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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Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

Round 6 Initiative 16
Remember, Haste gives us a +1 to Reflex Saves.
Reflex Save: 1d20 + 15 ⇒ (10) + 15 = 25
She has Evasion, so no damage for her.
Valanthe thinks on her options, and smiles, having formulated a strategy.
She quickly makes arcane symbols with her hands and screams a word, which strangely is not heard by anyone.
"Csend!"
She uses a Mythic Power Point to cast a Quickened Silence on the ground centered on the giant, with her Wild Arcana mythic ability. So no Saving Throw.
Then she gets a Tanglefoot Bag out of her Handy Haversack, and throws it out to the Giant.
Ranged Touch Attack Roll (+6 Favored Enemy +3 Rimy +1 Haste -4 30' Range): 1d20 + 21 ⇒ (8) + 21 = 29

Tanglefoot Bag:
When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A creature that is glued to the floor can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.


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)

ROUND 6 / INIT 34

Oliver rushes around the corner just in time to witness an explosion of acid encompassing most of the hallway and his fellow deputies.

Hmpf...it's about time we wiped that smug smirk from that thing you call a face

As he moves forward he digs deep within to muster extra magical power. A blast of icy air flows from hands into his bow causing a thin veil of ice to form on the tip of his arrow.

Oliver does just as Rimy Jim's verse suggested and sends an icy arrow straight toward that smug grin.

behind the scenes:

Oliver uses a mythic point (2/5) to quicken Frigid Touch
http://www.d20pfsrd.com/magic/all-spells/f/frigid-touch

He then uses VS with the frigid touch

VS to hit: 1d20 + 25 ⇒ (6) + 25 = 31
VS damage: 3d8 + 78 ⇒ (6, 3, 2) + 78 = 89
(no +1 from PB shot)

Frigid touch damage: 4d6 ⇒ (5, 1, 6, 3) = 15
"If" he has spell resistance
Spell Resistance Check 1: 1d20 + 12 ⇒ (2) + 12 = 14
Spell Resistance Check 2: 1d20 + 12 ⇒ (11) + 12 = 23
(arcane surge allows 2 rolls and to add tier as bonus)


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 6 initiative 26
reflex save: 1d20 + 21 + 1 ⇒ (20) + 21 + 1 = 42I do have evasion
bit of overkill there
keep your wits about you Justinius, don't let it goad you into giving up the advantage
Justinius rolls deftly out of the acid cloud and resists the urge to charge the giant.
Instead, he once again focus' his curative powers on himself and the others.
Then he moves to be closer to Jim.
channel energy: 6d6 ⇒ (1, 4, 2, 2, 1, 5) = 15
lay hands: 5d6 ⇒ (6, 6, 1, 3, 5) = 21
standard action-channel energy
swift action-lay hands
move action-move to 5' behind Rimy Jim


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.

Everyone (but the giant) is within 30' of justinius when he channels and gets that 15.


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

Reflex 1d20 + 12 ⇒ (5) + 12 = 17 Graverattler takes a face full of acid. The rocks forming her body sizzle and pock.
Has improved evasion, 33 Points damage.

Round 6 Init 8

Graverattler growls and leaps forward, kicking and punching the giant in a series of precisely aimed blows. "Nice try, giant, but you will fall, now."


Jump Kick 1d20 + 23 ⇒ (9) + 23 = 32 for 3d8 + 12 ⇒ (4, 1, 8) + 12 = 25
haste 1d20 + 23 ⇒ (15) + 23 = 38 for 3d8 + 12 ⇒ (3, 7, 2) + 12 = 24
continue flurry
1d20 + 23 ⇒ (18) + 23 = 41 for 3d8 + 12 ⇒ (4, 5, 2) + 12 = 23
1d20 + 23 ⇒ (6) + 23 = 29 for 3d8 + 12 ⇒ (7, 8, 6) + 12 = 33
1d20 + 18 ⇒ (13) + 18 = 31 for 3d8 + 12 ⇒ (7, 7, 8) + 12 = 34
1d20 + 13 ⇒ (8) + 13 = 21 for 3d8 + 12 ⇒ (3, 1, 5) + 12 = 21
using pummeling style.


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

ROUND 6 / Initiative 7
feather step

Jim steps back five feet and quickly realizes he can't make any noise. He reaches into a pouch with his free hand and retrieves a potion, which he drinks.

As I understand it, Graverattler will have to wait until Jim backs up to have enough room to advance. If this is the case, she won't gain the +3 hit/damage from Jim's inspire courage from the round before.

Behind the Scene:
Movement: 5' step away from giant; Move-Equivalent: retrieves potion; Standard: drinks potion; Swift/Free: none.
potion of cure moderate wounds: 3d8 + 5 ⇒ (8, 5, 6) + 5 = 24 HP healed.


map of Sandpoint | current map

Actually, Jim, the opposite is true... Graverattler is large and has 10' reach, so after she jump kicks over your head she lands behind you leaving nowhere for you to 5' step to... you can however withdraw through Graverattler, which seems most in keeping with the spirit of your action...

The invisible archer makes good on his intention... The arrow he fires flies straight and true, somehow missing Justinius, Jim, and even the towering earth-and-stone Graverattler and sinks deep into the giant's chest. It's smug look is quickly replaced by alarm as blood runs down it's stony chest and a patch of ice forms around the wound.

Justinius positions himself to ensure that Jim but not the giant will be reached by his healing and then channels a wave of soft golden light that heals all of his teammates.

Suddenly everything goes silent for the giant, Rimy Jim, Graverattler, and Justinius as Valanthe casts a spell. Then she lobs a sticky sack of goo over Graverattler's shoulder and onto the giant who gets coated with the rubbery tar.

GM Dice:
1d20 ⇒ 15

Graverattler leaps forward with her massive rocky leg lifted above Jim's head but her attack is deflected by some invisible force. Following up her kick with a flurry of other attacks, her second a third strikes connect, cracking away some of the stones, but none of the others do.

Leaving the two massive stony creatures to duke it out for a moment, Rimy Jim moves back to the other side of Graverattler.

Deciding that things are not going well, the giant takes a step back and concentrates for a moment... out of thin air a stone wall materializes blocking the hallway between it and Graverattler.

spellcraft DC 20:
That was clearly a wall of stone spell, but the giant appeared to use it as a spell-like ability rather than an actually spell.

knowledge(local) DC 24:
This is no regular stone giant, it is a stone giant elder- much older than most of its kin, it has a special connection with the ancient stone of the earth that grant it magical abilities. stone giant elders have a handful of spell-like abilities, including wall of stone and stoneskin in addition to casting spells as a reasonably powerful sorcerer.

Everyone may act. Please remain in turn by turn action as there are some short duration buffs running.


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

Round 7 Initiative 16
Valanthe passes both of the check "by default".

"He is a Stone Elder. He has magical abilities and spells, be careful! Get ready, I will open a hole in the wall."
She starts casting, her brow hardening, her hands dancing in an arcane dance.
"Destuyelo!"
Valanthe uses another of her Mythic Power to cast Disintegrate, making a 10' hole in the wall in the place the giant was.


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.

With no options to get through the wall, Justinius prepares himself for when one of his companions comes up with a solution.
Calling upon further curative powers, he heals himself further and then imbues one of his swords with Divine Bond.
Lay Hands: 5d6 ⇒ (1, 1, 5, 5, 5) = 17
Swift action-Lay Hands
Standard action-activate Divine Bond
Move action-move forward until I am 10' from the wall
Free action-Ask Val to drop silence so we can get Inspire Courage back (if I can do that in the silence area)


Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

Valanthe, at Justinius request, drops Silence.

RPG Superstar 2012 Top 32

  • Within silence you have no means of asking Val to dismiss the spell.
  • Dismissing a spell is a standard action, so Val couldn't do that and cast disintegrate in one round.
  • The wall is actually going to block the silence until Val blows a hole in it, so anyone who beat her initiative can speak or cast normally.


  • Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

    Well, Valanthe is out of the area of effect of Silence, but you are right, she can not dispel in the same round than when she cast Disintegrate. She will do it next round.


    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)

    ROUND 7 / INIT 34

    knowledge local: 1d20 + 19 ⇒ (5) + 19 = 24
    Without Jim's song to inspire him, a look of worry can be seen in Oliver's eyes...and then anger.
    An elder giant? Here? But who would?...Lonjiku..

    Realizing that they still haven't seen any seen of Ameiko..

    This smells of a distraction...The chamber I came in from, there was another set of doors there. If we cant get to this guy soon, we should check it out

    The ranger moves back to the end of the hallway and draws his bow toward the stone wall.

    behind the scenes:

    Move: Moves 30ft back to the corner
    Standard: Readied action to attack the giant if he is able


    map of Sandpoint | current map

    All the walls are stone... I'll assume you mean the new one.


    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)

    si


    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

    R 7 I 8

    Graverattler mere pursues the giant by earthgliding through the wall. If she spots him, she will attempt to slow him down by hitting him with a sirocco. DC 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)

    Readied action for Round 7

    VS hit: 1d20 + 22 ⇒ (8) + 22 = 30
    -3 since I won't be able to hear Jims song
    VS dmg: 3d8 + 69 ⇒ (8, 1, 6) + 69 = 84


    map of Sandpoint | current map

    @Oliver- you really got some mileage out of that invisibility spell... this is at least the third time that you only hit because of it.

    For a moment everyone can hear normally again as the wall of solid rock blocks out the magical silence. Graverattler readies herself to move through the wall, alone, but before she can start forward a green ray zaps by her and utterly destroys the new obstacle. As silence comes pouring back into the hallway another arrow flies by with startling speed. This arrow buries itself in the other side of the giant's chest; with a silent bloody cough it falls backward, unmoving.

    Its up to the party if you want to rush somewhere while your short buffs last (in which case you need to keep posting round by round) or if you want to exit strictly turn based actions (and end all of your round/level buffs). In this hallway there is the door to the right at the corner (right by Oliver), and another door to the right about 2/3 of the way down (right near Jim); through the open double doors at the end of the hallway (that the giants emerged from) there is a chamber that opens up.


    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.

    "I think we should secure the valuables from these giants, then search for clues as to the whereabouts of Ameiko and her brother." Justinius says, looking around to see if anyone has other ideas.
    Then moves to Jim to pass out a little healing.
    lay hands: 5d6 ⇒ (2, 3, 6, 1, 3) = 15
    15 more back to the icy pirate


    Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

    Valanthe nods, dispels silence, and moves to check the door next to Oliver and the one near Jim using her gloves of reconnaissance.


    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)

    ROUND 8 / INIT 17

    @DM Nate: I thought so after a few of those attack rolls landed.

    A disembodied voice speaks up from behind the group.

    Oi..There'll be time to search these bodies in a moment ay. Let's make sure that these Glassworks are clear of threats first. If anyone is in trouble, I would like to find them sooner than later.

    I'll start by checking the doors I noticed in the other room.

    Oliver moves quickly down the hallway and into the room with the doors he saw earlier.

    I believe it is a double move to get to the doorway. Oliver's future actions (unless other people want turn based) will be to stealth to the door and attempt to open it quietly and peer inside while still invisible (Round 10 of Greater Invisibility).
    stealth: 1d20 + 19 ⇒ (15) + 19 = 34
    perception: 1d20 + 25 ⇒ (13) + 25 = 38


    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

    "Agreed." Graverattler grinds. She heads south to check out any doors there.


    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 will run down the hall into the room formerly occupied by the two giants he faced.


    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.

    Knowing Jims 'eye for fine details', Justinius opts to tag along with him. Easily keeping up with the pirate and helping to search the areas he is in.


    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

    "Ye ain't gettin' away, ol' man..." Jim grumbles to himself.

    Behind the Scene:
    Jim's intention is to look for any more giants and Ameiko and her family, but he's not taking the time to search for hidden folks outside of his see invisibility. To that end, here are some passive Perception checks as he moves through the glassworks.
    Perception: 1d20 + 1 ⇒ (19) + 1 = 20
    Perception: 1d20 + 1 ⇒ (10) + 1 = 11
    Perception: 1d20 + 1 ⇒ (1) + 1 = 2


    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.

    Trailing behind Jim (without see invisibility) letting him know if I spot anything.
    perception: 1d20 + 22 ⇒ (13) + 22 = 35
    perception: 1d20 + 22 ⇒ (4) + 22 = 26
    perception: 1d20 + 22 ⇒ (6) + 22 = 28


    map of Sandpoint | current map

    lol- remember that one time I got everyone to stay together for more than 4 consecutive rounds? no, me neither...

    Val:
    Drawing near to the door that Jim had been near, you can see that it is slightly out of alignment. Upon closer inspection it looks as though the hinges were damaged but someone forced the door closed anyway. Using your gloves to look beyond the door, you see some sort of dining room. There is a table big enough for ten or twelve people pushed off to one side of the room and a dozen chairs scattered about the room, some of which are broken. On the far side of the room there is a short hallway. On the left side of the room there are two closed doors. On the right side of the room there is one closed door and a second door that has been torn from it's hinges and then leaned up against the wall covering the doorway.

    Rimy Jim and Justinius:
    The hallway opens up into a roughly twenty foot wide by 30 foot long chamber. It appears to have been some sort of office; there is a desk and several chairs piled unceremoniously against the wall to your right. On either side of the pile (and somewhat behind it) there are two regular sized doors. On the left there is another double door. Deciding that the double door is the most likely path to any other giants, the intrepid adventurers head that direction...

    The doors open into twenty by twenty chamber. There is a wheelbarrow and some shovels next to a large mound of sand to your right. Placed in various locations around the room are barrels of different colored compounds. On the wall to your right is a hastily covered window. On the far wall is a normal sized door. The wall to your left has another double door which begins to swing open... Justinius tenses up for a moment before Oliver becomes visible in the door way.


    Oliver:
    You rush back into the chamber that you crashed through the roof of and across the hundred foot span of it... you can hear sounds behind the double door at the far end as you near them... with your spell nearly faded you throw open the doors while you still have some hope of surprise... and surprise you have- as the doors swing open, Justinius spins around grabbing for his shortswords while Rimy Jim looks right at you. Before the young paladin has a chance to do anything foolish your magic fades and he relaxes at your appearance.

    Graverattler:
    You head to the southern most door: the one right at the corner Jim had run around alone early in the fight. It is a regular sized door but you manage to squeeze your way through it. Once inside you discover that it is a showroom for the glass products produced here. The rounded room has four poorly covered window, a door that almost certainly leads outside (the one Justinius first knocked on, you're fairly sure), and a second door that runs parallel to the hallway you just exited. Looking around it is very clear that the show room was laid out for human-sized creatures... in your current form you are the proverbial bull in a china shop...


    Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

    Valanthe whispers to the others, which hear her as if she was standing right next to them.
    "Over here there is a ruined empty mess hall, with several doors, including one broken down, which we could check. What about you? Where do we go?"
    Without waiting for the answers, she moves into the mess hall and uses her gloves on the door torn from it's hinges and then leaned up against the wall covering the doorway (if she can not peer in, if she can peer in, she will do just that).
    Stealth Check (+2 Favored Terrain): 1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 31
    I would say Haste is over for now...


    map of Sandpoint | current map

    Yeah, any round/level buffs used during the fight are over.

    Valanthe reaches to open the door without waiting for anyone else to arrive, but finds that with the bent hinges it doesn't want to open easily. It looks like it would not be very difficult to force the door open, but it might not be very quiet...
    DC 10 Str check to open, but you'll take -20 to stealth if you do so.


    Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

    She will use her Reconnaissance gloves on it...


    map of Sandpoint | current map

    this is the same door you already used the gloves on- the door between the hallway and the mess hall is stuck.


    Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

    Got it... she will wait for the others then.


    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 tenses and in a flash aims his bow before realizing he's aiming at Jim and just as quickly points the sharp end away from his face.

    Well, I guess we know where this leads now.

    Just then he hears a message from Val. When she is finished he nods and looks for agreement from Jim and Justinius before answering.

    Alright Val, we're on our way. Well, mates... Maybe there's a chance someone we want to find is still around.

    Oliver will move toward Val (assuming his new friends will follow) but remaining vigilant.


    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.

    Following Oliver, Justinius keeps one sword in hand.


    Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

    "I think we can pry this door open, but not quietly..."


    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 turns to follow his two companions when he glances back and narrows his eyes at the room's normal-sized door. If'n somebody snuck out behind us 'cause I hadn't bothered t' look, I'd be fit to be tied, Zenovia.

    Scowling, the pirate stalks across the room and Zenovia cuts the door free from the wall.


    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

    "Seems a size adjustment is required. Also perhaps a bit of healing." Graverattler says, rejoining Justinius while converting her form to that of a fungus queen. "There was a door beyond the sample room I just left, as well."


    Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

    Valanthe looks at Graverattler, surprised, and tries to identify her new form.
    Knowledge (Nature): 1d20 + 22 ⇒ (2) + 22 = 24


    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.

    "This doorway seems a bit more suspicious. Let's check it first, then go back to the sample room." Justinius says.
    Once the door is cut loose and removed, Justinius lets his daylight spill onto the room.
    active perception check
    perception: 1d20 + 22 ⇒ (18) + 22 = 40


    map of Sandpoint | current map

    Rimy Jim:
    The door opens up into a ten foot square landing... to your left there is a staircase down.

    Val:
    In character: you know that a fungus queen is an extraplanar plant creature (all plants are immune to mind-affecting effect, and poison and sleep) with some spell-like abilities, and it reproduces by implanting spores in its victims; you don't know which, if any, of these abilities Graverattler might be able to emulate. Out of character: feel free to read the link.

    Oliver and Justinius arrive back at the door they had been near while fighting, only to discover that Rimy Jim is not with them... and that Graverattler has transformed into a truly unsettling creature with the face and torso of a beautiful pale green woman and a pulsating mound of fungus where her lower half should be...

    Rather than risk drawing attention by forcing the door open, Justinius begins loudly hacking away at the wood around the hinges with his sword. With the previous damage to the hinges, it looks like it should only take about two rounds to cut the door loose and remove it.

    secret stuff:
    hey, this is secret; why are you looking at it?
    1d20 ⇒ 18


    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

    Are the stairs big enough for a giant to use, and is there any light down there?


    Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

    Valanthe keeps an eye open.
    Perception Check (+2 Urban Favored Terrain and Darkvision, add +6 if giant, +2 if human or undead): 1d20 + 23 ⇒ (17) + 23 = 40

    RPG Superstar 2012 Top 32

    Rimy Jim:
    A giant could squeeze through the staircase, but not move comfortably. You don't see any light down there from the top of the stairs.


    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 walks into the hallway where he last saw Val only to find that some sort of half-plant half-human monster is creeping up on her, seemingly unawares.

    Val! Look out!

    Oliver immediately raises his bow and points it at the monster.

    Why isn't Val doing anything? Is she being controlled?

    He takes a moment... eyeing the creature to discern the threat.

    sense motive: 1d20 + 20 ⇒ (1) + 20 = 21


    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

    Making use of Valanthe's enchantment, Jim whispers...

    "I've found stairs t' some sort o' cellar, but no sign o' giants 'r anybody else."

    Jim quietly descends the stairs, crouched over, until he is low enough to see into the cellar.

    Behind the Scene:
    Stealth: 1d20 + 15 ⇒ (11) + 15 = 26.
    Can Jim see anything of note with his 90' darkvision?


    Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

    Valanthe smiles at Oliver.
    "Weird, isn't it... our new friend Graverattler is full of tricks, and this transformation is one of them."


    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 produces a sigh of relief and momentarily lowers. Oy, Graverattler,you look... different.

    As Justinius begins hacking, Oliver winces with every crack of the sword on the hinges. Not how I normally do things, but it sure is effective

    If there's anything dangerous is in there, it knows we're coming, be ready.

    The ranger steps slightly to the side in hopes of getting some cover by the doorway and readies his bow once again.

    When the door comes down, Oliver will attempt to notice anyone who might be hiding in the room
    perception: 1d20 + 25 ⇒ (8) + 25 = 33


    map of Sandpoint | current map

    Rimy Jim:
    You slowly and quietly make your way down the stairs... It's a fairly steep staircase without a lot of unnecessary headroom, so you have to go nearly to the bottom before you can see more than a few feet forward.

    The hallway runs about thirty feet before veering to the left. Ten feet down it, also on the left another hallway branches off; based on the rubble, it looks like that branch had been walled off until recently. You still don't see any light down there.


    Everyone Else:
    I don't see a perception check for Graverattler, but I don't feel like using an extra spoiler, so we'll assume she made it.

    As Justinius finishes hacking free the other hinge, there is a scraping from inside the chamber... it sounds like a heavy wooden object being slid a short distance across a stone floor...


    Female Human (Varisian) Gestalt Cleric of Desna / Illusionist Wizard 12 | HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

    Valanthe whispers to the others (using Message).
    "Let me scout ahead."
    All of her images (Mirror Image is still active) quickly disappear.
    She uses her Invisibility Field illusionist ability as a swift action. With her legendary item Undetectable ability she is not detectable by any means.
    She flies into the chamber, 10' into the air, ready to react to anything she sees (40' speed).
    Perception Check (+2 Urban, has Darkvision): 1d20 + 21 + 2 ⇒ (16) + 21 + 2 = 39 (+6 if giant, +2 if human).
    She still has her normal action, to react if she sees anything, or move ahead another 40' if not.


    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.

    Keeping one sword drawn,Justinius moves into the room for a better view/examination.

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