GM Brayden's "Rise of the Runelords"

Game Master Brayden Green

Rise of the Runelords was the first adventure path released in the Pathfinder Adventure Path line and debuted in August 2007.
“ From the idyllically peaceful coastal town of Sandpoint to an ancient lost city at the top of the world, Rise of the


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Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

You make your way up the cavern. Anyone with a negative modifiers, make a stealth check. Also everyone give me some perceptions. I want you to roll these ones.


Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

Sneak: take 10
Perception 1: 1d20 + 5 ⇒ (10) + 5 = 15
Perception 2: 1d20 + 5 ⇒ (17) + 5 = 22


Male Human Bard 6+2 : HP 51 : AC 14 CMD 16 Touch 12 Flat 12 : F +4 R +8 W +7 : INIT +2 Perc +11 CMB +4

Flextime

"You are quite welcome, Ms. Al'Shear. After all, if you don't have your health, you don't have anything."

Virgil lightly takes the ranseur and sits down on a rock, holding it across his knees. He squints his eyes as he studies its minute details. He speaks haltingly, focused on the task at hand. "There... may be... some philosophical... or... ecumenical... significance." His eyes dart here and there, scanning the surface. "Where... are you... hiding?"

Knowledge (religion) 1d20 + 6 ⇒ (17) + 6 = 23

Present

Virgil makes his way with the party, trying to keep a wary eye out for danger.

Perception 1d20 + 2 ⇒ (19) + 2 = 21
Perception 1d20 + 2 ⇒ (14) + 2 = 16


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

The creature wasn't human, but it seemed human to you all.

Virgil:
The creature seemed as if it were pure wrath. As if that is all it embodied, and all that it wanted - other than your gruesome deaths, and to feast on you after - of course.


Male Human Bard 6+2 : HP 51 : AC 14 CMD 16 Touch 12 Flat 12 : F +4 R +8 W +7 : INIT +2 Perc +11 CMB +4

DM Brayden:
Silly me, I thought you were calling skill checks for the ranseur.

"Ladies and Gentlemen, that was a monster. Not a monster or obscenity, depravity, or horror. No, I believe those things may be beyond that creature. It seemed, as strange as it may be, that the creature was formed of... pure wrath. As if that is all it embodied - blind, shivering, aching, roaring wrath. It had no purpose or intent other than our brutal deaths and to feast upon our bodies. I would wager that whatever gave spawn to that creature is a terrible threat to Sandpoint."


Male [HP:25, Atk:+6, AC:16/12/14 Fort+6 Ref+2 Will+1; Per+6; Init+3]

Stealth 1d20 - 3 ⇒ (17) - 3 = 14
Perception 1d20 + 6 ⇒ (14) + 6 = 20


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

perception 1d20 + 7 ⇒ (10) + 7 = 17

Brennan resumed his scouting duties alongside Kerdin, wincing occasionally at the noise the dwarf made, but knowing that the dwarf's darkvision could come in very handy. Half-elven eyes scanned the darkness as the voices in his head clamored for attention. Who was going to take the lead on the next bit of excitement?


female Human (HP 10, AC 16, F+3 R+4 W+5, Per+7, Init+2, Melee +3 Monk / Level 1

Perception 1d20 + 7 ⇒ (7) + 7 = 14


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

The cavern comes to a break. Straight ahead, or off right. You can see far enough ahead off right, that it looks like a constructed room, with the outer wall torn down and leading to the cavern that you are in.

Rubble is on the floor, but you can't make much more out of it.

The cavern also continues straight ahead, and as far as you can see it is still a cavern.


Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

Bugsby strolls along with the others, careful not to be leading or trailing at any one point, and watches out for trouble, casting detect magic every sixty feet or when they turn a corner, just in case. Seeing the constructed room off-right, he points to it, "Ah, that doesn't look good, shall we investigate?" He feels his heart beat quicken a little, after that last monster, this cavern is much less exciting, and much more terrifying.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Brennan motioned to the right and indicated Kerden should lead off. He ducked into the room behind the dwarf, intently searching for danger.


Male Human Bard 6+2 : HP 51 : AC 14 CMD 16 Touch 12 Flat 12 : F +4 R +8 W +7 : INIT +2 Perc +11 CMB +4

Virgil follows carefully, keeping to the middle of the pack.


Male Human Fighter2/ AC18,FF,14,T14/ HP (14/20) /Init +10/Perception +2/Fort +5, Ref+4, Will +1/ +4 M, +6 R/ Bow 1d8

Iodem bringing up the rear walks with an arrow knocked and the string with a partial draw, ready to raise at any moment.


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

As you step into the room, there is a lot of rubble and dust and some "shelving". It is clear that this would have been a food storage of some kind, but over the year and years (and perhaps centuries) the food has turned to dust.

There is a door to the left or you can go back the way you came from.


Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

Bugsby looks around nervously, "Left then?" and continues to cast detect magic as they continue their search. Wasn't there a collapsed wall somewhere?


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

yes, you walked through it.

I just removed B2 on the map, and it will make more sense to you.


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

(Im not sure if I am waiting on you, or you me... I'm just going to go ahead, and if you need something flexed then do it.)

As you open the door, you wind around the corner, you have the option to go straight again, or to head right. You see what looks like a statue faintly up ahead, or you can go right.

Marching order is Kerdin, Zen, Brennan, Virgil, Bugsby, and Iodem. Right?


Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

I thought we were waiting on you, so thanks for moving things along. That marching order is good.

Bugsby stifles a gasp as he sees the statue up ahead, and speaks in a near whisper, 'Not more statues! I vote away from statues!' and continues to search for magic traces, an edge of frantic energy in his casting and movements.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

I htink Brennan is up with Kerdin helping to look for traps, etc.. but otherwise correct.

Brennan motions to the right again. "Shall we?" With Kerdin beside him, and Virgil marking the walls with chalk behind, he crept down the tunnel.


Male Human Fighter2/ AC18,FF,14,T14/ HP (14/20) /Init +10/Perception +2/Fort +5, Ref+4, Will +1/ +4 M, +6 R/ Bow 1d8

Iodem shudders at the mention of statues, unconsciously drawing the bow back a little more as he tenses up.

Brennan to the front for traps, correct.


female Human (HP 10, AC 16, F+3 R+4 W+5, Per+7, Init+2, Melee +3 Monk / Level 1

Prepares to run like a scared lil girl from the statue.
Lead on Kardin.


Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

Sounds like we're going straight rather than take the side tunnel.


Male [HP:25, Atk:+6, AC:16/12/14 Fort+6 Ref+2 Will+1; Per+6; Init+3]

Well ya, I dunno of that statue... lookie a bit suspicious in mah eyes if ya know what I mean eh? as Kerdin keeps his eyes warily on the statue. Moving along the way and leading others Kerdin picks the tunnel straight ahead and prepares to give a good ol stone crusher hit on the statue


Male Human Bard 6+2 : HP 51 : AC 14 CMD 16 Touch 12 Flat 12 : F +4 R +8 W +7 : INIT +2 Perc +11 CMB +4

Virgil marks the corner with an arrow to indicate the way they are traveling. "Quickly and quietly, gentlemen."


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

sorry guys, PFS last night, and there is a wildfire that has burned down 700 acres of land, and it is now 1/2 mile from my home. THey thought it was contained, and it flared up and is about a mile away from an explosives plant, on the other side of the mountain, which could make things interesting. My family is safe and out of the area. I plan on gaming to take my mind off things, but I have been consumed recently as to whether or not to get my family out, and today we made the decision to do so.

#dumpfire


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Uncool. totally uncool. Seriously hope your family is well and that your home is safe.


Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

Me too! cause I'm only like two miles away from you! :P In all seriousness be safe!


Male Human Fighter2/ AC18,FF,14,T14/ HP (14/20) /Init +10/Perception +2/Fort +5, Ref+4, Will +1/ +4 M, +6 R/ Bow 1d8

When I backpacked New Mexico several years ago, I had to be held up in a field for possible evacuation. Hope all goes well.


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

reports of 4000 acres being burned now, no homes yet, but a 31 mph wind is certainly the determining factor.

If it chooses my way down the hillside I'm not sure that it will be denied. We are like 3 blocks in from the outer edge.


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

Home sweet home! Hopefully for good!

You approach the statue in somewhat concerned fashion.

A red marble statue of a strikingly beautiful but, at the same
time, monstrously enraged human woman stands in the middle
of this room, her stony expression twisted in fury. The woman
wears flowing robes, and her long hair is held back from her
face by an intricate headdress of hooks and blades. In her left
hand she carries a large book, the face of which is inscribed
with a seven-pointed star. Her right hand holds a glittering metal
and ivory ranseur.

DC 35 Knowledge History to identify her:
You didn't get a 35, you punk! STOP CHEATING!!!

You have a door in front of you, and some stairs descending to the right, as far as you can see.

Perception rolls:

Bugsby 1d20 + 5 ⇒ (10) + 5 = 15

Iodem 1d20 + 2 ⇒ (1) + 2 = 3

Zen 1d20 + 7 ⇒ (19) + 7 = 26

Brennan 1d20 + 7 ⇒ (4) + 7 = 11

Kerdin 1d20 + 5 ⇒ (19) + 5 = 24

Virgil 1d20 + 2 ⇒ (8) + 2 = 10

You hear shuffling in the door ahead of you, and water rippling or dripping or something down the stairs.


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

GM mechanics: GM eyes only:

This hairless humanoid lurches on back-bent, dog-like legs, its hideous mouth flanked by tiny arms with three-fingered hands.
--------------------
SINSPAWN BARBARIAN CR 2
Male Sinspawn, Wrathspawn Barbarian 1
NE Medium Aberration
Init +7; Senses Darkvision (60 feet), Scent, Sin-Scent; Perception +8
--------------------
DEFENSE
--------------------
AC 18, touch 14, flat-footed 14. . (+2 armor, +3 Dex, +2 natural, +1 dodge)
hp 31 (1d12+3d8+12)
Fort +6, Ref +4, Will +4
Immune mind-affecting; SR 13
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Bite (Sinspawn, Wrathspawn) +2 (1d6+2/20/x2) and
. . Claw x2 (Sinspawn, Wrathspawn) +2 x2 (1d4+2/20/x2) and
. . Flail, Heavy +7 (1d10+6/19-20/x2) and
. . Unarmed Strike +7 (1d3+4/20/x2)
Special Attacks Sinful Bite (DC 12)
--------------------
STATISTICS
--------------------
Str 18, Dex 17, Con 17, Int 12, Wis 13, Cha 10
Base Atk +3; CMB +7; CMD 21
Feats Dodge, Improved Initiative
Skills Climb +9, Escape Artist +10, Intimidate +7, Perception +8, Stealth +9, Survival +7, Swim +8
Languages Aklo, Wrath
SQ Fast Movement +10 (Ex), Rage (7 rounds/day) (Ex)
Combat Gear Flail, Heavy, Leather;
--------------------
ECOLOGY
--------------------
Environment Any ruins
Organization Solitary, pair, or cult (3-8)
Treasure Standard (ranseur, other treasure)
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sin-Scent (Su) Sinspawn have scent against creatures whose nature reflects the sinspawn's sin. For example, wrathful sinspawn can scent creatures using rage effects. The GM should adjudicate what creatures a particular sinspawn can scent.
Sinful Bite (DC 12) (Su) A creature bitten by a sinspawn is overwhelmed with sinful thoughts (DC 12 Will save negates). These emotions are so powerful that the target becomes sickened for 1d6 minutes. An affected target that is bitten a second time is staggered for 1 round i
Spell Resistance (13) You have Spell Resistance.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

This creature is a blackened, bat-winged fiend's head. Tentacles dangle from chin and scalp, and its fanged mouth hangs agape.
--------------------
VARGOUILLE CR 2
Male Vargouille
NE Small Outsider (Evil, Extraplanar)
Init +1; Senses Darkvision (60 feet); Perception +7
--------------------
DEFENSE
--------------------
AC 15, touch 12, flat-footed 14. . (+1 Dex, +1 size, +3 natural)
hp 22 (3d10+6)
Fort +5, Ref +4, Will +2
--------------------
OFFENSE
--------------------
Spd 0 ft., Flight (30 feet, Good)
Melee Bite (Vargouille) +5 (1d4/20/x2) and
. . Unarmed Strike +5 (1d2/20/x2)
Special Attacks Kiss (DC 17), Poison (DC 13), Shriek (DC 13)
--------------------
STATISTICS
--------------------
Str 11, Dex 13, Con 14, Int 6, Wis 12, Cha 8
Base Atk +3; CMB +2; CMD 13
Feats Skill Focus: Stealth, Weapon Finesse
Skills Fly +13, Intimidate +5, Perception +7, Sense Motive +5, Stealth +12, Survival +2
Languages Infernal

--------------------
ECOLOGY
--------------------
Environment Any
Organization Pair, cluster (3-6), or mob (7-12)
Treasure None
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (30 feet, Good) You can fly!
Kiss (DC 17) (Su) A vargouille can kiss a helpless target by making a successful melee touch attack (this provokes attacks of opportunity). A kissed opponent must succeed on a DC 16 Fortitude save or begin a terrible transformation that changes the creature into a var
Poison (DC 13) (Su) Bite - injury; save Fort DC 12; frequency once; effect damage caused by bite can only be healed with magic if the spellcaster succeeds on a DC 20 caster level check; cure 1 save. The save DC is Constitution-based.
Shriek (DC 13) (Su) Instead of biting, a vargouille can open its distended mouth to shriek. Those within 60 feet (except other vargouilles) who hear the shriek and can clearly see the creature must succeed on a DC 12 Fortitude save or be paralyzed for 2d4 rounds or unti

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Male Human Fighter2/ AC18,FF,14,T14/ HP (14/20) /Init +10/Perception +2/Fort +5, Ref+4, Will +1/ +4 M, +6 R/ Bow 1d8

Obviously relieved Iodem lets out his breath as he comes to fully see the statue. "I do not believe that this one will be holding my nightmares tonight, for that I am grateful. I still will have to admit that I am at a significant ignorance as to what this lady statue is or what it be doing here."

He picks up on the visual cue of everyone looking ahead to the door as if they heard something. Iodem immediately strengthens the pull back on the bowstring. Some archer I am, I've left this thing so taught today that I may as well have ruined the bow


Male Human Bard 6+2 : HP 51 : AC 14 CMD 16 Touch 12 Flat 12 : F +4 R +8 W +7 : INIT +2 Perc +11 CMB +4

DC 35? Sounds like something we will have to check on again later down the road.

Virgil examines the statue, tapping a finger to his chin. "This ranseur seems to be both highly decorative and of a different material than the statue. We may be able to take it." He turns to Bugsby, "Mr. Featherfoot, care to magically examine the item?"


Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

Bugsby already nodding his head before Virgil finishes his question. "I've been looking for magic since I saw the statue... indeed since we've been down here. Let me look again." He continues detecting magic, studying the statue and every surface for magic.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

"Hear that? We aren't alone down here. As if we didn't know that already. Make your examinations quick, and be ready for trouble."


female Human (HP 10, AC 16, F+3 R+4 W+5, Per+7, Init+2, Melee +3 Monk / Level 1

Looking around Readying an action should something bust through the door.


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

It is not magical, but it *is* of extremely high quality, and is a masterwork weapon. It can be pried lose with a letter effort.

Sleight of hand/dexterity from probably Brennan or Iodem. A few of you can help, too.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

"Brennan looked back and saw the others prizing at the ransuer. Try twisting it...here, like this." He moved over and tried to demonstrate, twisting the spear and trying to ease the thing from the statue's grip.

SoH 1d20 + 9 ⇒ (13) + 9 = 22


Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

"Can't we just pull real hard?"

SoH (untrained + dex) 1d20 + 2 ⇒ (19) + 2 = 21


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

You free it, pretty soundlessly.

Which way do you all want to go?

Up through the door (north) or to the east and the dripping/rippling water.


Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

Bugsby indicates the door with a questioning look. With a nervous bark of a laugh, "Brennan, Kerdin, after you strapping fellows!" and then he returns to his near frantic magic detecting.


Male Human Fighter2/ AC18,FF,14,T14/ HP (14/20) /Init +10/Perception +2/Fort +5, Ref+4, Will +1/ +4 M, +6 R/ Bow 1d8

"Lead on towards the door. I have it back here"


Male [HP:25, Atk:+6, AC:16/12/14 Fort+6 Ref+2 Will+1; Per+6; Init+3]

Well ya... hope for da best. I dunno what might be behind dat door but might not be any pleasurable sight for us har har as Kerdin approaches the door and gives it good old fashioned wide hit at the center of door

Combat Maneuver [Sunder...Overrun?lol] 1d20 + 5 ⇒ (14) + 5 = 19 and maybe flying forward. Damage 1d10 + 5 ⇒ (1) + 5 = 6


Male Human Bard 6+2 : HP 51 : AC 14 CMD 16 Touch 12 Flat 12 : F +4 R +8 W +7 : INIT +2 Perc +11 CMB +4

Virgil winces and sighs. "So much for subtlety." He grasps his holy symbol and watches the door.


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

You open the door, and see an interesting sight.

This large chamber was obviously once a prison, as testified by the
nearly two dozen cells that line the room’s perimeter. A rickety wooden
platform overlooks the room, with two flights of stairs descending to
the prison floor ten feet below. A five-foot-wide wooden walkway runs
from the northern edge of the platform to a passageway to the east.

Two of the creatures that you encountered in the other room are bickering in the eastern part of the room over a collection of skulls, tearing and biting at each other.

When they see you, they shriek and charge.

Combat Map Updated

INIT rolls::

Bugsby 1d20 + 3 ⇒ (14) + 3 = 17

Iodem 1d20 + 10 ⇒ (20) + 10 = 30

Zen 1d20 + 2 ⇒ (16) + 2 = 18

Brennan 1d20 + 6 ⇒ (5) + 6 = 11

Kerdin 1d20 + 3 ⇒ (6) + 3 = 9

Virgil 1d20 + 1 ⇒ (6) + 1 = 7

Freaky Thing 1 1d20 + 5 ⇒ (4) + 5 = 9

Freaky Thing 2 1d20 + 5 ⇒ (17) + 5 = 22

INIT

Iodem

Freaky Thing 2

Zen

Bugsby

Brennan

Freaky THing 1

Kerdin

Virgil

Round 1 in spoilers. One has a heavy flail in it's hands, and the other is unarmed. Good luck.

GM mechanics stuff: GM eyes only.:
This hairless humanoid lurches on back-bent, dog-like legs, its hideous mouth flanked by tiny arms with three-fingered hands.
--------------------
SINSPAWN BARBARIAN CR 2
Male Sinspawn, Wrathspawn Barbarian 1
NE Medium Aberration
Init +7; Senses Darkvision (60 feet), Scent, Sin-Scent; Perception +8
--------------------
DEFENSE
--------------------
AC 18, touch 14, flat-footed 14. . (+2 armor, +3 Dex, +2 natural, +1 dodge)
hp 31 (1d12+3d8+12)
Fort +6, Ref +4, Will +4
Immune mind-affecting; SR 13
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Bite (Sinspawn, Wrathspawn) +2 (1d6+2/20/x2) and
. . Claw x2 (Sinspawn, Wrathspawn) +2 x2 (1d4+2/20/x2) and
. . Flail, Heavy +7 (1d10+6/19-20/x2) and
. . Unarmed Strike +7 (1d3+4/20/x2)
Special Attacks Sinful Bite (DC 12)
--------------------
STATISTICS
--------------------
Str 18, Dex 17, Con 17, Int 12, Wis 13, Cha 10
Base Atk +3; CMB +7; CMD 21
Feats Dodge, Improved Initiative
Skills Climb +9, Escape Artist +10, Intimidate +7, Perception +8, Stealth +9, Survival +7, Swim +8
Languages Aklo, Wrath
SQ Fast Movement +10 (Ex), Rage (7 rounds/day) (Ex)
Combat Gear Flail, Heavy, Leather;
--------------------
ECOLOGY
--------------------
Environment Any ruins
Organization Solitary, pair, or cult (3-8)
Treasure Standard (ranseur, other treasure)
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sin-Scent (Su) Sinspawn have scent against creatures whose nature reflects the sinspawn's sin. For example, wrathful sinspawn can scent creatures using rage effects. The GM should adjudicate what creatures a particular sinspawn can scent.
Sinful Bite (DC 12) (Su) A creature bitten by a sinspawn is overwhelmed with sinful thoughts (DC 12 Will save negates). These emotions are so powerful that the target becomes sickened for 1d6 minutes. An affected target that is bitten a second time is staggered for 1 round i
Spell Resistance (13) You have Spell Resistance.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

XP 600

NE Medium aberration

Init +5; Senses darkvision 60 ft., sin-scent; Perception +7

Defense

AC 14, touch 12, flat-footed 12 (+1 Dex, +1 dodge, +2 natural)

hp 19 (3d8+6)

Fort +3, Ref +2, Will +4

Immune mind-affecting effects; SR 13

Offense

Speed 40 ft.

Melee ranseur +3 (2d4+1/×3), bite –2 (1d6 plus sinful bite) or

bite +3 (1d6+1 plus sinful bite), 2 claws +3 (1d4+1)

Statistics

Str 13, Dex 13, Con 14, Int 10, Wis 13, Cha 12

Base Atk +2; CMB +3; CMD 15

Feats Dodge, Improved Initiative

Skills Intimidate +7, Perception +7, Stealth +7, Survival +7

Languages Aklo

SQ martial proficiency

Ecology

Environment any ruins

Organization solitary, pair, or cult (3–8)

Treasure standard (ranseur, other treasure)

Special Abilities

Martial Proficiency (Ex) Sinspawn are proficient in all simple and martial weapons, armor, and shields (except tower shields).

Sin-Scent (Su) Sinspawn have scent against creatures whose nature reflects the sinspawn's sin. For example, wrathful sinspawn can scent creatures using rage effects. The GM should adjudicate what creatures a particular sinspawn can scent.

Sinful Bite (Su) A creature bitten by a sinspawn is overwhelmed with sinful thoughts (DC 12 Will save negates). These emotions are so powerful that the target becomes sickened for 1d6 minutes. An affected target that is bitten a second time is staggered for 1 round if it fails its saving throw. Calm emotions, remove curse, or break enchantment negates the effects of sinful bite. The save DC is Charisma-based.

Sinspawn are corrupted products of magic used by spellcasters in a past era as shock troops for their armies. Literally the embodiment of a sin made flesh, they are sentient abominations of distilled ectoplasm imprinted with the soul-image of slain creatures that possessed an abundance of a particular sin.


female Human (HP 10, AC 16, F+3 R+4 W+5, Per+7, Init+2, Melee +3 Monk / Level 1

Round 1:

Attack which everone iodem does.

Attack1d20 + 3 ⇒ (2) + 3 = 5
Damage1d10 + 3 ⇒ (6) + 3 = 9

WTB new dice


Sorcerogue 3 | HP:22, AC: 13/13/11, F2 R5 W3, INIT: +8, Range: +5, Melee: +1, lXbow: 1d6, Perc +8 Stealth +11

Round 1:
Enter and move to the side of the door(if possible). Cast Protoplasm on the nearest Freaky thing I have line of sight to. Delay/ready action if needed. Protoplasm (DC 15) lasts for 1d3 ⇒ 2 rounds and inflicts 1 acid damage per round.

Protoplasm (Sp): At 1st level, you can create a ball of entropic protoplasm and hurl it at targets within 30 feet. This protoplasm acts as a tanglefoot bag that also inflicts 1 point of acid damage per round to a creature entangled by it. The protoplasm dissolves within 1d3 rounds.

Tanglefoot Bag: A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. 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 flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) 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.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Round 1:
Brennan rolled into the room, daggers in hand. He kept low and hoped that the shadows and his mottled skin kept him hidden as he tried for an opening.

Tumble (as necessary) 1d20 + 9 ⇒ (14) + 9 = 23
Stealth (as necessary) 1d20 + 9 ⇒ (13) + 9 = 22


Male Human Fighter2/ AC18,FF,14,T14/ HP (14/20) /Init +10/Perception +2/Fort +5, Ref+4, Will +1/ +4 M, +6 R/ Bow 1d8

round 1:
Iodem pulls back the draw string lining up his shot, waiting for the creature to come forward. Once it gets close to Kerdin he lets the arrow fly. Treating this as readied action.
Pbs included
1d20 + 8 ⇒ (14) + 8 = 221d8 + 1 ⇒ (7) + 1 = 8


Male [HP:25, Atk:+6, AC:16/12/14 Fort+6 Ref+2 Will+1; Per+6; Init+3]

Round 1:

yahahahooo.... Is da her some good children? Da dwarf came to pick a few teeth with him! Kerdin snaps as he steps on the room and readies to give a handful lesson of dentist to "residents".

Attack 1d20 + 6 ⇒ (2) + 6 = 8 Damage 1d10 + 5 ⇒ (1) + 5 = 6

... I need a new dice

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