advance isn't promising. Also, I should use my wand to provide full recovery before we go any further."


map of Sandpoint | current map

"I wouldn't mind getting something for a trophy," Aldern answers, "I've never tried to gut anything like this before, but you're right- if it ate anyone recently there may be valuables in it somewhere... so, who wants to get in there and start cutting?"


Game left due to change in work situation

Avaria finally emerges from the sleet storm, caked in a crusted layer of ice and snow, just in time to see the beast's last death throes before it went still.

"Great. Just great," she says with a huff, lower lip pushed out in the form of a pout.

"You've gone and stolen all my glory for once, Aldern," she added as she removed her cloak for just a moment to dust it off before slinging it back around her.

"I swear, after this, I'm heading to Absolom for a nice long vacation."

She ignores the suggestions of cutting open the serpentine creature, assuming it all to be in jest. After all, who could possibly want to do something so disgusting...


map of Sandpoint | current map

Aldern grins at Avaria's flattery. He makes a show of bowing grandly to her before answering, "Yes, I'm sure this disappointment will haunt you every time you sit down to polish all of those trophies you've stolen from me over the years."


Female Human (Shoanti) HP 121/122; AC 33 TA 27 FF 30, CMD 42(44 vs. grap, repos, trip); MP 3/5, Ki 12/13 Per +25, darkvision 90'; immune disease, plant traits; DR: 10/adam; Resist acid 20, cold 20, electricity 20, resist call of the wild

"Koreutu, o te ngau ke whakakitea koutou." Graverattler chants, looking about to see if there are any other signs of magic.

Shoanti:

"Aura of the unnatural reveal yourselves."

Cast Detect Magic


map of Sandpoint | current map

Graverattler:
There is enough magical energy around that it takes some concentration, and some time, to make sense of them... the whole snow storm that's engulfed the area radiates a strong transmutation aura, the blinding sleet has a weak summoning aura; the worm has a moderate enchantment aura that's just begun fading and a lingering aura of transmutation.


RETIRED PC | Cold-Blooded Chantyman | Neutral | HP 150/162 | AC 38 (T 18, FF 32) | CMD 34 | F +14 R +17 W +12; Resist Cold 10, Immune to Fear | Init +3 | Perception +30/SM +1; darkvision 90', blindsense 30' | Speed 60 | Mythic Power 3/5, Bardic Performance 4/30, Claws 7/7, Breath Weapon 2/2, Touch of Rage 7/7, Tactician 2/2 | Spells: 1st 5/6B 7/7S, 2nd 4/5B 4/5S, 3rd 4/5B, 4th 3/4B | Active Effects: 1 Cha damage; magic vestment & heroes' feast 11.25/12 h; telepathic bond 7/8 h; feather step & see invisible 74/80 m, acute senses 9/12 m, blessing of fervor 9/12 r, allegro 11/12 r

Jim dubiously knocks Zenovia against the thick chitin of the worm's corpse.

"Methinks doin' a proper job of it's like t' take some time. I say we go with Justinius's thought and find its lair; we kin always come back fer this, 'n anythin' big 'nuff t' walk away with it'll be big 'nuff t' track."

Behind the Scene:
Survival: 1d20 + 20 ⇒ (1) + 20 = 21 maybe to estimate the time to properly gut the thing? Also wondering if poison could feasibly be retrieved.

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