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 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

Round 1:

Virgil waits near the rear of the group, a prayer of healing on his lips in case anyone is injured.

IF anyone is injured, cast CLW. 1d8 + 2 ⇒ (6) + 2 = 8


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

Hey all, after a vomit inducing migraine filled wednesday and thursday, I am happy to report that I am currently able to see without wanting to puke whenever the light shifts suddenly. Wahoo!

As Zen would say, time to proceed with the proceedings.

Round 1:

The 2nd Freaky Thing shrieks and moves forward, as fast as it can go. It almost reaches the group in round 1. Just as it nears Kerdin, 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. He hits the creature and it lets out an unearthly shriek, and turns it's attention away from Kerdin.

Zen rushes forward and swings at the monster, which is staggering from the arrow in its side. She misses.

Bugsby enters and moves to the side of the door. He waves his hand around and casts a familiar looking green ball at the nearest Freaky thing.

1d20 + 3 ⇒ (20) + 3 = 23 It doesn't seem to have effect, as the monster overpowers the magic.

Bugsby:
Don't forget to roll me your Spell Resistance. I need it any time you cast from here on out, just to be safe. In this case, you didn't hit - but I would have needed it if you did.

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. He positions himself on the other side of the monster, and tries to stab at it (not flanking, no backstab) 1d20 + 5 ⇒ (1) + 5 = 6

Freaky THing 1 rushes forward, and grabs it's heavy flail out while it runs.

Kerdin yells out 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".

He misses with his axe.

Virgil waits near the rear of the group, a prayer of healing on his lips in case anyone is injured.

Round 1 over. Now the real fun begins. Round two!

Good luck ya'll sorry about that delay. You know the drill rd 2 in spoilers, and we'll resolve this round 11pm or so MST.


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 2:

Iodem flicks his head to the side sending his hair away from his eyes as he knocks a second arrow. He calmly strides into the room taking position behind Kerdin and sending an arrow over the stout dwarf's shoulder at the freaky thing.
1d20 + 8 ⇒ (13) + 8 = 211d8 + 1 ⇒ (4) + 1 = 5
PBS added


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

No time for a full post right now, but I specifically avoided attacking or rolling attacks until I could attack from hiding or with flanking. If there's no SA, Brennan isn't likely to be pressing an attack, FYI.


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

Round 2:
Bugsby casts another spell at the things, taking a step away first if he can. Cast Daze DC 14, SR: 1d20 + 2 ⇒ (15) + 2 = 17


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**
Brennan Darkblade wrote:
No time for a full post right now, but I specifically avoided attacking or rolling attacks until I could attack from hiding or with flanking. If there's no SA, Brennan isn't likely to be pressing an attack, FYI.

Ok, good to know for the future. I figured you would want to get to the other side, but more "sneaky like" and more "wait for it. wait for iiiiiiiiiiit." (for all you psych fans out there.)


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

Round 2:

Same as before, Virgil stands ready to heal anyone hurt.


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

Round 2:

HP:26/29 AC:14 Rage:1/9

Seeming like that these creatures might pose greater threat than he thought Kerdin releases a huge yell as he smashes with his axe at the creature with flail.

Attack 1d20 + 8 ⇒ (12) + 8 = 20 Damage1d10 + 8 ⇒ (7) + 8 = 15


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

INIT order GM reference:

2nd Freaky Thing

Zen

Bugsby

Brennan

Freaky THing 1

Kerdin

Virgil

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.

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 2:

Nearest Baddy 1d20 + 3 ⇒ (15) + 3 = 18
Damage 1d10 + 3 ⇒ (9) + 3 = 12


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

2nd freaky thing claw/claw/bites at Kerdin.

1d20 + 3 ⇒ (6) + 3 = 9 to hit
1d20 + 3 ⇒ (7) + 3 = 10 to hit
1d20 + 3 ⇒ (11) + 3 = 14 to hit

Miss. miss. miss.

Iodem flicks his head to the side sending his hair away from his eyes as he knocks a second arrow. He calmly strides into the room taking position behind Kerdin and sending an arrow over the stout dwarf's shoulder at the freaky thing, hitting the monster.

Zen swings and connects. Delivering a mortal blow to the freaky thing.

Bugsby casts another spell at the things, taking a step away first if he can. It doesn't seem to affect the creature at all. [spoiler=Bugsby]It might have an immunity to that type of spell. You feel like you got a good cast, but that it didn't have any root in the creature. Like it didn't connect.

Brennan. Will wait in the shadow and see if it can get a flank. (He can't get one with Kerdin.)

Freaky THing 1 is waiting for the creature ahead of it to move.

Kerdin erupts in anger, and smashes his axe down on the thing in front of him, crushing it.

THe Freaky THing steps on its fallen "comrade's" body and seeing Kerdin yell, does the same thing, and brings it's flail down on Kerdin.

1d20 + 9 ⇒ (20) + 9 = 29
to confirm 1d20 + 9 ⇒ (18) + 9 = 27 it crits. doing: 1d10 + 9 ⇒ (2) + 9 = 111d10 + 9 ⇒ (5) + 9 = 14 wow. literally 2 hps away from killing you!!! >.<

Upon seeing this devastating blow, Virgil quickly heals Kerdin as best he can. Kerdin gets 8 hps back, putting him at a total of 9

Round 2 happenings: Baddy #1 got taken down, Kerdin literally **almost** died. (you might not want to rage next round, Ker :) )

Kerdin is at 9 hps currently raging, and will lose 4hps when he drops out of rage.


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 2:

Can Brennan get flanking with Kerdin?

Brennan waited for an opening, then drove forward with both daggers. The blades dove forth, seeking vital organs or soft spots.

attack: 1d20 + 5 ⇒ (4) + 5 = 9
damage: 1d4 + 3 ⇒ (3) + 3 = 6 + 1d8 ⇒ 5 SA

attack: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 1d4 + 3 ⇒ (1) + 3 = 4 + 1d8 ⇒ 2 SA


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

Do that round 3 thing. Map is updated.


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

Round 3:

Healers gonna heal.

Virgil touches Kerdin's shoulder and taps his holy symbol. "Fides tua salvam vultis"

Cure light wounds. 1d8 + 2 ⇒ (6) + 2 = 8


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

"Zen, flank it!" called Brennan as he dove for a small gap between the creature and the stair railing. His slight half-elven body blurred in the shadows as he moved.

Round 3:

move, acrobatics past the creature 1d20 + 9 ⇒ (14) + 9 = 23

wait for flanking, then hit.
attack, with flanking 1d20 + 5 ⇒ (11) + 5 = 16
damage1d4 + 3 ⇒ (3) + 3 = 6 + 1d8 ⇒ 6, SA

attack, with flanking 1d20 + 5 ⇒ (19) + 5 = 24
damage1d4 + 3 ⇒ (3) + 3 = 6 + 1d8 ⇒ 5, SA

crit confirm on strike #2 1d20 + 5 ⇒ (17) + 5 = 22
damage1d4 + 3 ⇒ (4) + 3 = 7


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

Round 3:

upon Brennans yell move to flank next freaky thing.
1d20 + 3 ⇒ (18) + 3 = 21
Dammage 1d10 + 3 ⇒ (5) + 3 = 8


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 3:
Iodem presses as he sees Kerdin take the flail, nocking another arrow he tries to put it down before it can land another blow. 1d20 + 8 ⇒ (1) + 8 = 91d8 + 1 ⇒ (8) + 1 = 9 PBS factored.

Edit:
The normally sure handed Iodem baubles the arrow as he tries the quick nock, as the arrow is baubled he continues in a fluid motion to release the bow string, sending the arrow at the freaky thing almost sideways and it skitters harmlessly off to the side. Sweat and frustration are clearly marked across Iodem's face.


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

Round 3:
Cast Daze DC 14
SR: 1d20 + 2 ⇒ (11) + 2 = 13


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

Bugsby, see my last combat post.


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

Whoops!

Round 3.1:
I totally meant to put protoplasm... sigh. Ill switch to that with the same rolls if youll allow it.


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

Zen, upon Brennans yell moves to flank next freaky thing. SHe hits it well, and distracts it's attention from Kerdin, for the moment.

Bugsby, I will allow it. Bugsby casts that "thing that slows things down" that he does, and you all recognize, and it seems to slow the monster down for a second, but the monster seems to power through darn SR!

Brennan daringly tumbles past and sticks it with two daggers. The first in its back, and the second with the monster exposed, goes expertly placed under the jaw and disposes of the creature.

Dropping out of combat order. We'll save Iodems Nat 1 for another time :)

1400 xp for the party. 233 a piece.


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

Dirk gave a jubilant shout in Brennan's mind, but all that escaped his lips was a sibilant "Yesss!" He grinned, flushed with victory and ready to take on the next foe. Upon finding none, Brennan wiped the blood from the daggers and hides them away again. Then, he began searching for anything useful in the room.

Search room and monsters


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

Do we have a designated experience point tracker? I'm afraid I lost count.


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

It's on that Google doc I shared a while back.


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

Could you post a link again? [/cheesygrin]


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

Bugsby hangs his head as the group catches their breath. "Apologies everyone. I can't seem to affect them." He starts facing different parts of the room, detecting magic as he does so.


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

For future reference, you think that those creatures (at least this particular type) might be immune to mind affects, and have a somewhat decent ability to resist spells cast at them.


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

You don't really find anything in here, other than the flail that the monster had. It appears to be just a standard (heavy) flail.

You have no sense of time, or at least no indicator of it underneath the earth.

You do think that you have been exploring (ie walking down dead end paths and killing baddies) for a few hours. Maybe 3 or 4, if you have been doing it in a leasurely, trying to be sneaky sort of way.

The platforms seem to lead to another hallway.

Bugsby 1d20 + 5 ⇒ (12) + 5 = 17

Iodem 1d20 + 2 ⇒ (15) + 2 = 17

Zen 1d20 + 7 ⇒ (10) + 7 = 17

Brennan 1d20 + 7 ⇒ (1) + 7 = 8

Kerdin 1d20 + 5 ⇒ (1) + 5 = 6

Virgil 1d20 + 2 ⇒ (8) + 2 = 10

You all don't hear anything coming from there, so you proceed. (Just moving things along. No baddies or anything in this room, so I feel confident moving you there.)

In the next room, you see several ancient relics of what appear to be torture implements, although their function and style seem strange and archaic.

In one corner sits a spherical cage with spikes protruding inward from its iron bars. In another stands what appears to be a star-shaped wooden
frame, its surface studded with hooks. And in the center of the room is a long table covered with leather straps and a number of cranks that seem designed to rotate and swivel.

You see a door in front of you, and a door to the side of you.

map updated to your vision.


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

Bugsby detects magic on both door, standing with feet firmly planted before each portal, face tight in contentration, trying to penetrate the door with his magic detection. He relays any magical findings to the rest if he notices anything, "Shall we take the one on the right first?"


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

Cursing and mumbling to himself Iodem passively hears Bugsby and then solemnly nods back in agreement.

He scratches the scar behind his ear before flourishing an arrow about to test his hands.


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

with a nod of assent. Kerdin lead the way. fall in behind him.


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

Ya, might as well... who knows what mor funny things ya canna find here heh Kerdin joking back to Zen but looking a bit tired and bloody. The last fight had taken a great toll on him but shrugging it aside and continuing forward with others.


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

The crumbling remnants of several chairs and a long table clutter the floor of this room. To the south stand three stone doors, each bearing a strange symbol that resembles a seven-pointed star.

The three doors to the south were once prison cells. Within each
is a single skeleton of a badly deformed humanoid; one has three
arms, another has an enormous misshapen skull, and the third has
a ribcage that goes all the way down to its pelvis—a pelvis with
stunted legbones strewn below its strangely flat girth.


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

Ugh I was getting hungry but not so much now. Lets move on quickly


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

"This place gives me the wispies! I sure would love to come back and examine these some more! Imagine the tales these creatures had to tell... right before they ate you." He goes over to one of the bone piles and does his level best to dislodge a tooth, if there are any, before following after the others.


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

"Hmm... I get the feeling that whatever that abomination was that attacked was likely... created. These seem to be failed attempts." Virgil continues cautiously forward.

On to 'Section 7.'


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

"Try to remember those markings in case we see them anywhere else."

Iodem forces himself to breath before rolling back his shoulders to shake some of the tension out.


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

Looking a bit at the mutated skeletons and Bugsby dislodging tooth from one of them Kerdin stop to think for a while and thinks to mention Well ya... Usually ma get my toothies out of enemies I happen to kill maself ya? But ya seem to know some good things... that... what-ya-call-that lightshow when ya twisted ya fingers and a greenie pulp everywhere then. Anywayyy... ya seem to be kind of doctor or intelligent so might be ok. What happened to them eh? Kerdin amuses and asks Bugsby seeming quite curious

Patting his own shoulders and fondling his own legs a bit from all shaking. Having taken a bit too much damage Kerdin does feel a bit dizzy... weird... why ya in torag mighty hammer name ma keep getting the same feeling as with ma mam... seeing time to time dat damn big hall and table full of mugs

Someone is getting early peeking at valhalla :P and I don´t say its not a bad thing lol


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

You listen at the door to the east (of "section 7") and you hear faint shuffling, and moaning.


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 at the others, and whispers "That doesn't sound pleasant!"

Virgil, maybe now would be a good time to ready a harmful channel? Kerdin (however many you can avoid hurting) could open the door, and remain as a guard blocking the doorway (total defense?), and you could ready to attack when most/all the enemies are within range of your channel?

Kerdin what's your HP at?


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

13/25. Able to keep up still and with total defense got 19 AC so should be quite acceptable


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 nods back to Bugsby and puts tension on the drawstring of the bow as if to say 'ready'.


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 puts a finger to his lips to signal silence. He points at Iodem, points at his bow, then making a shooing motion away from the door. (Iodem could back up a bit to allow me room to channel and still provide ranged cover). Virgil takes his place just behind Kerdin, his hand on his holy symbol ready to inflict divine wrath on his enemies.


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

Swat Team

Iodem nods back at Virgil moving back and bringing the bow up taking aim for when the door is open.


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

Places, ready channel, aaaaannnnd Action!

Bugsby takes out his sling and readies a stone, feeling a tad discouraged at the lack of effect his magic had on the last beasts. While the others gets into position he continues to check around for magic, and wonders why it's getting so suffocating in the room, and then realizes he's been holding his breath for who knows how long... and takes a deep breath, willing himself to not pass out while he watches the door.


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

Just a sidenote: hoping that Zen is able to squeeze her action her along with ours :)..... LETS UUS RUUUMMBBBLEEEEEE

Kicking the door open and taking sturdy posture Kerdin widened his stance with placing legs further to the sides and lowering his point of weight more down. Standing or depending how you look at it, sitting in the air with his waraxe and its shaft front of him ready to take anything what was going to come Bring it ya scums!

assuming total defense position: AC 20 (the actual addition was +4)


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

My actions tend to be nice and quick. No spells to prepare.

I will however move to be behind Kerdin, however making it so that Iodem has a shot still. and ready an attack for when the baddy moves into range.


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's face grows dark and he scowls at the door. "Open it."

If I see a baddie...:

"Sentire tenaci damnationem!" A bubble of crackling black energy washes over the area.

Channel Energy 1d6 ⇒ 6, Will DC 18 for half damage.


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

this is going to be good.

I assume that you have a light spell on and active.

Virgil busts open the door, and ... sees stairs descending downward.

He descends the stairs instructing the others to keep their distance, so as to deal out maximum damage. "Stay close, but stay distant"he says, as if that makes sense to anyone else.

He descends down the stairs, and sees THIS.

But that isn't all, he also sees the creature standing next to a lever, and rising from giant pits are ... zombies?!?!

Virgil has never seen a zombie before, but surely this must be those. In a moment of sheer panic, Virgil decides whether or not he wants to bang off the spell or to move back up the stairs.

(We are in INIT. The others have been in "readies" or "total defenses" and everything in between. You are on your turn. You have descended the stairs as part of your turn, you can double move, or "bang one off" however you see fit. Map coming soon. Two "zombies" are within 10 feet of you being raised up on a platform. The "monster" is at the back of the room standing next to 3 levers, one of which he is pulling down.)

Combat map coming soon-ish. You are in section 9 now.


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

As virgil decides, we are going to jump in official INIT mode. He is in a surprise round, with only him acting, and also a couple baddies know where he is. :)

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