Mazra’s Rise of the Runelords Campaign (Inactive)

Game Master Mazra

Sandpoint
Kaijitsu Estate
Map of Varisia

Party Treasure.
XPs Tally Link with Treasure Found
Map Archive Folder


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female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Will: 1d20 + 6 ⇒ (1) + 6 = 7
And Electra dim doors to the top of the dam!


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

will: 1d20 + 4 ⇒ (5) + 4 = 9 Add 2 if Spell/SLA

Against his better judgement, Brandark falls back away from the skeletal creature.

By Dawnflowers grace, what in the gods is that thing.

Of course. I got a crappy roll. :(


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

will: 1d20 + 9 ⇒ (1) + 9 = 10

Don't know but i want nothing to do with it

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Will Save: 1d20 + 10 ⇒ (1) + 10 = 11
Shit
Shit
Stone leaved to find Elektra.


Round Ten

The Scorpion-like creation attacks Brandark but misses.

Elektra sees the creature and Dimension Doors to the top of the dam. Glistenwing alights on the Elven Mage's shoulder and travels with her master.

Stone turns and heads of the stairs.

Brandark turns and leaves the room.

Flynn turns and run.

This leaves brave Garrath. He sees he is alone against this terrible looking thing. He too turns and follows the party back up the stairs to the top of the dam.

The scorpion-like creature does not pursue, but stays in the room with the model.

Rounds Eleven through Thirteen

It takes three rounds for the party to reunite with Elektra at the top of the dam. The frighten state quickly wears off.

Elektra 25 (AC13 26/42)
Stone 23 (AC22 68/68)
Watery Creature 21 (AC? -100/?)
Garrath 12 (AC18 (72/77)
Brandark 22 (AC21 51FL62/61FL72) Shifted
Flynn 21 (AC20 47/47)
Scorpion-like Creature

What does the party do next?


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

"OOOK that was unexpected. I do not want to tackle that again. Not without the right ways to bolster me. Maybe we should wait till tomorrow and return in full strength!"

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

I don't think there's a good place to rest around here. I do have remove fear spell which could help as long as I can cast it. Also did you notice it didn't leave the room to come after us I wonder why.


The party has cleared the upper level. You can rest in the structures on top of dam.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

I don't want to face it again, but I am thinking that we need to push, as this dam will not hold to much longer.

Brandark shakes his head as he contemplates the creature again.

Anyone know what that was ?


Correction
Elektra 25 (AC13 34/42)
Stone 23 (AC22 68/68)
Watery Creature 21 (AC? -100/?)
Garrath 12 (AC18 (72/77)
Brandark 22 (AC21 51FL62/61FL72) Shifted
Flynn 21 (AC20 47/47)
Scorpion-like Creature

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Okay that's two for push on and one for rest any other votes.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

What kind of knowledge skill would be required to identify the enemy!


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

Id like to figure out what we're up against before voting. Pick a knowledge, i have the same bonus for all the identifying monster knowledges

knowledge: 1d20 + 5 ⇒ (15) + 5 = 20


Knowledge Arcana DC24:
The scorpion-like creation is truly a creation. It is ancient in design from the time of Thassilon, a guardian of terrible construct.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Electra confers with her familiar to discuss their enemy.
KnowArcana: 1d20 + 19 + 2 ⇒ (12) + 19 + 2 = 33
She then shrugs."It seems it is just a construct.
But then in Thassilon a construct can be a vessel for mightly abilities and destruction!"


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

So it's a construct, Anything we need to know about it?


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Stone, does our Lady have anything that might bolster our resolve to face that thing. I know we should be able to bring it down quickly.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Yes, I can bolster your resolve. But I think it would be more effective after encountering the beast. I believe if you lead in I can catch any that run on the way out.

Remove Fear:

School abjuration; Level bard 1, cleric 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets one creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart
Duration 10 minutes; see text
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.
Remove fear counters and dispels cause fear.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Brandark grimaces, and grips his axe tightly.

He then starts to slowly make his way back down to the room with the scary scorpion.

As he walks, he mumbles to himself.
Ach, I dunna about tha' thin', a few gaod whaps shauld deal wit


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

I have something that could help actually.. It will strengthen your defenses, though most of the magic i used is designed for retreat and interrogation. You would have to wait until we engage the beast first however, after that i can cast it.


Just to make sure I am clear, the party just regroups and are not resting. Is this correct?


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

that is what i was advocating for

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Agreed unless there is a reason to rest. And let the watery thing try to find friends and try to get us.


After the party regroups, you once again descend back down into the belly of the dam.

The Scrag is not lurking in the central pool. The party can move to take on the Scorpion Construct (it remains in the room with the model of the dam), or explore the room to the left, or clear out the mound of skulls. What does the party do?

Elektra 25 (AC13 34/42)
Stone 23 (AC22 68/68)
Garrath 12 (AC18 (72/77)
Brandark 22 (AC21 51FL62/61FL72) Shifted
Flynn 21 (AC20 47/47)
Scrag (AC? 0/?)
Scorpion-like Creature (AC? ?/?)

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Can we kill that thing from here? It doesn't look like it wants to leave the room.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Stone will put up his sword and shield then draw his crossbow.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Electra ponders for a moment.
"Let us check the other room?"


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Fair enough, Flynn, if you could do your checks please

Brandark moves towards the other door, keeping an eye out on the ugly scorpion.


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

percept: 1d20 + 13 ⇒ (8) + 13 = 21

yeah, one minute Flynn checks for traps


Flynn checks the doors. He does not find any traps. When Brandark enters the room, he sees a narrow chamber. It is empty save for a long, ten-foot-wide pool. The waters are swirling. The watery creature is near the bottom. There is an underwater tunnel connecting the rooms.

What does the party do next?


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Well, I see our watery friend. So I guess the scorpion it is, as I cannot breathe water right now.

Brandark steps back from the waters edge, and describes what he saw to the others.


What does the party do next?

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

We need to try to remove these monsters before we find more. Let's see if we can kill the scorpion thing with range weapons. Then if we have to we can rest in that room and maybe I can ask Sarenrae for the boon of water beathing.


OK. I will give everyone a Surprise Round to begin the action. So let me know your starting placements. Thanks.

Garrath's Initiative: 1d20 + 9 ⇒ (10) + 9 = 19
Elektra's Initiative: 1d20 + 7 ⇒ (20) + 7 = 27
Flynn's Initiative: 1d20 + 6 ⇒ (16) + 6 = 22
Stone's Initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Brandark's Initiative: 1d20 + 2 ⇒ (10) + 2 = 12

The Scorpion will go last in the Rounds.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Stone will move to where he can get an angle on the creature while trying to keep his distance. He will then raise his crossbow but thinking he may need something a little strong decides to use a spell instead.

Searing Light:

School evocation; Level cleric/oracle 3, inquisitor 3; Domain glory 3, sun  3

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)
Effect ray
Duration instantaneous
Saving Throw none; Spell Resistance yes

DESCRIPTION

Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target.

A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8).

An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8).

A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).


Touch attack: 1d20 + 8 ⇒ (14) + 8 = 224d6 ⇒ (6, 5, 5, 6) = 22

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

He does not go in the room.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Brandark will wait near the door to axe the scorpion creature questions if it comes out of the room.

readied attack: 1d20 + 8 + 4 + 1 - 3 + 3 ⇒ (9) + 8 + 4 + 1 - 3 + 3 = 22 Add 1 if Monsterous, Abberation, Orc, Goblin
BAB, STR, Magic, Power, Focus
damage: 1d10 + 9 + 6 + 1 ⇒ (2) + 9 + 6 + 1 = 18 Magic, Adamantine
Add 1 if Monsterous, Abberation, Orc, Goblin

Edit, moved my marker to where I will wait


Garrath will pull out his Lucerne Hammer and stand next to Brandark.

What does Elektra and Flynn do?


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

Flynn casts Lend Judgement on Brandark, Flynn doesnt move into the room. He stays in back with his bow

8 rounds Brandark get's a plus 2 sacred bonus to ac


Electra quickly casts enlarge person on Garreth.


Stone must be at a point with line of sight to hit the Scorpion with a Searing Light ray. So, where is Stone in the room?

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

The southern door outside of the room.


Surprise Round

Elektra begins to make Garrath really big.

Flynn Lends Judgement onto Brandark.

Garrath readies to enter through the north door.

Stone opens the southern door and hits the construct with a Searing Light. The construct shrieks as though in pain.

Brandark readies an attack.

Elektra 27 (AC13 34/42)
Flynn 22 (AC20 47/47)
Garrath 19 (AC18 (72/77)
Stone 13 (AC22 68/68)
Brandark 12 (AC21/J23 51FL62/61FL72)
Scrag (AC? 0/?)
Scorpion-like Creature (AC? -22/?)

Round One

You can act again before the Scorpion-like creation.


Garrath flies into a rage and storms against the Scorpion-like creation, as he grows to the size of a giant. He stops in front of the stairs leading down into the pool. With his now over-sized reach weapon he thrusts the Lucerne Hammer toward the terrible looking construct. But simply misses his target. (Garrath will have a 15' reach now.)

Lucerne Hammer: 1d20 + 17 ⇒ (2) + 17 = 193d6 + 19 ⇒ (3, 2, 1) + 19 = 25

HP103/108 AC10


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Coming though big man, mind your step.

Brandark runs across the room under Garrath, taking care not to trip him.
He then sets himself up along the wall ready to go down to fight the Scorpion thing.

I am not looking forward for this, but let us bring this thing down.

Double move action to get to where I am


Need actions from Elektra, Flynn, and Stone.

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Sorry I thought the searing light was this round. My bad you clearly said we could go again sorry.
Stone will take a shot with his crossbow then back-up from the door 10ft.Crossbow: 1d20 + 8 ⇒ (7) + 8 = 151d8 ⇒ 6


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

After enlarging Garreth Electra quickly casts haste!"


Male Half-Elf Fort: +7, Ref: +7, Will: +10 Init: +7, Perception: +18| Judgment (Su) - 4/day Inquisitor 10 | HP: 60/60| AC: 20 / T: 14 / FF: 16 / Resist: +2 against enchantment spells and effects, +2 vs Poison Immune: Magical sleep effects

Flynn takes shots at the monster with his bow

attack: 1d20 + 9 ⇒ (15) + 9 = 24
damage: 1d8 + 3 ⇒ (2) + 3 = 5

rapid shot attack: 1d20 + 9 ⇒ (14) + 9 = 23
damage: 1d8 + 3 ⇒ (6) + 3 = 9

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Flynn I don't think you can see it from where you are.

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