GM Arkwright's Enduring Rise of the Runelords (Inactive)

Game Master Arkwright

Game Map


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Hard to tell, he's either running away east from the island or circling around you to get to the island.


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

"Follow it. We can't afford to let it get to the island." Spectrum said to the dragons and to Isme.

My plan is to send the fliers after it.


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

"Very well," Isme says before turning her attentions to the pseudodragons. "I'll give you an opportunity to attack."

She flies after the goblin, making sure the pseudodragons are near enough to take advantage before trilling a song into the air, weaving magic into the sound as a layer of grease suddenly appears below the goblin's feet.

Grease, DC 15 Reflex to avoid falling and the area before him is also coated in grease that requires an acrobatics check to move through normally.


Wyam pants and settles his sword down onto the ground.

Re-posting the map

Sprinting through the woods, finding every cranny avoiding every errant tree root with incredible ease, the goblin finds the ground beneath his feet covered in viscous clear liquid, slipping and sliding beneath him.

Reflex: 1d20 + 3 ⇒ (6) + 3 = 9

He falls, a tree root finding him at last, bowling him over onto the ground.

Everyone else is up


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Spectrum gives chase, running through the forest as only an elf can, sending an unerring prismatic bolt twisting through the foliage to pierce the downed goblin.

Magic Missile, intense spells: 2d4 + 2 + 2 ⇒ (4, 1) + 2 + 2 = 9


Current Effects:
none
HP 8/8, AC 15, Fort +0, Ref +2, Will +2, Perception +5, Blindsense 30'

The little dragons swooped in together from opposite sides to lash out with their barbed tails.

Attack, Sting, flanking: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
Damage: 1d2 - 4 ⇒ (2) - 4 = -2 Minimum 1
DC 12 Fort save or sleep


Attack, Sting, flanking: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d2 - 4 ⇒ (2) - 4 = -2 Minimum 1
DC 12 Fort save or sleep


Spectrum and his dragons blast enough trauma through the goblin's system to lay him down for good.

The woods are quiet once more.


Current Effects:
none
HP 8/8, AC 15, Fort +0, Ref +2, Will +2, Perception +5, Blindsense 30'

Glimmer stings the goblin a few more times for good measure, looking proud of herself.


Array lost intrest in it the moment it was no longer moving. he flapped up a bit above the tree line and took a look around.

Stealth: 1d20 + 21 ⇒ (12) + 21 = 33

Perception: 1d20 + 9 ⇒ (18) + 9 = 27


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Spectrum moved back to where Wyam and Noro were catching their breath.

"I will scout ahead with our airborne group."


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

Isme dismisses the grease and begins looking through the goblins' corpse for anything valuable.

Perception: 1d20 + 12 ⇒ (17) + 12 = 29

She nods to Spectrum. "Let's hope we haven't been noticed."


Going to send some dragons and a bird flying over the trees towards the goblin fort? Even if they're not especially alarms, goblins do rather like hurting living creatures.


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

That's where huge stealth scores come into play. They aren't going to do anything risky. They're just taking a look at what lies ahead.

Sczarni

current map Human Barbarian (Brutal Pugilist, Drunken Brute) 1
Spoiler:
AC15 (13) | T 11 (9) | FF 14 (12) | HP 15 / 15 (17 / 17) | F+4 (+6) | R+1 | W-1 (+1) | Init +1 | perc + 3

With nothing else to do Noro finishes resting. she then surveys the available choices of path's to follow.

survival: 1d20 + 9 ⇒ (13) + 9 = 22


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

I'm fine with scouting ahead with stealth. And if we are detected, as long as it isn't a literal barrage of arrows, we'll probably be fine since we're not getting too close and just looking at things from a bird's eye view.


That's a damn good plan. Everyone who's going, give me a stealth check.

Noro notes that the path north leads to a bridge and the island.


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

Stealth: 1d20 + 17 ⇒ (6) + 17 = 23

Sczarni

current map Human Barbarian (Brutal Pugilist, Drunken Brute) 1
Spoiler:
AC15 (13) | T 11 (9) | FF 14 (12) | HP 15 / 15 (17 / 17) | F+4 (+6) | R+1 | W-1 (+1) | Init +1 | perc + 3

stealth: 1d20 + 2 ⇒ (20) + 2 = 22

Noro blends in like a pro. vanishing from sight except to the most astute observers.

she slowly makes her way north


More thinking of the fliers heading over the camp, do you want to stealth over the bridge?

Sczarni

current map Human Barbarian (Brutal Pugilist, Drunken Brute) 1
Spoiler:
AC15 (13) | T 11 (9) | FF 14 (12) | HP 15 / 15 (17 / 17) | F+4 (+6) | R+1 | W-1 (+1) | Init +1 | perc + 3
GM Arkwright wrote:
More thinking of the fliers heading over the camp, do you want to stealth over the bridge?

sure why waste a nat 20


Stealth: 1d20 + 21 ⇒ (14) + 21 = 35


Current Effects:
none
HP 8/8, AC 15, Fort +0, Ref +2, Will +2, Perception +5, Blindsense 30'

Stealth: 1d20 + 21 ⇒ (1) + 21 = 22 Well that's not good. At least skill checks don't autofail like saves.


New Ma

Ducking around buildings and hiding between buildings, Array and Glimmer spy an assortment of goblins down on the ground.

Near the front of the gate are four goblins and their rat-like dogs, distracted by a game where one holds a frantic seagull by a long length of string as the others attempt to pelt it out of the sky with rocks.

Perception: 1d20 - 2 ⇒ (19) - 2 = 17

Two more goblins, better armored than the others, sit atop an eastern watchtower, scanning the area.

Perception: 1d20 + 3 ⇒ (8) + 3 = 11

Two more lie asleep atop a western watchtower, an empty jar of pickles beneath them, as two more goblins mount their dogs and joust eachother with rusted posts in the yard.

Perception: 1d20 - 2 ⇒ (15) - 2 = 13

None of them spot the dragons flying overhead or Noro creeping along the bridge... and then it gives a sickening lurch to the left.

Noro Ref 1d20 + 6 ⇒ (10) + 6 = 16

She manages to hold on and steady herself, though the bridge has now almost fallen into the sea beneath.

Two ref saves to cross, Noro'll need to make one more to reach the other side.

The creaking and cracking screams for the goblin's attention.

Perception: 1d20 - 2 ⇒ (4) - 2 = 2
Noro Stealth: 1d20 + 2 ⇒ (2) + 2 = 4

But with ninja reflexes she hides herself.

Whatcha all gonna do?


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

Isme reports back with what she saw.

"Noro's already gone ahead so we can follow. I don't think we can keep it quiet if we fight, but before that I can try to distract the two goblins in the eastern watchtower. I can also disable the goblins near the gate to help fight them."

I don't think it's passed 1 hour, so we still have the Careful Teamwork bonus (+1 Init, Perception, Disable Device. +1 insight Reflex, AC vs. traps and when flat-footed).


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Spectrum looks at the bridge, and to Wyam's armor, weighing their odds. "I do not believe this is a good idea for you, my friend. I am loathe to leave you behind, but I would not trust that bridge to hold you."

GM, this is your call. As a player, I know dealing with extra NPCs is kind of a pain. This is a convenient exit for Wyam (at least for this section of the adventure). Do you want him to stick with us? It might be difficult to three-man this section. Only you can say for sure.


Rather difficult to decide. With Noro and you fellows being gestalt, I think you can three-man this. Alternatively, an extra bruiser is always useful. Wyam can also get across, or he can go back to town; I'm fairly ambivalent.

Vote on the matter?

Sczarni

current map Human Barbarian (Brutal Pugilist, Drunken Brute) 1
Spoiler:
AC15 (13) | T 11 (9) | FF 14 (12) | HP 15 / 15 (17 / 17) | F+4 (+6) | R+1 | W-1 (+1) | Init +1 | perc + 3

I really don't have a preference. but I do know it could get tough once we start dealing with enemy spellcasters.

Reflex for the bridge: 1d20 + 6 ⇒ (8) + 6 = 14 (+1 more for the teamwork thing if it still applies)


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

I'm fine with either, but leaning towards keeping another brute around because Isme can't contribute with raw damage.


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Works for me. I was thinking it would make things easier on the GM not to have an NPC, but if it isn't a problem then we might as well keep him around.

Spectrum waits for Wyam's answer.


Noro makes it safely to the other side and hides in some bushes, watching the goblins at work.

Wyam hesitates; he tests the bridge with his foot and shifts awkwardly in his armor, the heavy metal trapping his movements even on land. He readies his swords and speaks- "I'll just slow you down getting you across. I'll clear out the rest of the camp here, and fight off any more goblin forces who arrive. I'll cut the bridge maybe, or signal. I'm most useful here."

Barring any serious objections, he turns and heads off into the camp, sword out and poised.

So, how are you getting across the bridge?


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Spectrum nods and turns to the bridge, dashing across with light-footed grace.

Reflex: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
Reflex: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21

Stealth: 1d20 + 4 ⇒ (17) + 4 = 21


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

Isme flies across without a sound.

Stealth: 1d20 + 17 ⇒ (20) + 17 = 37


Two more stealthy shadows watch the goblins play their game of 'Killgull', laughing and cackling at the bird's fate.


My bad, could have sworn I posted the new map.


Current Effects:
none
HP 8/8, AC 15, Fort +0, Ref +2, Will +2, Perception +5, Blindsense 30'

Oh, this is going to be good...

Over there. They're riding the ugly rat dog things! Glimmer said silently, appalled at the goblins.


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Spectrum looked around and snuck closer moving along the bushline, 20' diagonally to spectrum's right.

Once in place, Color Spray, DC 17 will save, catching the whole group. :)


Surprise Round

Gobbo init: 1d20 + 2 ⇒ (13) + 2 = 15
Spec: 1d20 + 4 ⇒ (8) + 4 = 12
Noro: 1d20 + 2 ⇒ (10) + 2 = 12
Isme: 1d20 + 5 ⇒ (16) + 5 = 21

Order-
Isme
Gobbo
Spec
Noro

Gobbos don't get a turn as they're surprised

You're all up, once Isme is done I'll post results for the spray? No?


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

Isme moves closer to the eastern watchtower and chants a spell, moving her wings in a rhythmic pattern in the air as she places an idea in a goblin's mind.

Vengeance. You know the goblin next to you did something horrible and you want to pay them back.

I'll move near the eastern watchtower and cast Sow Thought (Will DC 16 negates) on the left goblin.

Sczarni

current map Human Barbarian (Brutal Pugilist, Drunken Brute) 1
Spoiler:
AC15 (13) | T 11 (9) | FF 14 (12) | HP 15 / 15 (17 / 17) | F+4 (+6) | R+1 | W-1 (+1) | Init +1 | perc + 3

i moved up but will wait to see the color spray results befoe i decide what else to do


Sow Thought Save: 1d20 + 4 ⇒ (4) + 4 = 8

Unable to communicate with the goblin, all Isme can do is sow a feeling of discontent; the goblins begin a harsh argument, utterly distracted from events below.

No common language

Below- chaos, pandemonium as Spectrum's spell blasts out, shattering poor goblin minds and senses.

Gobbo Save: 1d20 + 2 ⇒ (18) + 2 = 20
Gobbo Save: 1d20 + 2 ⇒ (13) + 2 = 15
Gobbo Save: 1d20 + 2 ⇒ (7) + 2 = 9
Gobbo Save: 1d20 + 2 ⇒ (14) + 2 = 16
Dog Save: 1d20 + 2 ⇒ (18) + 2 = 20
Dog Save: 1d20 + 2 ⇒ (7) + 2 = 9
Dog Save: 1d20 + 2 ⇒ (12) + 2 = 14
Dog Save: 1d20 + 2 ⇒ (12) + 2 = 14

The goblins topple like trees in a storm, knocked unconscious and insentate for 3d4 + 1 ⇒ (2, 1, 1) + 1 = 5 rounds. Shocked, the surviving goblin wheels around and lets out a screech of alarm.

Noro is up


Noro is up

Sczarni

current map Human Barbarian (Brutal Pugilist, Drunken Brute) 1
Spoiler:
AC15 (13) | T 11 (9) | FF 14 (12) | HP 15 / 15 (17 / 17) | F+4 (+6) | R+1 | W-1 (+1) | Init +1 | perc + 3

as the surviving goblin attempts to raise the alarm Noro decided the punt.

punt the goblin: 1d20 + 10 ⇒ (11) + 10 = 21
Ouch: 1d3 + 6 + 1d4 ⇒ (3) + 6 + (1) = 10

that is 1 bleed out of the 10 damage


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

That's hilarious. I can totally picture that.


By virtue of rule of cool Noro charges up, winds her foot back and aims a hard kick at the goblin dog, sending it scrabbling over the side of the island down into the water. The goblin on its back tries to acrobatically flip off

Acrobatics: 1d20 + 4 ⇒ (15) + 4 = 19

And succeeds, landing with an expression that shows how shocked he is that that actually worked.

Isme is up


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

Satisfied that the goblins in the watchtower are distracted, Isme flies down and attempts to force the shocked goblin into sleep while he's distracted.

Slumber (DC 17 Will negates). Not sure if I'm able to get in range for that, but I'll just move closer if I can't.


Will: 1d20 + 2 ⇒ (11) + 2 = 13

The little goblin keels over to the ground and starts loudly snoring, little globules of snot blowing over his face.

Combat over for now


Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 [ HP 45/45 | AC 18/16/14, CMD 13, Fort +2, Ref +9, Will +5 | Init +5; Low-light vision; Perception +16 ]

"Kill them or tie them up? I don't care either way. The one down there will wake up soon so you might want to call the dragons to take care of him."


We can hear you. Array said with bland telepathy as he flew over the edge to take care of the unconcious goblin.


Current Effects:
Cover: Orbius Onx, sea elf sailor. HP 8/8, AC 14, CMD 11, Fort +1, Ref +2, Will +3, Init +2, Per +7, Admixture 9/9

Spectrum began efficiently moving through the group of unconcious goblins and rat-dogs, administering short, precise thrusts of his sword.

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