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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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

"I've got some walls knocked down in 'ere, leadin' t' some sort o' secret 'r disused cellar space. Still no sign o' nobody. How're ye farin' up there?" Jim whispers. He then examines the hallway for any signs of recent foot traffic.

Behind the Scene:
Survival: 1d20 + 20 ⇒ (4) + 20 = 24 to find any tracks in the hall near the stairs.


map of Sandpoint | current map

I'm sorry, I did a bad job explaining what was happening (I blame being sick). Justinius cut off the other hinge but hasn't removed the door yet... as soon as the door is opened I'm going to be rolling initiative but your perception checks were all so high that I was trying to basically give you a surprise round in the hallway. So, Justinius and Val are still in the hallway and Val if you want to use something other than invisibility go ahead at change your action. I'm going to roll initiative now but everyone can make one standard action (as a normal surprise round) while the door is falling over.

**Initiative**
Graverattler: 1d20 + 2 ⇒ (9) + 2 = 11
Justinius: 1d20 + 11 ⇒ (19) + 11 = 30
Valanthe: 1d20 + 10 ⇒ (19) + 10 = 29
Oliver: 1d20 + 15 ⇒ (8) + 15 = 23

Giant: 1d20 + 4 ⇒ (16) + 4 = 20

I know its slower this (and I apologize for that) but please just post your surprise round action for now, even though most of you will get to act for real before the giant goes.


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

Surprise Round Init 11:

Graverattler mumbles a few incoherent words about patience and then intones "Tuitui me te tuitui kati te kikokiko, me te hanga i te reira katoa." Her wounds bind themselves, in anticipation of impending danger. To Oliver, she quickly notes "I take many forms, this is one I've fought before."

Shoanti:

Stitch and sew close the flesh and make it whole.

Cure Serious Wounds for 3d8 + 12 ⇒ (8, 8, 6) + 12 = 34


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 tries to yell loud enough for Jim to hear "We've got big trouble up here"
Then casts another Blade Tutors spirit.

Blade Tutors Spirit:
You summon an insubstantial spirit of force that resembles a cloudy vapor hovering around your fists or any melee weapons you wield. The spirit compensates for your defensive or reckless melee attacks, nudging your weapons in the proper direction.

When you voluntarily use one or more actions or feats that apply penalties to attack rolls with your melee weapons (such as a charge, fighting defensively, or using the Power Attack feat), the spirit reduces the total penalty on affected attacks by 1 (to a minimum penalty of 0). The penalty is reduced by an additional 1 for every 5 caster levels you possess (to a minimum penalty of 0). Only penalties incurred by voluntary use of feats or maneuvers are reduced by this spell.

The spirit can't be attacked or harmed by physical attacks, but disintegrate, dispel magic, a rod of cancellation, or a sphere of annihilation can affect it. A protective spirit's AC against touch attacks is equal to 10 + your Dexterity modifier.


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

Surprise Round Initiative 31 (got a +2 for Favored Terrain Urban with her boots)
Valanthe closes her eyes, and asks for the spirits of the town to help her, and her allies, in the conflict ahead. She turns towards the creature Graveratter is now, and touches one of her tentacles.
"Használja a hatalmát az emberek , hogy legyőzze az ellenséget!"
She uses her Spirit Ranger Spirit Bond ability to spontaneously cast Strong Jaw on Graverattler's tentacle attacks.
For 11 minutes Graverattler tentacle attacks will do 1d8+2 damage.


map of Sandpoint | current map

more importantly, it raises her unarmed damage to... 3d8, I think?


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

You are right, it affects ALL of her natural attacks!
Her claws would be 2d6+5, I think.


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)

Surprise Round / INIT 23

Before the door comes down Oliver hears movement inside the room and reflexively draws his bow. Seeing yet another giant in the room he exclaims "More of these bastards? Is this a glassworks or a blimey giant factory?"...and lets loose a powerful shot at the giant.

behind the scenes:

Oliver uses his VS on the giant

Standard: VS Hit: 1d20 + 23 ⇒ (7) + 23 = 30, VS Dmg: 3d8 + 72 ⇒ (2, 5, 1) + 72 = 80. Sneak Attack Dmg: 3d6 ⇒ (4, 4, 1) = 9

Swift: Studied strike

* if he is not within 30 ft subtract +1 hit and 3 dmg (PB Shot) along with sneak attack dmg


map of Sandpoint | current map

Rimy Jim:
The rubble looks pretty recent and it has been kicked around as if things had been moving through it, but the unyeilding stone below it does not give away anymore information than that... Beyond the rubble you can see that the passage runs about twenty feet and then takes a sharp right.

*upstairs*
As the door breaks free from its hinges and starts to fall and dragging sound can be heard from the other side of it... suddenly time seems to slow for a moment as the party springs into action: Justinius prays a quick prayer, summoning a spirit into his blades to guide him; Valanthe reaches out and fills Graverattler with empowering magic; Oliver draws his bow and moves to in front of the door where he'll be able to get a clear shot you don't have quick draw so drawing your bow takes a move action, or is part of a move action in this case (plus the door isn't down yet so you can't fire); and, Graverattler conjures healing energy within herself. Then the door lands with a thud. Inside stands one more giant, apparently just having emerged from the broken door in the far corner to the right. This one wears only a loin cloth, though its right hand is wrapped in a manner similar to some street fighters. It looks surprised and angry to see you.

Time whirls back up to speed as Jim's report on the cellar whispers in your ears, and most of the heroes are able to act again before the giant can respond.

Justinius, Val, and Oliver can all act now. The giant is about 20' from Justinius and Val, and 25' from Oliver and Graverattler. Jim you're in turn-by-turn right now too, and I'm assuming Val will you fill you in on her turn which will put you in the order right after her; you're two rounds away if you decide to rush back.


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 moves just within 30' of the giant, and casts a spell against him.
"Érezd az ízületek fagyasztva!"
A wave of magic energy jumps from her towards the enemy.
She casts her prepared Reach (Close) Touch of Gracelessness spell.
Ranged Touch Attack (against Flat-Footed AC, I hope): 1d20 + 15 ⇒ (5) + 15 = 20
If she hits the target takes a penalty to its Dexterity equal to 1d6 + 5 ⇒ (6) + 5 = 11 (+1 per two caster levels, maximum 1d6+5). This penalty cannot drop the target's Dexterity score below 1.
In addition, if the subject moves more than half its speed, it falls prone. If the subject flies, its maneuverability is reduced by one step (perfect maneuverability becomes good, good becomes average, and so on).
A successful Fortitude DC 20 save halves the penalty to Dexterity and negates the possibility of falling prone or the reduction to fly maneuverabilities.
She also fills Rimy on what is happening.


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.

"Agreed, Oliver. This is looking like less of a spy ring and more like a hidden strike force!"
Summoning up courage, Justinius wastes no time getting to the giant and attacking.
Free action-activate boots of speed
swift action-fleet charge whith tumbling
full attack action

acrobatics: 1d20 + 19 ⇒ (9) + 19 = 28
surge for the acrobatics: 1d6 ⇒ 6
fleet charge atack: 1d20 + 18 + 1 + 1 ⇒ (12) + 18 + 1 + 1 = 32fordmg: 1d6 + 6 ⇒ (1) + 6 = 7
attack 1: 1d20 + 18 + 1 ⇒ (15) + 18 + 1 = 34fordmg: 1d6 + 6 ⇒ (3) + 6 = 9
attack 1: 1d20 + 18 + 1 ⇒ (2) + 18 + 1 = 21fordmg: 1d6 + 6 ⇒ (2) + 6 = 8
attack 1: 1d20 + 18 + 1 ⇒ (8) + 18 + 1 = 27fordmg: 1d6 + 6 ⇒ (3) + 6 = 9
attack 1: 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20fordmg: 1d6 + 6 ⇒ (1) + 6 = 7
attack 1: 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 19fordmg: 1d6 + 6 ⇒ (4) + 6 = 10
attack 1: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12fordmg: 1d6 + 6 ⇒ (5) + 6 = 11
Disappointed by his lack of ability to do precision damage, Justinius braces for a harsh rebuttle.


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 should just buy a magic missile wand


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

If the giant is in fact flat-footed then it's denied it's Dex bonus, in which case you would apply Sneak Attack damage. Looks like he might have monk levels though, so maybe he's got something that saves him from this.


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 leers at the angry giant in front of him; happy to see the look of surprise on his face.

The bigger they are.... the louder their steps"

Oliver quickly sizes up his foe and tell his comrades "He is weakest on his left side... and lets out a powerful shot.

behind the scenes:

Swift:Studied target +3

Move: Oliver shares 1/2 of his Studied target bonus to allies within 30 ft (+1) to HIT/DMG and bluff/know/perception/sense motive/survival

Attack: VS
VS Hit: 1d20 + 23 ⇒ (11) + 23 = 34; VS Dmg: 3d8 + 72 ⇒ (3, 4, 4) + 72 = 83
Sneak Attack Dmg: 3d6 ⇒ (2, 5, 3) = 10


map of Sandpoint | current map

the giant has uncanny dodge, so no sneak attack for anyone

*round 1, initiative 20*
As Justinius charges in the giant spots an opening in his defenses and attempts to capitalize on it...
AoO: 1d20 + 22 ⇒ (13) + 22 = 35, for: 2d6 + 9 ⇒ (2, 2) + 9 = 13
Justinius' first two jabs strike true but the flurry of five more after that all miss.

GM dice:
1d20 ⇒ 1
lol, wow

While it's bending forward to punch the young paladin's shoulder and side, Val jolts it with a blast of magical energy. It recoils a bit and seems somewhat unsteady on its feet.

Oliver follows up with a mighty shot from his bow but the giant deflects his arrow with a well practiced swat.

With a sneer and a growl the giant's muscles grow taut and swell as it unleashes a series of heavy punches against Justinius
attack 1: 1d20 + 22 ⇒ (17) + 22 = 39, for: 2d6 + 19 ⇒ (2, 1) + 19 = 22
flurry: 1d20 + 22 ⇒ (7) + 22 = 29, for: 2d6 + 19 ⇒ (4, 4) + 19 = 27
attack 2: 1d20 + 17 ⇒ (2) + 17 = 19, for: 2d6 + 19 ⇒ (4, 4) + 19 = 27
attack 3: 1d20 + 12 ⇒ (16) + 12 = 28, for: 2d6 + 19 ⇒ (3, 5) + 19 = 27

Everyone make act now- including both round 1 and round 2 from Jim. As a reminder, please include round/initiative in your post.


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.

Round 2 Initiative 30
Knowing another round like that will be the last for him, Justinius attempts to disengage the giant Chuck Norris.
swift action-smite evil
move action-tumble 30 feet back to the doorway
standard action-lay hands

acrobatics: 1d20 + 19 ⇒ (9) + 19 = 28
lay hands: 5d6 ⇒ (3, 2, 6, 4, 5) = 20


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 2 Initiative 31
Question: Valanthe's spell affect him? Maybe the Deflect Arrow is rendered unable if his Dexterity goes below 13. It should also affect his attack rolls (I hope).

Valanthe gets another Tanglefoot Bag and throws it out at the Giant.
Ranged Touch Attack (-4 range +6 Favored Enemy Giant): 1d20 + 17 ⇒ (13) + 17 = 30
Tanglefoot bag: 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.
I hope that gets his Dexterity to 0 :D


map of Sandpoint | current map

Val- your spell did affect him, yes. It did not stop him from using deflect arrows though, and it seems like his attacks are relying on strength not dexterity.


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. I hope the new -4 to dexterity affects him even more.


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 1&2/ Initiative 31b
Round 2: +3 HIT & DMG (competence) +3 v FEAR & CHARM (morale)

Blast!

Jim turns his back on the mystery of the excavated passage and heads back upstairs, making his way to the party. Once they're in sight, he begins a rousing chanty to bolster their fighting spirit and his own alacrity.

"Yo! Ho! Blow the man down!
Chop off 'is legs t' get 'im t' ground!
Yo! Ho! Blow the man down!
Then cut off 'is arms so he needn't be bound!
Yo! Ho! Blow the man down!
I'll hasten me steps 'n be right around!"

Behind the Scene:
Round 1: double move back towards the party.
Round 2: Move: moves 30' towards party; Swift: begins inspire courage; Standard: casts allegro.


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 2 / Init 23

A look of shock spreads across Oliver's face as the giant swats away his most powerful shot and wallops on his new friend Justinius.

"You wanka'!..."

Hearing Rimy's chantey barreling down the hallway embiggens the ranger. I'm gonna regret this. He dashes spryly toward the giant pulling out a magical rod and dropping his bow.

Summoning sheer will to take down this foe as fast as possible his hands quickly turn to frost and then begin crackling with electrical energy as he attempts to repeatedly touch the giant on his left side.

behind the scenes:

acrobatics: 1d20 + 14 ⇒ (10) + 14 = 24

Pulls out rod of maximize (part of move)
Mythic Point: Arcane Surge
Free: Empower spell 1/day (magus arcana)
Swift: Frigid Touch - 4d6 cold dmg - staggered for 1 rnd no save
Standard: Maximized empowered intensified shocking grasp

Hit bonus: +11BAB, +5DEX, +3 Studied target, +3SONG

melee touch Frigid Touch: 1d20 + 22 ⇒ (16) + 22 = 38
melee touch Shocking grasp: 1d20 + 22 ⇒ (16) + 22 = 38

Dmg Frigid Touch: 4d6 ⇒ (1, 5, 3, 6) = 15
Shocking grasp damage = 90 (Max 15d6)


map of Sandpoint | current map

don't forget the final paragraph of the maximize feat...
maximized empowered intensified shocking grasp: 60 + 5d6 ⇒ 60 + (4, 1, 6, 1, 4) = 76


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)

Oops... Thank you and Jim


map of Sandpoint | current map

As Justinius tumbles away the giant shifts its stance and kicks at him with its massive leg.
AoO: 1d20 + 18 ⇒ (9) + 18 = 27, for: 2d6 + 17 ⇒ (5, 3) + 17 = 25
edit: I forgot the -2 from entangle so I think this is a miss...

Oliver attempts to bob and weave his way up to the giant to replace the holy warrior, but the giant spots an opening in his approach as well and brings his leg back around for another kick.
AoO: 1d20 + 18 ⇒ (19) + 18 = 37, for: 2d6 + 17 ⇒ (2, 1) + 17 = 20
this should also be 2 lower, but you're still getting hit...

Just waiting on Graverattler and then I'll post for the giant again (unless her turn goes really well).


map of Sandpoint | current map

Graverattler advances with Oliver and, with a spinning wind up, punches the giant hard in the knee...
Vital Strike: 1d20 + 18 + 3 ⇒ (18) + 18 + 3 = 39, for: 6d6 + 6 + 3 ⇒ (1, 1, 2, 6, 5, 5) + 6 + 3 = 29

The staggered giant shakes his head and blinks wildly as electricity and numbing cold course through it, and goo hardens on it. It manages to focus on Oliver long enough to swing its large stony fist at him one time...
attack: 1d20 + 22 - 2 ⇒ (16) + 22 - 2 = 36, for: 2d6 + 19 ⇒ (6, 6) + 19 = 31

Everyone may act again now.


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 3 / Initiative 23

at least he did max damage on my face

Oliver's armor seems to do very little to mitigate the giant's mighty blow. He attempts to wipe away the blood overflowing from his mouth doing little more than smearing it across his face as he looks up at the giant and says in broken giantish:

"þegar mig langar koss , vilja kalla móður þína"

Giantish:

"When me want kiss, will call your mother"

Wand in hand Oliver's hand surges with electrical energy again as he lunges at the giant.

behind the scenes:

Casting maximized intensified shocking grasp
Shocking grasp to hit: 1d20 + 22 ⇒ (1) + 22 = 23 (casting defensively cant fail)
Damage=60 (maximized 10d6)

Well, that was a lot of talk. I hope he dies before my turn. If he's not I will Arcane Surge and hit him with a quickened maximized shocking grasp


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

Valanathe casts another spell against the creature.
"Tedd a lábad nem!"
Casts Grease against the space where the giant is. Reflex DC 20 or falls (remember he has a penalty - big I hope - to his reflex save).
Grease: A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.


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.

ROUND 4 INITIATIVE 30
Trying to prep himself to better face the giant when Oliver has to drop back, Justinius continues to heal and buff himself.
Casts shield, and lays on hands.
lay on hands: 5d6 ⇒ (4, 4, 4, 6, 1) = 19


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.

Also, for Oliver, Justinius activates his Blessing of Thisamet
granting Oliver a natural 20 on the attack roll with shocking grasp.
go ahead and confirm that crit buddy


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 3 /Init 23

Unfortunately I cannot edit my first post

Critical Confirm: 1d20 + 22 ⇒ (4) + 22 = 26 touch attack


map of Sandpoint | current map

technically Rimy Jim should act before Justinius and Oliver but for expediency sake: Jim take off one more round of performance and...

Valanthe utters another incantation and the ground beneath the bumbling, goop-covered giant becomes slick. It slips and slides for a moment before falling flat on its back.

Oliver, too, invokes his arcane energy and reaches out with a hand wreathed in lightning. His foot catches the edge of the grease and he slips as he tries to touch the giant. The prone enemy tries to capitalize on the misstep jerking his knee up towards the scout's head. Nearby Justinius watches as he heals himself, and wishes he could give Oliver the gift of success... remarkably Oliver's momentum sends him slipping forward out of reach of the knee where his hand touches the giant's chest and discharge an incredible blast of electricity into its heart. For a moment every muscle in the creature's body tenses and then it falls into a smoking heap.

That 120 damage shocking grasp finishes off the giant, and Justinius has become the first player to actually use one of their boons. We're out of combat so everyone can return to posting freely unless someone has a short duration buff they want to try to put to use? The room most of you have moved into has two closed doors on the left side, and one closed door and one door ripped off the hinges on the right side; on the far wall are two windows with bed sheets nailed over them.


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

"Is everybody ok?"


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 so, Valanthe. Just a bit shaken" Justinius replies, using another Lay on Hands.
"We should move forward quickly, if Ameiko or her brother are here, they could still be in danger."
Lay on Hands: 5d6 ⇒ (4, 6, 5, 5, 5) = 25
Move to the near door on the left side and prepare to open it.


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

If able, Valanthe will use her Gloves of Reconnaissance again.


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 spits out a mouthful of blood and rubs his bruised and broken ribs while looking at Valanthe, completely unscathed. Aye..sure..ship shape..

He then looks to Justinius, "if you've got any healing magic left in you I could use a bit."

Oliver takes up his bow again. You're right though, we need to find Ameiko...didnt Jim say something about a passageway or somethin'?"


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

"Aye, someone's been diggin' in the cellar 'n uncovered an ol' passage. If we're worried about findin' these folks quick, then let's stop lolly-gaggin' 'n spread out 'ere on the ground floor! We can give a whisper if'n we find anythin'.'

Jim moves to the door which has been removed from it's hinges and pulls it away with his buckler hand to see what's behind it.


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

"Indeed, Ameiko needs our help. If you're running low on healing magic, I may be able to conjure some reserves for Oliver before we go, Justinius." Graverattler offers, her voice sounding now more like her own.


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'm afraid I'm a bit tapped out from the surprise guests. Anything you can handle as we go would be appriciated." Justinius replies


map of Sandpoint | current map

Justinius opens the near door on the left. Inside is a twenty foot square chamber that was partitioned by flimsy wooden walls until giants smashed them down. There are several broken washbasins and, in one corner, an unspeakable mess where the giants have been relieving themselves.

Valanthe uses her gloves to peer through the near door on the right. Behind it is a five foot wide hallway that runs about thirty feet before turning right. There are two doors on the right hand side of the hallway but they must lead to small chambers because there can't be more than ten feet or so between this hall and the one you fought in.

Jim looks through the open doorframe on the far side of the right wall. It opens into a fifteen foot wide, thirty foot deep chamber. There are eight beds inside that have been pushed together to form one massive bed, and eight foot lockers unceremoniously tossed in one corner. There is a significant amount of blood dried on the 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 looks at Oliver.
"Sorry, I didn't realize you were badly hurt."
She gets a wand out, and starts healing Oliver with it. After him, she heals also the others.
CLW Wand: 1d8 + 1 ⇒ (3) + 1 = 4
CLW Wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Wand: 1d8 + 1 ⇒ (3) + 1 = 4
CLW Wand: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Wand: 1d8 + 1 ⇒ (8) + 1 = 9
CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Wand: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Wand: 1d8 + 1 ⇒ (2) + 1 = 3
Up to here 49 for Oliver
CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Wand: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Wand: 1d8 + 1 ⇒ (1) + 1 = 2
Up to here 49 for Rimy
CLW Wand: 1d8 + 1 ⇒ (6) + 1 = 7
CLW Wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Wand: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Wand: 1d8 + 1 ⇒ (3) + 1 = 4
Up to here 24 for Graverattler
CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6
Up to here 19 for Justinius
29 charges spent.

She ends by kissing Justinius in the cheek.
"You are very brave."
She turns to the others and relays to them what is behind the near door on the right.
"I think we should go that way."


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

That's almost three minutes of using a wand. We can half that if Graverattler uses her wand as well. We could shave off a few rounds if she also uses some higher level casting.

"Thanks, Valanthe, but, since we are in a hurry, please allow me to assist as well." Graverattler says as Valanthe begins the slow process of healing by wand.

Cure Critical Wounds 4d8 + 12 ⇒ (5, 7, 6, 5) + 12 = 35

That should shave a few rounds off healing Oliver.

Inspired Spell Cure Critical Wounds 4d8 + 14 ⇒ (3, 5, 1, 8) + 14 = 31

and that for Rimy Jim. That leaves 16 of the charges you rolled to heal everyone (me and Jim both at -1, everyone else full), which can be done in a total of (16-2=12/2=7+2= 9 rounds by us both using our wands, using 9 charges from yours and 7 from mine.

EDIT: Sorry, GM I was editing after calculations.


map of Sandpoint | current map

With Graverattler's help everyone is healed up in just under a minute; the question remains, though, of where to head next...

edit: no problem, I can edit too ;)


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

Only 9 charges spent, then. Thanks.
I vote the near door on the right.


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.

"Thank you, Graverattler and Valanthe. I feel much better now." Justinius says, accepting the healing.
If the footlockers are too small to cram a human inside, Justinius also votes for the door on the right. If they could house a cramped innkeeper, we should break them open quickly before we go.


map of Sandpoint | current map

Joining Rimy Jim in the bloodstained sleeping quarters, Justinius finds that the footlockers are one bed width long about 3-4', and about half as wide and tall about the size of a steamer trunk. By his estimation a small man could fit inside intact, or a large man whose bones had been broken or dislocated... Opening one of the chests reveals that they are not full of people but of clothes and personal effects- the belongings of the Glassworks' live-in workers.

Val opens the door to the other hallway and quickly checks it... the two doors are both closets- one is full of mops, brooms, and other cleaning supplies; the other houses boxes full of glass cups and baubles. When the hall turns right it quickly turns left again and ends in a door. Using her gloves once more to see through it she discovers it leads into the same show room that Graverattler had described to her. (This door opens behind the counter and looking out across the showroom Val can see the open door that Graverattler must have used.)

there is also an unchecked door on the left wall of the room where you fought the giant.


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

Thanks for using the gloves "in advance"... it saves time. :D
Valanthe moves to the door they have not explored and uses her gloves again.


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 closely behind Valanthe, Justinius casts another shield spell and waits to see what her gloves reveal.


map of Sandpoint | current map

I'm all about saving time, I don't want to leave anyone behind though, so please try not to post too many different actions between other people's posts.

Peering through another door, Val sees a kitchen and pantry that have been thoroughly ransacked.


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

"A Kitchen. Seems empty. Where is Ameiko? How the giants got here? They couldn't have walk in from the street, right?"


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

"Could be they came in at night, under cover o' magic. That ol' coot coulda been ready t' prep the building with window sheets 'n the like. Though I'm startin' t' think this boy o' his was in on it too."

For his part, Jim will continue a policy of kicking in doors until either someone is found or the first floor has been declared "clear."

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