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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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:
Bugsby moves down behind the others (delayed action if needed) and hurls a stone from his sling at the nearest fiend, with all the strength he can muster. He can't help but give a sharp "Eeeeiip!" as the ugly enemies come into view.

Attack: 1d20 + 4 ⇒ (20) + 4 = 24 Damage: 1d3 - 1 ⇒ (1) - 1 = 0
EDIT - Confirm?: 1d20 + 4 ⇒ (3) + 4 = 7 Damage: 1d3 - 1 ⇒ (1) - 1 = 0


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:
Probably not jumping the gun here without the map, ranged character is straightforward. Should be something like this without any needless danger.

Iodem stalks into the room with the bow string drawn to his cheek. He gets close enough to where it can do the most damage. Thinking to himself.This is a monstrosity! Surely if it can move it can die.

"What is this thing!?!
He fires the arrow as soon as he finds a good shot, remaining calm and collected he starts for the next arrow.

1d20 + 8 ⇒ (10) + 8 = 181d8 + 1 ⇒ (5) + 1 = 6PBS included


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 will make for the shadows, hide, whatever. Wait for flanking if possible. Need to see the map to be sure.

stealth: 1d20 + 9 ⇒ (12) + 9 = 21


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

Virgil is going to runaway if i haven't heard anything by tonight. Then we'll use you round 1 actions.


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

How far away am I from Mr. Handsome?


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**
Virgil Longstreet wrote:
How far away am I from Mr. Handsome?

40 feet. If you bomb off now, you won't hit him. YOu will hit about 9 "zombies" though. 2 are raising in platforms and are going to be a direct threat to you in the very near future.

If you step forward 10 feet to hit our handsome suitor you will provoke both of them.

Like I said, you can bomb off and it will do some damage to quite a few... but then you are exposed.

We are going to enter INIT.

Bugsby 1d20 + 3 ⇒ (8) + 3 = 11

Iodem 1d20 + 10 ⇒ (7) + 10 = 17

Zen 1d20 + 2 ⇒ (15) + 2 = 17

Brennan 1d20 + 6 ⇒ (6) + 6 = 12

Kerdin 1d20 + 3 ⇒ (18) + 3 = 21

Virgil 1d20 + 1 ⇒ (14) + 1 = 15


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

Virgil is in a surprise round, for all intents and purposes. Once he acts, we will follow INIT .

Baddies INIT rolls.:

Zombie 1d20 ⇒ 17
Zombie 1d20 ⇒ 9

Zombie 1d20 ⇒ 9
Zombie 1d20 ⇒ 3
Zombie 1d20 ⇒ 16

Zombie 1d20 ⇒ 4
Zombie 1d20 ⇒ 8
Zombie 1d20 ⇒ 20

Zombie 1d20 ⇒ 7
Zombie 1d20 ⇒ 1
Zombie 1d20 ⇒ 3

Big ugly dude 1d20 + 4 ⇒ (5) + 4 = 9


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

Surprise Round:

Virgil retreats back to the group, not wanting to let the creature swipe him without the aid of his fellows.


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

cool, gonna resolve combat tonight, and we'll go with round 2 tomorrow.

Sorry, work/family was hectic over the weekend.

HERE WE GO!!! (almost)


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

Allrighty, the much awaited, anticipated round 1...

Virgil runs back up the stairs to complete his surprise round.


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

IOdem shoots and hits it, and Bugsby shoots and hits it.

Everyone else moves down the stairs, passing Virgil.

(stairs are double movement)

COmbat Map updated Zombies one and two are fully up out of the ground now.


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

Go ahead with rd 2 actions.

To give you a heads up on what is going on. You seem fairly confident that the monster wants to raise all zombies against you. He is motioning toward the second lever now that he is done with the first.

The room is full of the noises of shuffling of undead feet, and zombies just waiting to get their turn.


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:
I want to try and protoplasm the 2nd lever, and the others if it works. I believe I have 4/7 uses of Protoplasm left.

Bugsby gives himself a small cheer, "Hooray!" when his aim is true and he hits the thing, but then he see's the rising platforms and his cheer is quickly squashed. He closes his eyes and pulls lines of glowing magic to him, and throws the collected mass at the second lever the monster is moving towards.

Thinking quickly he shouts, "If too many come up, we must back up the stairs to take them one at a time! Also I'm nearly out of power." the gnome sounds worried.

Cast Protoplasm at Zombie within 30' range.
SR: 1d20 + 1 ⇒ (1) + 1 = 2

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.


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 keeps the pace up as he stands in the doorway, drawing -> knocking -> firing. He tries to keep calm as the sights in front of him threaten to upset his stomach.

1d20 + 8 ⇒ (5) + 8 = 131d8 + 1 ⇒ (3) + 1 = 4


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:

Virgil fires a shot at the zombie at the back of the room.

light crossbow 1d20 + 3 ⇒ (12) + 3 = 151d8 ⇒ 2

The dice roller is goofing up the display results for some reason...


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

Round 2:

Not moving but letting the smelly things come to me. as they move into range

1d20 + 3 ⇒ (12) + 3 = 15
Damage1d10 + 2 ⇒ (8) + 2 = 10


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:
Brennan, wondering how in the nine hells he had gotten out in front, dropped another dagger into his hand as he lashed out at the zombie in front of him.

attack1d20 + 3 ⇒ (18) + 3 = 21
damage 1d4 + 3 ⇒ (3) + 3 = 6

attack1d20 + 3 ⇒ (12) + 3 = 15
damage 1d4 + 3 ⇒ (3) + 3 = 6


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

Round 2:

Being cautious this time Kerdin carefully hits at the nearest target while trying to maintain his defensive posture against the zombies and trying to offer protection for his companions

AC:18, HP:13/25

Attack 1d20 + 6 ⇒ (18) + 6 = 24 Damage 1d10 + 5 ⇒ (2) + 5 = 7

Defensive Fighting +2 AC


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

Round two results.

First two "zombie" creatures are down. Noone in the party hurt.

Bugsby cast at the monster reaching for the lever, and he stopped him in his tracks, frozen.


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:
"I got him! I got him! Quick, get him while he's stuck!" Believing no more zombies are on their way out of the hole at this point, Bugsy waits for his friends to move so he can make it into the large room. I believe he's out of actions at this point, since it's a double move.

Protoplasm duration: 1d3 ⇒ 2 EDIT: Dissolves on Bugsbies turn in round 4.
Acid Damage: -1hp 1st round


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 keeps the pace up as he stands in the doorway, drawing -> knocking -> firing. Struggling to keep his breathing in check he lets out a cough with this arrow.

1d20 + 8 ⇒ (12) + 8 = 201d8 + 1 ⇒ (1) + 1 = 2


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 3:
Are there any more zombies between us and the big guy? Can Brennan charge him?

If so:

Brennan took a deep breath, cringing inside at what he was about to do. All his life he had striven to avoid direct confrontation, and here he was girding himself for the attack. Well, no time like the present. he launched himself across the room, daggers flashing.

attack 1d20 + 5 ⇒ (6) + 5 = 11
damage 1d4 + 3 ⇒ (2) + 3 = 5

attack 1d20 + 5 ⇒ (16) + 5 = 21
damage 1d4 + 3 ⇒ (4) + 3 = 7

If not:

Brennan looked around for an angle where he could get flanking with someone, preferably somewhere where he wasn't the first target in sight.

Attack a zombie, adding SA to the attacks above, if possible

SA1 1d8 ⇒ 3
sa2 1d8 ⇒ 1


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

hmmm... should we just get out of this combat, I wonder? It seems to be taking a loooooooong time, I don't feel like botting half the group on a daily basis, nor do I even have the time to...


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

Where is everyone?


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

Present! Kerdin, Zen and Virgil are still silent. I know Virgil is swamped in schoolwork, but Zen and Kerdin I don't know.


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

I still check several times a day. I'm fine with whatever you decide to do in order to proceed.


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

im around just month end closing for an accountant like myself


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

uff, been active in IRL but this thread has been... not showing dots :(.... thanks god decided to take a look

Round 3:

Kerdin slashes again with his posture against nearest enemy with his waraxe

Attack 1d20 + 6 ⇒ (14) + 6 = 20 Damage 1d6d10 + 5 ⇒ (6, 6, 10, 8, 2) + 5 = 37


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

Round 3:
Not moving from current position I attack nearest baddie
1d20 + 3 ⇒ (20) + 3 = 23
1d10 + 3 ⇒ (7) + 3 = 10

*EDIT* Natural 20 Crit comfirm 1d20 + 3 ⇒ (8) + 3 = 11
1d10 + 3 ⇒ (6) + 3 = 9


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

GM Brayden used a scroll of breath of life.


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:

Virgil will ready an action to cast cure light wounds on anyone injured.

1d8 + 2 ⇒ (5) + 2 = 7


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**
Iodem Toby wrote:
I still check several times a day. I'm fine with whatever you decide to do in order to proceed.

Yeah, me too.

My other groups are flying right along, and this one is dead in the mud :(

Hopefully we can bring this one to life again (I've spent enough $ on the anniversary edition that I won't let this group go away...)

I'm just going to say that you beat the guy and win the room, taking down the monsters in the pit as you go, as they have no way to get out on their own. I now officially hate this room.

Iodem Bugsby and Brennan get 800 points each. The rest of you are awarded no points, and may god have mercy on your soul. :)

http://www.youtube.com/watch?v=BcjIestFVOc


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

Edit: Never mind, nothing to see here!


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

There is a door to the south that leads to a hallway.

There is another door at the end of the hallway, or some stairs on your left that go downward, but a cave in has blocked them off.


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

Bugsby stands atop the pile of monster flesh, panting heavily, having just fought one of the most grisly and titanic battles he could have imagined. Quite the heroic little figure. Well... as long as we're hand-waving stuff ;) The gnome shakes himself out of his daydream, just happy to still be alive. He takes stock of their group, "Everyone still alive?" smiley mischievously for a moment he points straight ahead, "Door number one?" If no one objects he motions for the group to move ahead in their accepted formation, his sling at the ready.


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

Panting heavily and then suddenly looking around and dumbfounded to as what just happened Aye... I have been suffering from a far severe wound that I expected mates! For a sec ma though tha full of enemies this room... and then when I blink mah eyes they all dead! What kind of sorcery is this... I fear tere might ta be greater forces her ya know. Carefully poking at the bodies and looking down at the pit Torag bless meh... I need da stronger alcohol when I get da out of here

Following after Bugsby until notices the big monster, gives fast knocking toward its mouth and removes a tooth and follows again their little... mage or sorcery or witch or what he might be


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

That was a far better work out then I ever got at the monastary. let us move on quickly. This place is starting to give me with heeby jeebys/


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

You go to the room at the end of the hall.

This strange room consists of a fifteen-foot-diameter sphere.
Several objects float in the room, spinning lazily in space—a
ragged book, a scroll, a bottle of wine, a dead raven surrounded
by a halo of floating and writhing maggots, and a twisted iron wand
with a forked tip. Yet perhaps the most unnerving aspect of the
room is the walls, for they are plated in sheets of strange red metal
that ripple every once in a while with silent black electricity that seems
to coalesce into strange runes or even words far too often for the
effect to be chance.


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 nervously eases the tension out of his bow, removing the arrow and placing it back in the quiver. He bends over to pick up a rock and toss it at one of the floating objects. (I assume they don't look fragile)


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 with a half smile on his face, turning in a full circle to see it all. He remembers they're there for a reason and starts detecting magic, maintaining the spells long enough to identify some of the mysterious objects.


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

Argh, wha might ta be with this new room... strange things after another ya. Tis give me a creeps on ma back. Could da we move quicker out of her eh lads? Kerdin speaks fast as he looks around the room and his fists grasp more tightly around the comfortable shaft of his waraxe


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

The rock enters the room and hovers in mid air, the "force" of the toss carrying it slowly to the back of the room.

you aren't in the room, yet

The wand pings as magical, do scrolls detect as magic? I can't remember... if so, the scroll does 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

"Perhaps we ought not to go charging in here. If you want to examine anything, make sure you go in with a rope...or you might not be coming back out."


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

Scrolls, potions, and any other one-use items are still counted as magic items and ping with detect magic, since they require crafting feats and have spell requirements.

Virgil edges toward the outer boundary of the spherical room and sticks out his arm. "Let's see if my arms floats..."


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

Bugsby calls out the magical items as he identifies them as such. He stares at the rock as it's slowed, stopped, and removed from the room by some invisible force. "I have no idea what did that, let me think."

Spellcraft: 1d20 + 5 ⇒ (1) + 5 = 6 EDIT: The wind, yup definitely the wind.


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 fetches 50ft of silk rope from his pack. Throwing it over his shoulder he calmly asks "I'll go, but I have no idea what I'd even look for or even know if I saw.


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

"In my experience, anything that looks magical, as well as anything that looks unique can be worth a lot. The wand, the scroll, the book; that's where I'd start"

Stretch was in Brennan's mind, anxious to be the one to go after the goods, but the others shouted him down. no one really wanted to enter the strange room without better reason than some mere trinkets.


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**
Virgil Longstreet wrote:

Scrolls, potions, and any other one-use items are still counted as magic items and ping with detect magic, since they require crafting feats and have spell requirements.

Virgil edges toward the outer boundary of the spherical room and sticks out his arm. "Let's see if my arms floats..."

It floats, and raises up to your shoulder, before it hinges and exits the room, then no longer floats.


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

Bugsby can't contain himself any longer, "ooooh, that looks like fun! Can I go, Can I go?? I know what to grab. Please!?!" He'll grab the end of Iodems rope and begin tying it about his waist. When finished he looks up at you and holds out his arms and legs for you to grab, presumably because he wants you to hurl him in there. Looking very serious now, "If it looks like I'm going to die, pull me back quickly!" He stands at the ready, waiting for you all to toss him in there.


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 shrugged, then grabbed Bugsby by the collar and tossed him, gently, into the room. He tried to aim the gnome for the wand first.

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