GM Riatin's Rise of the Runelords

Game Master riatin

Sandpoint Map
Current Encounter Map
Thistletop level 1 Thistletop Closeup
Thistletop level 2


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Erin draws her rapier .[occ]will move to G7[/occ] and attack Erin attack: 1d20 + 4 ⇒ (15) + 4 = 19 Damage 1d6 ⇒ 1


Male Half-Orc Barbarian 3
stats:
HP 39/39, AC 18, Init+6 Str17 Dex14 Con14 Int12 Wis11 Cha10 Bank 755gp3sp6cp, DailyRage 10/16 rds left

"More sinspawn! Who knew Sandpoint was literally crawling with such evils? No longer! Rrrraaaaaagh!"

Garrokmal sees the raised platform, the cells below and the sinspawn standing by the railing and makes a snap decision. He rushes toward the sinspawn to his right and slams into it with his whole body behind his shield. He tries to keep his momentum, hoping it will push the monster either over the railing or down the stairs.

Combat Maneuver: Bull Rush: 1d20 + 5 ⇒ (2) + 5 = 7

I've been wanting to try some stuff other than "swing the longsword" and this seemed like a good time. I might be pushing the rules for Bull Rush a little, but that's what the GM is for, right? :)
Oh, I see I'm back to miserable failure on rolls again - ah, well. Garrok ends up in G9, then.


Male Human Oracle/3
Quick Stats:
HP=4/28, AC=17(18), Init+4, Per+7, Fort+2, Ref+1, Will+2, Wand of CLW 42

Hieronymous follows the mighty half-orc into battle, swinging his mace at the sinspawn on the left.

Moves to G8

Heavy Mace: 1d20 + 5 ⇒ (13) + 5 = 18

Damage: 1d8 + 4 ⇒ (5) + 4 = 9

"It seems Angradd favors me this day!" he exclaims, with a mix of surprise and satisfaction as his mace strikes home.


Garrok barrels into the room almost immediately and attempts to shove one of the vile creatures off the platform. The wrathspawn jumps out of the way at the last second and the half-orc vents his rage. Glad you tried to Bull rush, totally encourage more than 'I swing my sword.'

Hieronymous follows close behind and smashes his mace into the outstretched claws of the other wrathspawn, it yanks back the injured hand with a hiss while Erin moves forward and makes a quick shallow poke with her rapier in its pasty leg.

Katarina whispers some dark sorcery under her breath while entrancing one of the Wrathspawn with her movements. She uses the slumber hex on it

Wrathspawn's Save(DC16): 1d20 + 4 ⇒ (2) + 4 = 6

Enchanted by the magic, its eyes droop and it falls forward on to Garrok's shield.

The injured Wrathspawn lashes back at Hieronymous while favoring its injured claw.

Wrathspawn claw#1: 1d20 + 3 ⇒ (20) + 3 = 23Critical Threat
Claw Crit Confirm: 1d20 + 3 ⇒ (2) + 3 = 5Doesn't Confirm
Claw Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Wrathspawn claw#2: 1d20 + 3 ⇒ (1) + 3 = 4 And a whiff

Wrathspawn Bite: 1d20 + 3 ⇒ (5) + 3 = 8

The wrathspawn rakes a hand full of talons across one side of Hieronymous' neck then cringes as it tries to use its injured hand. In anger it lunges in to bite at his arm but is stopped short by Hieronymous' protective chainmail.

Hieronymous takes 2 damage and Zaf up


Male Gnome Bard 3
stats:
HP 11/11, AC 13 Base +2 Rosew Ar +1 Buck, Init +2, Str 10, Dex 14, Con 16, Int 13, Wis 10, Cha 16, Bank 27G 8S 5C

That's one crowded landing... Without much room to maneuver and knowing his throat can't support much more bard song without rest, Zafzalurg instead utters a few arcane words and summons a vicious, dog-sized rat that materializes behind the wrathspawn. The rat immediately attacks the fleshy creature before him.

Attack: 1d20 + 1 + 2 ⇒ (5) + 1 + 2 = 8
Damage: 1d4 ⇒ 4

The Summon Monster I spell conjures a Dire Rat on E8.


Male Half-Orc Barbarian 3
stats:
HP 39/39, AC 18, Init+6 Str17 Dex14 Con14 Int12 Wis11 Cha10 Bank 755gp3sp6cp, DailyRage 10/16 rds left

Garrokmal's eyes go wide for a moment as a giant rat appears from nowhere at the gnome's command. More than just song and dance, that one.

With a sleeping wrathspawn at his feet, he buries his longsword deep into its chest. Hopefully that does it for him.

Coup de gras on the sleeper; auto-crit:
Damage 1: 1d20 + 4 ⇒ (16) + 4 = 20
Damage 2: 1d20 + 4 ⇒ (20) + 4 = 24

lol, yeah, it's dead.


Male Human Oracle/3
Quick Stats:
HP=4/28, AC=17(18), Init+4, Per+7, Fort+2, Ref+1, Will+2, Wand of CLW 42

Hieronymous grinds his teeth in pain, "Errgh, foul beast, is that all you've got?"

He swings his mace one more time.

Heavy Mace: 1d20 + 5 ⇒ (9) + 5 = 14

Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Hopefully that's a hit!


Male Half-Orc Barbarian 3
stats:
HP 39/39, AC 18, Init+6 Str17 Dex14 Con14 Int12 Wis11 Cha10 Bank 755gp3sp6cp, DailyRage 10/16 rds left

Crap, I'm sorry... That's what I get for composing on my commute, distracted by music and train crowds. G's longsword damage is not 1d20, lol. Durrr. I should've seen those numbers and immediately known something was wrong. Re-rolling damage.

Damage 1: 1d8 + 3 ⇒ (7) + 3 = 10
Damage 2: 1d8 + 3 ⇒ (6) + 3 = 9

Okay, now back to Erin. I'll pay more attention next time (and not waste my good rolls!).


A giant rat appears and tries to bite one of the wrathspawn before it while Garrok puts his longsword through ones chest and Hieronymous pounds the other down with his mace. Both of the creatures lie on the ground twitching in their death throes.

Just a quick note on summoning spells, they're a 1 round spell instead of a 1 action spell. Spells that work like that start on your initiative in one round and end just before your initiative on the next round. So in round 1 you could move, then start your summon. The rest of the round goes by with everyone's actions, then on your initiative on round 2, your creature appears and attacks, or does whatever action. Your character also gets to act. So on round 2, you and your summon get to act. The danger is that if you take damage while summoning, you have to roll fairly difficult concentration check to be able to keep casting your spell. Just an FYI for future Summon Monster spells.

You stand in what looks like is an ancient prison.


Erin will tumble to E8 as a move action .Acrobatics 1d20 + 7 ⇒ (10) + 7 = 17
And back stabs 1d20 + 6 ⇒ (16) + 6 = 22 damage 2d6 ⇒ (2, 1) = 3


Male Half-Orc Barbarian 3
stats:
HP 39/39, AC 18, Init+6 Str17 Dex14 Con14 Int12 Wis11 Cha10 Bank 755gp3sp6cp, DailyRage 10/16 rds left

"Impressive moves, miss! If that thing were alive it would surely be feeling that. Save your energy - I get the feeling we'll be needing it still..."

Garrokmal looks over the prison room as he runs the flat of his longsword along the monster's lifeless arm, causing a rivulet of black blood to run through the wooden slats. "I wonder where exactly we are below the town..." Pulling out his compass, he tries to get his bearings.

Survival: 1d20 + 6 ⇒ (3) + 6 = 9

"Well, might as well make sure there are no poor souls chained up below. Someone take a look at those two, as well - they may be carrying something of value."

With that, Garrok walks down the western set of stairs, makes a circuit of the cells, looking for people or valuables with Darkvision and absent any incidents returns up the eastern stair.

Perception: 1d20 + 5 ⇒ (3) + 5 = 8 if needed

"What do you say - continue east?"

Again, barring events, G will lead the group out the eastern door once we're all set here.


Garrok makes a round of the room inspecting the cells and looking for anything of interest but comes up dry in his efforts. There seem to be many skeletons and you notice that the wood and the metal in this room seem to be remarkably well preserved for how old it would have to be.

You know you're in the Northwest end of town, but not not quite sure more specifically

After everyone gives the room and the bodies of the wrathspawn a good looking over, you decide to head east once more.

You come to a small square room:

This room contains 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. Each of the devices cause a chill to run down your spine accentuated by the spots of blood that have soaked into the wood and iron of the contraptions over the long centuries. Thankfully, the have long ago decayed into useless bits of wood and metal. A door to the south stands open while a door to the East is shut.

To the south another room joins the torture chamber in what appears to have once been a study. A few crumbling chairs and a collapsed table lie amidst the scattered remains of countless books and scrolls with bits of spiky writing in a strange language. Further south stand three stone doors, each bearing a strange symbol with a seven pointed star.


Male Human Oracle/3
Quick Stats:
HP=4/28, AC=17(18), Init+4, Per+7, Fort+2, Ref+1, Will+2, Wand of CLW 42

Hieronymous looks around the torture chamber and then in at the study, "Hmmm, what kind of a person reads books next to a torture chamber?"

He looks at the spiky writing on the remains of the paper in the study and then looks at the seven pointed stars and tries to think about anything he may have seen like them.

Knowledge: Religion: 1d20 + 4 ⇒ (15) + 4 = 19

Knowledge: History: 1d20 + 4 ⇒ (12) + 4 = 16

Knowledge: Planes: 1d20 + 4 ⇒ (18) + 4 = 22

Not sure if I can apply those rolls to both the writing and the stars or if I should roll separate.


Nah, one roll is fine.

The language appears to be Abyssal, you've seen it in texts somewhere before. To decipher it will require a linguistics check.

The symbol is the same as was on the statue earlier, it seems to be a symbol of the Runelords.

While searching through the texts, you come across a scroll that's preserved, it radiates magical energy.


Male Human Oracle/3
Quick Stats:
HP=4/28, AC=17(18), Init+4, Per+7, Fort+2, Ref+1, Will+2, Wand of CLW 42

Hieronymous waves his hand over the scroll and mumbles vaguely, almost as if he has no idea what he is uttering.

Hieronymous casts Detect Magic on the scroll.


@hieronymous:
You study the scroll for a few seconds, able to see the faint wisps of magic emanating from it, in this case the tiny wisps are an orangish-red and you recall that indicates the arcane school of evocation. Unfortunately identifying the exact spell is beyond your capabilities.

Identifying scrolls or magic items requires either the Identify spell or use of the Spellcraft skill, which is a trained only skill.


Male Half-Orc Barbarian 3
stats:
HP 39/39, AC 18, Init+6 Str17 Dex14 Con14 Int12 Wis11 Cha10 Bank 755gp3sp6cp, DailyRage 10/16 rds left

"I don't like the look of these doors... Miss Erin, what do you think, could they be trapped?"

Garrokmal then listens closely for any sounds the might be coming from behind the three doors.

Again, just in case:
Perception: 1d20 + 5 ⇒ (10) + 5 = 15


Male Human Oracle/3
Quick Stats:
HP=4/28, AC=17(18), Init+4, Per+7, Fort+2, Ref+1, Will+2, Wand of CLW 42

Hieronymous mutters, "Hmmm, can't tell what this scroll is, but it radiates magic, looks like some sort of evocation, we'll probably want to hang on to it, maybe sell it or whatever. Someone remind me I have this when we get back to town!"

He carefully puts the scroll away in a relatively safe place within his cloak and then moves to stand near Garrokmal, mace at the ready.


Erin moves up to the first door and listens Yes Sir I'll have a look Mr Garrokmal. She will check the first door then moving to the next .Perception 1d20 + 6 ⇒ (11) + 6 = 17 then disable device 1d20 + 10 ⇒ (9) + 10 = 19


Seeing Hieronymous examining the scroll, Katarina snatches it from his hand with a wink as he attempts to put it in his pouch. "Let me have a look at that, I think I might know what it is!"

Spellcraft: 1d20 + 10 ⇒ (17) + 10 = 27

She unrolls it and smiles,"I've seen this spell before, it's a Flaming Sphere spell!" Then frowns, "But I can't cast it, the elements don't speak to me like they do you."

Erin spends several minutes closely examining the door, running her fingers along the frame and the cracks and crevices in it. Then she checks the second door and finds no traps.


Male Human Oracle/3
Quick Stats:
HP=4/28, AC=17(18), Init+4, Per+7, Fort+2, Ref+1, Will+2, Wand of CLW 42

Hieronymous looks with a little apprehension at the scroll, "Flaming Sphere eh? That doesn't sound like something I'd have a lot of luck with, but I suppose I could give it a shot if we ever need it."

I just did some reading on scrolls and I am a little confused, but it doesn't look like I can cast it as Flaming Sphere isn't an Oracle spell (although maybe because a Fire Oracle can cast it I can too?). It looks to me like only Druids, sorcerers or wizards can cast it.

Also, I read that I can figure out what scroll it is using read magic, does that sound right?


Erin steps from each of the three door after opening each in turn . There clear


There two types of spells, divine spells (spells granted by deities) and arcane spells (spells that are brought about by other means). Flaming sphere is an arcane spell which means cleric, paladins, oracles, inquisitors, or any other 'divine' casters can't usually cast that spell. However, a cleric of a fire god, or flame oracle or druid, can because their god or mother nature has decided that their followers can have a power like that. It helps give divine and arcane casters different flavors and roles within the game. Arcane spells typically do more damage, but cleric spells usually have better buffing powers. Arcane casters usually do not have any healing abilities.

Read magic allows you to actually read the text of a spell, like deciphering what it says. Think of it like finding a piece of paper with a complex mathematical formula Read Magic would allow you to know what each symbol stands for. E=mc^2 you known E is energy, m is mass, and c is the speed of light constant, but could you derive the theory of relativity just from those letters? Pretty certain most people couldn't. So the spellcraft skill is like studying theoretical physics or mathematics, it lets you figure out how those fit together to make something bigger. You can identify glyph and symbol spells safely using read magic though, they're a special case. Hope that helps.

Behind each of the small doors you find a small room. Inside each is a humanoid skeleton. On the first you notice a normal human sized skeleton, but the arms of the bones are very thin and fragile, almost like a birds. On the second skeleton you see that the head has grown to enormous deformed size. The third skeleton had a large rib cage that extended all the way down to the pelvis, with stunted bowlegs below it.

There's nothing else in the rooms but some bits of ancient straw and a clay plate.


Male Gnome Bard 3
stats:
HP 11/11, AC 13 Base +2 Rosew Ar +1 Buck, Init +2, Str 10, Dex 14, Con 16, Int 13, Wis 10, Cha 16, Bank 27G 8S 5C

"Do you think those are Sinspawn gone wrong? I was going to suggest that if we were going to camp down here as this room is pretty defensible, but those skeletons..." the gnome doesn't finish his sentence, instead he shudders visibly.

"In truth, I'd like to be out of this room as soon as possible. So, do we go east or return to the statue room and pick a new path?"

Sorry about the round confusion. I should know better. I was just excited to do something other than sing. ;)


Male Half-Orc Barbarian 3
stats:
HP 39/39, AC 18, Init+6 Str17 Dex14 Con14 Int12 Wis11 Cha10 Bank 755gp3sp6cp, DailyRage 10/16 rds left

"Whatever they were, they're not going to be bothering us now. Yes, let's continue on."

Garrokmal heads back to the previous room and opens the eastern door.


Male Human Oracle/3
Quick Stats:
HP=4/28, AC=17(18), Init+4, Per+7, Fort+2, Ref+1, Will+2, Wand of CLW 42

As they leave the study, Hieronymous carefully closes the doors to the small rooms with the skeletons in them, partly because of Zaf's unease, but also because it makes him feel better.


Zafzalurg Marniklum wrote:

Sorry about the round confusion. I should know better. I was just excited to do something other than sing. ;)

I understand, I feel really bad cause every time I roll initiative it seems you come up last in line. :(

You open the door to find a set of stairs carved into the rock leading up. The stairs lead up for thirty feet before opening out into a room with a vaulted ceiling that reaches twenty feet overhead. The floor of the room is strewn with many pits carved into the stone, each of them sealed off by a flimsy wooden grate over the top. From within these pits come moans and soft low groans.

The rooms only occupant is a twisted misshapen goblin, seeming to whisper something to one of the nearby pits then stands up as you reach the top of the stairs. The first thing you notice about it, is an extra arm, then the smoldering longsword that it holds. In the other two are held a dagger and a hand axe. It sneers and screams as you enter.

Mutated Goblin

Erin Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Garrokmal Initiative: 1d20 + 6 ⇒ (18) + 6 = 24
Hieronymous Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Katarina Initiative: 1d20 + 6 ⇒ (15) + 6 = 21
Zaf Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Goblin Initiative: 1d20 + 3 ⇒ (8) + 3 = 11

Garrok, Erin, Katarina, Goblin, Zaf, then Hieronymous.Map up shortly.


Male Half-Orc Barbarian 3
stats:
HP 39/39, AC 18, Init+6 Str17 Dex14 Con14 Int12 Wis11 Cha10 Bank 755gp3sp6cp, DailyRage 10/16 rds left

"What fresh hell is this!? Look out - it's a, um- a... Kill it!"

Garrokmal regains his composure as his training kicks in - he smoothly steps forward and to the side to give Hieronymous a clear view of the mutant, then lunges with his longsword.

5-foot step to E6 and attack!

Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d8 + 3 ⇒ (8) + 3 = 11 (Not sure if that'll be needed)

Still feeling exhausted from that fight with Tsuto... I hope we find what we're looking for soon. He braces his shield, ready for an attack, but unsure which arm will make it...


Garrok advances into the room and swings at the monstrosity, missing narrowly. A quick glance into the nearby pit reveals a twenty foot drop and a zombie clawing at the walls.


There must be some serious inbreeding in this place. Then erin will tumble in to area C8 acrobatics 1d20 + 7 ⇒ (17) + 7 = 24 And back stab
1d20 + 6 ⇒ (17) + 6 = 23 Rapier damage2d6 ⇒ (1, 6) = 7


Erin somersaults forward, attempting to get behind the hideous goblin, but it threatens with the smoking longsword and pulls her up short. With a deft evasion she's still able to sneak in a stab into the creatures ribs, producing a gasp of pain as the blade slides out.

Okay this is an interesting case so I'm going to detail it for those who want to see a bit more mechanics, if not just ignore this. To start off, the goblin is Flat footed, which means he hasn't moved yet, not sure if we've addressed that, but it means his AC is lower, his CMD is lower, he cant make Attacks of Opportunity, and most importantly for Erin, he takes Sneak attack damage. So here's what happened. Erin tried to use acrobatics to get behind the goblin, this done with an Acrobatics check versus the goblin's Combat Maneuver Defense (CMD). Normally his CMD is 21, but since he's flat footed it's 19. Under optimal circumstances this succeeds. BUT there are other factors. When tumbling using acrobatics, your speed is halved, so you can tumble 15ft as a move action instead of 30, secondly, to get to the square Erin's attempting to get to within 30 feet of movement, she has to move through the square the goblin occupies. It is possible to tumble your full movement as a move action, but it increases the difficulty by 10. It's also possible to tumble through an opponent's square, but it increases the difficulty again by 5. So the final DC to tumble that far through the goblin's square goes from 19 to 34. Erin's a bit short. Her movement stops before she reaches his square, he doesn't get an attack of opportunity because he's flat footed, and she still gets her attack (which hit) and it still does sneak attack damage (because he's flat footed). Hope you liked that one.


Katarina moves up the stairs and into the room, then takes a turn for the Northern corner. As she goes, she hums a soft tune under her breath. She finishes the hex and waits for the sinister looking goblin to fall asleep, but the magic of her hex slips around it without taking hold.

Katarina moves to B6 and uses the slumber hex, but it's ineffective.

The goblin screams, "You not s'pse to be here! Korvus make you bloody chunks of meat!" then coughs up stream of green bile that he sprays forward toward Erin and arcs into the tunnel toward Hieronymous. He then cackles and takes a step back.

Erin and Hieronymous need to make a reflex save DC 13

Acid Damage: 2d4 ⇒ (2, 1) = 3

Successful save:
You take 1 point of acid damage

Failed Save:
You take 3 points of acid damage and are nauseated for 1 round.

Zaf then Hieronymous.


Erin Reflex 1d20 + 6 ⇒ (2) + 6 = 8


Male Human Oracle/3
Quick Stats:
HP=4/28, AC=17(18), Init+4, Per+7, Fort+2, Ref+1, Will+2, Wand of CLW 42

Hieronymous recoils as the mutant spits in his general direction.

Reflex: 1d20 ⇒ 6

He reels and holds his hand to his mouth, overwhelmed by stench.


Male Gnome Bard 3
stats:
HP 11/11, AC 13 Base +2 Rosew Ar +1 Buck, Init +2, Str 10, Dex 14, Con 16, Int 13, Wis 10, Cha 16, Bank 27G 8S 5C

Hearing the hiss of acid, Zafzalurg cautiously steps up to the edge of the hallway to see the newest threat.

"What twisted madness is this..." he whispers, then begins to summon another extra-large rat, suspecting that the group will want to occupy that third arm with something other than their own bodies.

Zafzalurg should be at D5 waiting the full round this time for his rat to appear.


Male Human Oracle/3
Quick Stats:
HP=4/28, AC=17(18), Init+4, Per+7, Fort+2, Ref+1, Will+2, Wand of CLW 42

Hieronymous tries to act but the nausea overpowers him, all he is able to manage is a stumble.

Moves to C6


Male Half-Orc Barbarian 3
stats:
HP 39/39, AC 18, Init+6 Str17 Dex14 Con14 Int12 Wis11 Cha10 Bank 755gp3sp6cp, DailyRage 10/16 rds left

Garrokmal winces as he sees his companions covered in bile... He maneuvers around the doors in the floor and approaches Korvus. He had been thinking about trying to scare the mutant, but seeing his friends reeling with sickness, he decides to try to do away with the beast right away.

"Puke on my friends, huh? I have to smell them, you know! RARGH!" He attacks the thing with vigor.

Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Intimidation seemed like a good idea until half the party got sick! Not sure if it matters, but he steps around the doors by going down to F7, then back up to D9 to attack.


Garrok manages to maneuver behind the beast and cut a nasty chunk out its wiry leg. Korvus screams in pain then spins to face the half-orc.


Dave is having some problems with his Hero Lab so I'm botting Erin for this one at his request.

Erin moves cautiously around behind the goblin while Garrok keeps it busy, then lunges forward with her rapier extended.

Sneak Attack: 1d20 + 6 ⇒ (4) + 6 = 10

One of Koruvus' extra arms bats the attack away as he continues to face the larger Half-orc opponent.

Erin moves to B7 and attacks but misses.


Katarina, miffed that her hex failed, scowls at the deformed little goblin with a look you know would kill if it could.

Katarina casts the Evil Eye Hex

Will Save: 1d20 - 1 ⇒ (15) - 1 = 14

Fail, he now has -2 penalty to his AC for 8 rounds


Still angry at the stab from Garrok, the goblin lashes at him with all his many hands, an onslaught of goblin fury.

Longsword attack: 1d20 + 4 ⇒ (9) + 4 = 13
Miss
Handaxe attack: 1d20 + 4 ⇒ (11) + 4 = 15
Miss
Dagger attack: 1d20 + 3 ⇒ (10) + 3 = 13
Miss

Koruvus spends all his fury against Garroks shield, battering at it like a crazed animal but isn't able to reach the soft flesh behind it.

1d4 ⇒ 2


Erin steps back then lunges at the goblins lower spine DIE ! Rapier 1d20 + 6 ⇒ (5) + 6 = 11 Damage [dice] 2d6 [dice/]


rapier damage 2d6 ⇒ (2, 2) = 4


Male Gnome Bard 3
stats:
HP 11/11, AC 13 Base +2 Rosew Ar +1 Buck, Init +2, Str 10, Dex 14, Con 16, Int 13, Wis 10, Cha 16, Bank 27G 8S 5C

The conjuring of a dire rat completed, willed into existence behind the goblin, Zafzalurg then steps up to confront the grotesque creature. The sickle becomes a visceral extension of his people's hatred of this deformed embodiment of their ancient enemy, and the gnome swings without mercy.

The rat should be in B9 and the gnome in D7

Zafzalurg
Attack: 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Dire Rat
Attack: 1d20 + 1 + 2 ⇒ (15) + 1 + 2 = 18
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

I've included the +2 flank bonus for both gnome and rat, the +1 bonuses are for goblinoid hatred (gnome) and bite +1 (rat). Hopefully I haven't messed that up too terribly.


Male Human Oracle/3
Quick Stats:
HP=4/28, AC=17(18), Init+4, Per+7, Fort+2, Ref+1, Will+2, Wand of CLW 42

Hieronymous shakes himself, dislodging some of the goblin's flem. He looks at the flimsy wooden covers over the holes doubtfully, and not seeing any safe way to approach the enemy he decides to try something he hadn't tried for years, stomping his feet and yelling in a booming voice, "Spit on me? You little cur, I'll rip all those scrabbly little arms off and you'll have none!"

Hieronymous uses his Intimidate skill:

Intimidate: 1d20 + 7 ⇒ (10) + 7 = 17


Male Half-Orc Barbarian 3
stats:
HP 39/39, AC 18, Init+6 Str17 Dex14 Con14 Int12 Wis11 Cha10 Bank 755gp3sp6cp, DailyRage 10/16 rds left

Garrokmal glances briefly at his comrades... Quite the fighting force they've turned into! No time to relent now!

With the thief opposite him, he takes advantage of the mutant's surrounded state and attacks.

Attack: 1d20 + 7 ⇒ (5) + 7 = 12 with Flanking (probably still doen't help >< )
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Erin's up!


Erin steps back then lunges at the goblin with her rapier 1d20 + 6 ⇒ (8) + 6 = 14 2d6 ⇒ (2, 3) = 5


Looks like everything is fine Zaf.

Zaf finishes his spell and a furry friend appears behind Koruvus. With a thrust, the gnome relieves his enemy of a slice of ear, while the rat barrels in to sink its teeth into his leg.

Hieronymous' voice booms through the caverns beneath Sandpoint and the mutant goblin visibly shrinks back away from him and doubt spreads across its hideous face like a mask.

Erin lunges with her rapier and a line of blood appears across the goblin's chest.

Katarina produces a laughter than sends chills down your spine.

Koruvus strikes out wildly trying to drive you back.

Attack1 on Rat: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d8 + 4 ⇒ (5) + 4 = 9

"Nasty Rat! Koruvus make you into paste." The rat dies in a spray of blood and the goblin continues its bladed frenzy.

Attack2 on Erin: 1d20 + 2 ⇒ (9) + 2 = 11
The axe whizzes by Erin's head but misses.

Attack3 on Zaf: 1d20 + 2 ⇒ (1) + 2 = 3
Caught up in killing the rat and the blood that's washing down the walls, the dagger comes no where near hitting Zaf.


Why want this thing die!! Erin plunges her rapier at the things eye . 1d20 + 6 ⇒ (5) + 6 = 11 Damage 2d6 ⇒ (5, 5) = 10


Eh, Zaf's turn, I'll use that as your action for next round though Erin, try to keep it in initiative order, that makes it far less confusing.

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