Leinathan's Rise of the Runelords (Inactive)

Game Master leinathan

Drawn into an evil conspiracy by a vicious goblin attack, will the PCs be able to prevent the Rise of the Runelords?

Map of Sandpoint

Kingmaker Information

Battle Zones in Sandpoint

Foxglove Manor Map


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What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

(Downstairs)

Rhanloi, in response to the danger, begins to cast a summoning spell to summon an earth elemental. The spell will be completed in a few seconds, and the earth elemental begins to take shape.

The necromancer waves his hands and shouts out verbal components, and a cloud takes shape in the room, extending into the stairwell. The cloud smells of everything completely unbearable that you've ever thought of, and you have to try hard to resist the urge to just run away.

Khalbar Fort Save (DC 16): 1d20 + 7 ⇒ (18) + 7 = 25
Rhanloi Fort Save (DC 16): 1d20 + 3 ⇒ (5) + 3 = 8

Rhanloi is Nauseated. His stomach heaves and he finds himself unable to complete his summoning spell, the knowledge of which whisks itself out of his brain.

Khalbar, however, is a powerful and strong warrior, and emerges from the smoke with his greataxe swinging. He finds the zombies in between himself and his target, and so he destroys one with a single swipe.

The zombies all swing two-handed blows towards Khalbar with their fists.

Zombie 1 Slam v. Khalbar (AC 19): 1d20 + 4 ⇒ (7) + 4 = 11
Zombie 2 Slam v. Khalbar (AC 19): 1d20 + 4 ⇒ (16) + 4 = 20
Zombie 3 Slam v. Khalbar (AC 19): 1d20 + 4 ⇒ (20) + 4 = 24
2 Hits Damage: 2d6 + 8 ⇒ (3, 5) + 8 = 16

Initiative:

Rhanloi - 20

Caizarlu - 6

Khalbar - 3

Caizarlu - 35/35, Zombie 1 - 12/12, Zombie 2 - 12/12, Zombie 3 - 12/12, Zombie 4 - DESTROYED

We're back to Rhanloi.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Flibble, you hear the sounds of combat from downstairs.


Male Half-Elven Wizard-5 | AC 13 (17 w/mage armor) T 13 FF 10 | HP 24/29 | F +3 R +5 W +6 | CMB+1 CMD=14 l Init +9 | Perc +6 l Status: Normal

Well, since he can't do anything else, I guess Rhanloi will withdraw and yell up the stairs for the rest of the group...

Rhanloi loses the contents of his stomach all over the floor, so he scuttles away from the stench and calls out hoarsely to his companions upstairs. "Help!! Zombies! Necrouuurrrrppppp..."


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

(Downstairs)

Rhanloi coughs and staggers halfway up the stairs and lets out a cry for help, something that only Flibble hears, three stories above. He only manages to make it halfway up the stairs, and still feels sick to his stomach.

He is nauseated for 1d4 + 1 ⇒ (4) + 1 = 5 more rounds.

Below, Caizarlu the necromancer continues to engage his friend Khalbar. He points a finger and fires a coruscating black ray at the barbarian while his zombies try to slam Khalbar a second time.

Caizarlu Ranged Touch (AC 12): 1d20 + 2 ⇒ (16) + 2 = 18
Strength Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Zombie 1 Slam v. Khalbar (AC 19): 1d20 + 4 ⇒ (4) + 4 = 8
Zombie 2 Slam v. Khalbar (AC 19): 1d20 + 4 ⇒ (18) + 4 = 22
Zombie 3 Slam v. Khalbar (AC 19): 1d20 + 4 ⇒ (19) + 4 = 23
2 Slams Damage: 2d6 + 8 ⇒ (5, 5) + 8 = 18

Khalbar is struck by the ray and feels himself weaken - his armor begins to feel heavier and heavier, and his weapon feels like lead in his hands. His ability to swing it is weakened significantly. To top it off, two more of the zombies slam into him with their fists, bruising him and popping bones.

Initiative:

Rhanloi - 20

Caizarlu - 6

Khalbar - 3

Caizarlu - 35/35, Zombie 1 - 12/12, Zombie 2 - 12/12, Zombie 3 - 12/12, Zombie 4 - DESTROYED


Human Monk 5 [ HP: 48/48 | AC: 16 | T: 16 | FF: 13 | CMB: 9 / CMD: 23 | Fort +7 / Ref +6 / Will +3 | Init +4 / Percept +10 ]

Flurry: 1d20 + 8 ⇒ (12) + 8 = 20
Flurry: 1d20 + 8 ⇒ (20) + 8 = 28
Crit?: 1d20 + 8 ⇒ (17) + 8 = 25
Damage (NL): 1d8 + 6 ⇒ (3) + 6 = 9
Damage (NL): 1d8 + 6 ⇒ (3) + 6 = 9 x2 if Crit

As the man takes a swing at Pick, Kyra swears under her breath, before launching a series of punches at him, arguably being too rough on someone who is clearly both ill and unstable.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Kyra takes a step into the cell beside Pick and, in the space of a few moments, has broken several of the sick man's ribs and snapped his neck with a pair of powerful punches.

The now-dead man falls to the ground, his mouth lolling open and leaking foamy spit.

Upstairs very quickly no longer in combat.


Dwarf Investigator 4 - AC 17 T12 FF 15 - HP 31/31 - F+3** R+7* W+6* - Init +2, Per +13*, darkvision

I believe Khalbar should get a fortitude save against some of that STR damage if it's the spell I think it is.

Pick is readying to swing and get revenge on the one who just hurt him, but before he can, Hammer has done the job. He arches brows at the clean work she has made of him, then gives Hammer a respectful/admiring nod.

(Assuming Flibble mentions the sound below, Pick will start making his way downstairs as quickly as possible, Acrobatics-ing down the stairs.)

Acrobatics: 1d20 + 8 ⇒ (1) + 8 = 9 (sigh)


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

True, I totally forgot. Khalbar is entitled to a DC 14 Fortitude save to reduce the Str damage to half (4 damage).


Male Human Barbarian 2 HP: 14/35 (41) | AC 16 (14) | T 12 | FF 14 | CMD 19 (17) CMB +7 (+9) | F +6 | R +3 | W +1 (+3) | Init +2 | Per +5

Khalbar Fort Save: 1d20 + 7 ⇒ (12) + 7 = 19

Though the ray seems to sap his strenghth and the hits from the zombies are bone-jarring, Khalbar powers through them, rage against undead things building inside him. The barbarian's swing cleaves from the first zombie to the second.

With a roar, his fury becomes evident as his axe blazes into the next zombie. "For Alia, for Harm" he cries over and over again.

Khalbar greataxe, raging, enfeebled(x4): 1d20 + 11 + 4 - 2 ⇒ (10) + 11 + 4 - 2 = 23
Dmg, raging, enfeebled: 1d12 + 6 + 3 - 3 ⇒ (4) + 6 + 3 - 3 = 10
Cleave: 1d20 + 11 + 4 - 2 ⇒ (18) + 11 + 4 - 2 = 31
Dmg, raging, enfeebled: 1d12 + 6 + 3 - 3 ⇒ (10) + 6 + 3 - 3 = 16

Due to rage and cleave, Khal's effective AC is now 13. HP are at 34/68 or exactly half.

Grand Lodge

Male Gnome Sorceror 5 HP 37/37, AC16, F/R/W +4/+3/+5 Init +3

Sorry guys, busy night

Hearing the sound of fighting downstairs, Flibble calls out,

"Och, there's fighting downstairs!" and rushes downstairs, summoning Sovola as he goes.

I don't know if theres a window or something that Sovola can crash through, if not she will just circle uselessly outside, screaming defiantly.


Male Half-Elven Wizard-5 | AC 13 (17 w/mage armor) T 13 FF 10 | HP 24/29 | F +3 R +5 W +6 | CMB+1 CMD=14 l Init +9 | Perc +6 l Status: Normal

Rhanloi is curled up on the stairs, groaning and rocking slightly while trying not to vomit...


Human Monk 5 [ HP: 48/48 | AC: 16 | T: 16 | FF: 13 | CMB: 9 / CMD: 23 | Fort +7 / Ref +6 / Will +3 | Init +4 / Percept +10 ]

Kyra looks down at the crumbled body of the bodyguard, thinking that all of this went much better in her imagination. She scarcely has time to dwell on it, though, as Flibble hears the sounds of fighting from further below and urges them downwards.

Suspecting that the four of them could handle it, 'If not, then I need better acquaintances anyway', Kyra takes a moment to consider the Bodyguard's words, still unsure of what they might mean.

She snaps her fingers as an idea comes to mind. Whether Habe had known what the Bodyguard was talking about or not, it seemed unlikely (especially now) that he'd ever tell her, but maybe he would have written it down somewhere. Leaving a trail of bodies behind her, Kyra starts exploring the building, looking for Habe's office, and any notes that he may have kept.

Perception: 1d20 + 10 ⇒ (10) + 10 = 20


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Can I get Flibble and Pick to roll for initiative? You'll go on the round after this one.

Roaring with rage but burdened by necromancy magic, Khalbar blazes through multiple zombies, destroying one in the latter half of his swing and badly damaging the body of the first one he hits.

The old man grunts in frustration as he tries to slide things from his desk into an open bag. Half-done with doing so, he stands up straight and flicks out a hand. "Just lose already, you big Shoanti lug!"

Three flicks of magical light fly from his hand and strike Khalbar. While he's hit by the magic, the remaining two zombies try to get at him.

Zombie Attack (AC 13): 1d20 + 4 ⇒ (5) + 4 = 9
Zombie Attack (AC 13): 1d20 + 4 ⇒ (20) + 4 = 24
Crit Confirm? (AC 13): 1d20 + 4 ⇒ (18) + 4 = 22
Zombie Damage: 1d6 + 4 ⇒ (5) + 4 = 9 x2 = 18 damage.
Magic Missile Damage: 3d4 + 3 ⇒ (3, 2, 2) + 3 = 10

One zombie stumbles and misses him entirely with its gross, meaty fist. The other one, though, slams into Khalbar, whose complete disregard for his own safety has leaned him into the zombie's blow, giving it extra force.

28 damage to Khalbar.

Initiative:

Rhanloi - 20

Caizarlu - 6

Khalbar - 3

Caizarlu - 35/35, Zombie 1 - 2/12, Zombie 2 - DESTROYED, Zombie 3 - 12/12, Zombie 4 - DESTROYED


Dwarf Investigator 4 - AC 17 T12 FF 15 - HP 31/31 - F+3** R+7* W+6* - Init +2, Per +13*, darkvision

Pick Init: 1d20 + 4 ⇒ (1) + 4 = 5

Grand Lodge

Male Gnome Sorceror 5 HP 37/37, AC16, F/R/W +4/+3/+5 Init +3

Initiative: 1d20 + 3 ⇒ (2) + 3 = 5 lol, initiative the same! Pick goes first, he has higher DEX (Just)

Neck and neck, Flibble and Pick fly down the stairs, with Pick just squeezing in ahead at the last corner.


Male Half-Elven Wizard-5 | AC 13 (17 w/mage armor) T 13 FF 10 | HP 24/29 | F +3 R +5 W +6 | CMB+1 CMD=14 l Init +9 | Perc +6 l Status: Normal

Actually, if two or more combatants have the same initiative check result, the combatants who are tied act in order of total initiative modifier (highest first). So Pick gets to go first =)

Grand Lodge

Male Gnome Sorceror 5 HP 37/37, AC16, F/R/W +4/+3/+5 Init +3

Ah, well. I knew it was something like that. I guess I'll have to let Pick go first :D


Male Human Barbarian 2 HP: 14/35 (41) | AC 16 (14) | T 12 | FF 14 | CMD 19 (17) CMB +7 (+9) | F +6 | R +3 | W +1 (+3) | Init +2 | Per +5

Battered and bloodied from the zombie's smash attacks, Khalbar hears his allies coming down the stairs, looking over at the retching Rhanloi, he knows he has to stand firm, even if it means his like until the others arrive.

With a raging shout, he whirls his axe once more striking out at the zombie on his right, cleaving through him at the zombie on the left.

Khalbar Greataxe, raging, enfeebled, power attack: 1d20 + 9 ⇒ (15) + 9 = 24
Dmg, raging, enfeebled, power attack: 1d12 + 12 ⇒ (2) + 12 = 14
Cleave: 1d20 + 9 ⇒ (12) + 9 = 21
Dmg: 1d12 + 12 ⇒ (12) + 12 = 24

With Rage and Cleave AC should be 15 (not 13 as previously stated, had Reckless Abandon check on hero lab too) HP are 6/68, and but for raging he would already be down. Hope the healing is coming soon...


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Khalbar, swinging his axe to and fro like a madman, destroys the remaining two zombies in front of him. Now, nothing stands in between him and the necromancer. And the necromancer knows it. He quivers in his boots, but still casts a spell. Multiple duplicates of him appear, confusing Khalbar as to which one to strike.

Images: 1d4 + 1 ⇒ (1) + 1 = 2

Then, the necromancer spreads his hands and settles down into a more stable pose, apparently readying himself for melee combat.

Reminder that there's a stinking cloud still in the staircase. In order to enter the room Flibble and Pick need to make DC 16 Fort saves or become nauseated.

Initiative:

Rhanloi - 20

Caizarlu - 6

Flibidnick - 5
Pick - 5
Khalbar - 3

Caizarlu - 35/35, Zombie 1 - DESTROYED, Zombie 2 - DESTROYED, Zombie 3 - DESTROYED, Zombie 4 - DESTROYED


Male Half-Elven Wizard-5 | AC 13 (17 w/mage armor) T 13 FF 10 | HP 24/29 | F +3 R +5 W +6 | CMB+1 CMD=14 l Init +9 | Perc +6 l Status: Normal

This is the third of five rounds Rhanloi is out, correct? Hate being so useless!!!


Dwarf Investigator 4 - AC 17 T12 FF 15 - HP 31/31 - F+3** R+7* W+6* - Init +2, Per +13*, darkvision

Stinking cloud is a poison effect, and Pick's immune to poison, so I think no save is needed for him. But if I'm wrong:

Fort, bonus vs spells: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21

Pick dashes into the room, barely pausing at the stinking gasses that flood the small space. He breathed the subterranean fumes of the deep places as a small one; this does not bother him.

Coming in, he sees one foe standing, and the Big Man savagely injured. Pick is torn: his instincts tell him to attack the enemy, but there is the voice of the old female in his head: stand as one, fight together, many hands stronger, strength is in the clan.

Teeth bared, Pick dashes to the big man, hissing in the tongue of the People, when they must say words. His hand reaches out to touch the big man.

CLW on Khalbar: 1d8 + 1 ⇒ (8) + 1 = 9

Grand Lodge

Male Gnome Sorceror 5 HP 37/37, AC16, F/R/W +4/+3/+5 Init +3

Fort dc16: 1d20 + 4 ⇒ (20) + 4 = 24 That should do it!

As they round the final corner, they plunge into a cloud of stinking gas. Flibble just has time to take a deep breath before he is enveloped by the stink.


Male Human Barbarian 2 HP: 14/35 (41) | AC 16 (14) | T 12 | FF 14 | CMD 19 (17) CMB +7 (+9) | F +6 | R +3 | W +1 (+3) | Init +2 | Per +5

Feeling the grimy hands of the strange dwarf on him, Khalbar, enveloped in the red mist of battle fury, turns savagely, bringing his axe around to cleave at poor Pick.

Only at the last moment, does Khalbar's higher brain function kick in and stop the haft of the axe mere inches from a decapitating blow on the his ally.

Grunting unintelligibly, Khal now feels the healing magic flow through him, calming and soothing. bringing him out of his battle rage, and back to a more normal state.

Pointing at the duplicates of the old necromancer, Khalbar states "Old man thinks tricks will save him. I just slew 4 zombies, we will break these little tricks too. Pick-dwarf, you take the right side, and I will deal with the other two."

He then steps forward and swings at the leftmost image, not really caring if its the correct one or not, knowing that his axe will end this all in a matter of time.

Khalbar axe, enfeebled, fatigued: 1d20 + 1 ⇒ (18) + 1 = 19
Real or Memorex, 1 equals real: 1d3 ⇒ 2

Looks like Khal squishes one of the duplicates. Probably not the most opportune moment to come out of raging, but it just felt right in RP to have the near miss on Pick bring him out of his battle-fury. Hope we don't pay too dearly for the flavor.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Flibble and Pick both plunge through the cloud of poison smoke, Pick easily running through whilst breathing because of his combined inborn and acquired immunities to poison, and Flibble because of a carefully-timed breath and a few moments of resolve.

Pick approaches Khalbar and heals him with a newly-learned spell. Cracked bones reset themselves carefully, while Khalbar charges the necromancer with a newly-clear head, destroying one of the necromancer's mirror images.

In response to Khalbar's taunt, the old necromancer scoffs. "Bah. One, two, three of you. It doesn't matter. You're standing in the way of a beneficial arrangement."

Caizarlu attempts to cast defensively... Concentration Check, DC 21: 1d20 + 8 ⇒ (1) + 8 = 9 and not only does he fail to keep a hold on his spell, but he opens himself up to Khalbar's assault.

Khalbar, give yourself a free AoO.

Above, Rhanloi writhes on the ground of the first floor for the fourth round, waiting for the poison to work its way through his system.

Initiative:

Rhanloi - 20

Caizarlu - 6

Flibidnick - 5
Pick - 5
Khalbar - 3

Caizarlu - 35

Caizarlu - 35/35


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

(Upstairs)

After a few moments of searching, Kyra finds Habe's office on the second floor, nearest his three other patients. The office is unlocked, and its small square form organized and tidy. An oak desk hosts several shelves covered in notes. Two bookshelves contain many tomes on mental and physical health, as well as on anatomy and psychology.

A quick review of the shelves on the desk reveals Grayst's file to be on top. Quick, clipped notes review his behavior upon being admitted.

Kyra, the File:
'Admit: One "Grayst Sevilla", brought in by anonymous. On first examination appears very ill, and quite withdrawn. Refuses to speak to anyone, and docilely sat still while straitjacket was put on him. Caizarlu maintains he is infected with ghoul fever, and has requested Mr. Sevilla as a research subject upon his death. Mr. Sevilla continually repeats the following phrases "Too many teeth", "No more knife", and "Yes, Master", but only on the occasion that I can get him to speak at all. Hopefully further discoveries about his mental state to come.'


Male Human Barbarian 2 HP: 14/35 (41) | AC 16 (14) | T 12 | FF 14 | CMD 19 (17) CMB +7 (+9) | F +6 | R +3 | W +1 (+3) | Init +2 | Per +5

With the duplicates down to two, Khalbar watches them begin casting. His natural fear of magic takes over, and he swings again, as the necromancer tries to concentrate on his spell, trying to disrupt the entire process.

Khal AoO, enfeebled, fatigued: 1d20 + 1 ⇒ (9) + 1 = 10
Real 1, Dup 2, if hit: 1d2 ⇒ 1
Dmg if hit vs real: 1d12 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Male Gnome Sorceror 5 HP 37/37, AC16, F/R/W +4/+3/+5 Init +3

Flibble fires off another MagicMissile If there are 2 duplicates still left, 1 at each, otherwise all at the remaining original

Magic Missile#1: 1d4 + 1 ⇒ (4) + 1 = 5
Magic Missile#2: 1d4 + 1 ⇒ (2) + 1 = 3


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Flibble, haven't I already told you that you actually get 3 magic missiles per cast? Read the spell!


Human Monk 5 [ HP: 48/48 | AC: 16 | T: 16 | FF: 13 | CMB: 9 / CMD: 23 | Fort +7 / Ref +6 / Will +3 | Init +4 / Percept +10 ]

Kyra frowns at the file, having hoped that it might shed more information than it has. Sighing, she grabs the notes from it, thinking that this Caizarlu might have some more information. "This entire trip was worthless." She scowls, tossing the file back onto the desk carelessly.

The phrase 'Too many teeth' keeps running through Kyra's head, and as much as she feels like it should mean something, like it's important, she cannot make any sense of it. "Master." she mutters, as she walks out of the room, going in search of her comrades. "All for me."


Dwarf Investigator 4 - AC 17 T12 FF 15 - HP 31/31 - F+3** R+7* W+6* - Init +2, Per +13*, darkvision

Pick flinches when Khalbar wheels with the axe, ready to hit him it seems-- but the Big Man's eyes clear, and he stops his blow. Pick gives a small nod of relief as he scrambles into position to work with the big man on their foe.

As always, going for the flank. Pick will draw his pick and use that, since might as well live up to his namesake now and then!

Mwork pick, flank: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
1 = real, 2 = image: 1d2 ⇒ 2

One of the images puffs in a sparkle of sorceries destroyed.

Grand Lodge

Male Gnome Sorceror 5 HP 37/37, AC16, F/R/W +4/+3/+5 Init +3
leinathan wrote:
Flibble, haven't I already told you that you actually get 3 magic missiles per cast? Read the spell!

Probably, but I don't even listen to my wife, what chance have got, lol?

seriously, though message received and understood damage for 3rd missile as follows:

damage, Magic Missile#3: 1d4 + 1 ⇒ (1) + 1 = 2

target (1=Real, 2=image)1d2 ⇒ 1


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Pick and one of Flibble's magic missiles strike at the necromancer, but both happen to strike the same mirror image at the same time, causing it to wink out. The necromancer now stands unprotected.

If he fails, this will likely be his last attempt at anything, so he tries to cast defensively.

Defensive Casting (DC 16): 1d20 + 8 ⇒ (8) + 8 = 16

He manages to keep his guard long enough to cast a spell, and his hands glow with a cold energy. He lunges out at Khalbar desperately.

Touch Attack (AC 11): 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d6 ⇒ 5
Khalbar Fortitude vs. Strength Damage (DC 14): 1d20 + 7 ⇒ (8) + 7 = 15

He latches onto Khalbar and the barbarian feels frost jar his bones. It threatens to restrict his muscle movement, but he shakes off the rime.

Above, Kyra descends the stairs to the ground floor to find Rhanloi writhing on the floor, though she finds him beginning to recover.

Initiative:

Rhanloi - 20

Caizarlu - 6

Flibidnick - 5
Pick - 5
Khalbar - 3

Caizarlu - 35

Caizarlu - 24/35


Male Half-Elven Wizard-5 | AC 13 (17 w/mage armor) T 13 FF 10 | HP 24/29 | F +3 R +5 W +6 | CMB+1 CMD=14 l Init +9 | Perc +6 l Status: Normal

Kill da wabbit!!


Male Human Barbarian 2 HP: 14/35 (41) | AC 16 (14) | T 12 | FF 14 | CMD 19 (17) CMB +7 (+9) | F +6 | R +3 | W +1 (+3) | Init +2 | Per +5

The last frost filled burst proved too much for Khalbar. Staggered he steps back from the fight, searching in his belt pack for something, anything, that can keep him on his feet.

As the lights start to go out, his fingers close around a bottle of healing tonic, and he pulls it out, drinking the last drop just before unconsciousness takes him.

Cure Moderate wounds: 2d8 + 3 ⇒ (6, 8) + 3 = 17

That last touch attack took Khal to zero hit points. 5's step then remove potoin as Move action, drink as standard. The Standard should drop me to -1, but since its a healing potion, I guess it's a wash?


Dwarf Investigator 4 - AC 17 T12 FF 15 - HP 31/31 - F+3** R+7* W+6* - Init +2, Per +13*, darkvision

Pick shoots a slightly worried look at Big Man, but swings again with his namesake weapon, teeth bared as he tries to force the enemy back into a corner.

Pick attack: 1d20 + 7 ⇒ (3) + 7 = 10 Probable miss
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Grand Lodge

Male Gnome Sorceror 5 HP 37/37, AC16, F/R/W +4/+3/+5 Init +3

once again, Flibble mutters a brief incantation, and 3 missiles shoot from his fingertips

damage: 3d4 + 3 ⇒ (3, 2, 1) + 3 = 9


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Above, Rhanloi finally recovers. As he stands up, the stinking cloud that incapacitated him disappates and below, the wizard that cast it is struck by a trio of magic missiles.

Initiative:

Rhanloi - 20

Caizarlu - 6

Flibidnick - 5
Pick - 5
Khalbar - 3

Caizarlu - 15/35[/b]

If Kyra cares to roll initiative, that's cool. This combat will probably be over as soon as Khalbar gets to roll. Speaking of Khalbar, you've been calculating your attack bonus too low. Even fatigued and enfeebled, you still have 12 Strength. Then, you have 5 BaB, Weapon Focus and a masterwork weapon. That should be +8 to-hit.


Male Human Barbarian 2 HP: 14/35 (41) | AC 16 (14) | T 12 | FF 14 | CMD 19 (17) CMB +7 (+9) | F +6 | R +3 | W +1 (+3) | Init +2 | Per +5

You are correct about the attack bonus, the +1 should be the damage in current state. My bad, and thanks for the correction. Will go after the wizard gives his feeble effort.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Well, it's Rhanloi's turn, and I need some sort of response from him first.


Male Half-Elven Wizard-5 | AC 13 (17 w/mage armor) T 13 FF 10 | HP 24/29 | F +3 R +5 W +6 | CMB+1 CMD=14 l Init +9 | Perc +6 l Status: Normal

Once the nausea subsides, Rhanloi steps back into the room and casts sleep at the necromancer. He wanted the cretin alive for questioning...if possible. (DC16 Will to negate.)


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Necromancer Will Save: 1d20 + 6 ⇒ (2) + 6 = 8

The old man stiffens up when he sees Rhanloi and realizes what's happening, but his muscles relax, his eyes droop, and he falls to the ground snoring once the enchantment takes hold. There was nothing he could do.

Combat over!

Grand Lodge

Male Gnome Sorceror 5 HP 37/37, AC16, F/R/W +4/+3/+5 Init +3

"Och, that'll teach yon spalpeen! Noo, what's this all aboot?"


Male Half-Elven Wizard-5 | AC 13 (17 w/mage armor) T 13 FF 10 | HP 24/29 | F +3 R +5 W +6 | CMB+1 CMD=14 l Init +9 | Perc +6 l Status: Normal

Rhanloi will leave the tying of the necromancer to those better skilled...he was interested in the lab and the books. He was hoping to find some indication that this man was involved in the murders - especially the undead creature that walked along the bottom of the river.

Let me know if you need/want any rolls!


Male Human Barbarian 2 HP: 14/35 (41) | AC 16 (14) | T 12 | FF 14 | CMD 19 (17) CMB +7 (+9) | F +6 | R +3 | W +1 (+3) | Init +2 | Per +5

Khalbar leans against his axe, catching is breath for another few seconds until he gets his wind back. After that, he goes and investigates the zombies, seeing if any are familiar or have anything unusual about them.\\

Any idea how many rounds until the Ray of Enfeeblement wears off at 1 round/caster level?


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Maybe one more round for Khalbar? He was 5th CL. Also, Rhanloi go ahead and roll me a Perception if you will.


Male Human Barbarian 2 HP: 14/35 (41) | AC 16 (14) | T 12 | FF 14 | CMD 19 (17) CMB +7 (+9) | F +6 | R +3 | W +1 (+3) | Init +2 | Per +5

Perception: 1d20 + 9 ⇒ (9) + 9 = 18

Khalbar continues sifting through the undead corpses, looking for something, anything.


Male Half-Elven Wizard-5 | AC 13 (17 w/mage armor) T 13 FF 10 | HP 24/29 | F +3 R +5 W +6 | CMB+1 CMD=14 l Init +9 | Perc +6 l Status: Normal

Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Guess his eyes are still watering a bit from the cloud! =)


Human Monk 5 [ HP: 48/48 | AC: 16 | T: 16 | FF: 13 | CMB: 9 / CMD: 23 | Fort +7 / Ref +6 / Will +3 | Init +4 / Percept +10 ]

Perception: 1d20 + 10 ⇒ (10) + 10 = 20

Kyra walks down the stairs in time to see the results of the battle, but not any of what took place. Instead she sees Khalbar wounded, Rhanloi looking like he's been crying, a sleeping old man, and some harmless looking corpses. She snorts. "Don't tell me a tired old man almost bested you, the Goblin Slayers of Sandpoint."

She takes a look around the room. "Anything down here that might shed some light on the bodyguard's story?"


Dwarf Investigator 4 - AC 17 T12 FF 15 - HP 31/31 - F+3** R+7* W+6* - Init +2, Per +13*, darkvision

Pick blinks when their foe falls asleep... then stolidly begins to search him, fingers deftly taking away any weapons he finds, and the little bag of this-and-that that magic-users use. Pah.

Pick see anything on him: 1d20 + 10 ⇒ (19) + 10 = 29

Then, he tears a strip from the old man's robe, and double-binds the man's wrists, tightly. No waving of hands for spells for you, dead-maker.

He grunts at Hammer's appearance.

"Old man make dead walk. UN-dead."


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

The company searches the room while Pick sifts through the man's body and ties his hands together. Pick finds a masterwork dagger tucked into the man's waist, two wands, two potions, a key ring, a spell component pouch and a pouch jangling with coins.

Kyra feels her way around the room and in the desk that he was using, she finds a little slot in a table leg. Within is a third wand.

In Caizarlu's bag, still sitting at the foot of the table where he tried to unpack into it, there sit a couple of scrolls, some surgical tools, a few sticks of chalk, and some other random tools.

The room to the right is completely empty - just a plain stone room that stinks of undeath and rot. The room to the left is a spartan bedroom. It contains a simple bed, a sturdy table, and a plain wooden chair. Two books sit atop the desk, along with an inkpot and a set of writing implements.

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