Revival of the Runelords (Inactive)

Game Master Cellion

(RotRL Handouts) | (RotRL Maps) | (RotRL Loot Log)

INIT template:
[dice=Ziva]d20+2[/dice]
[dice=Astrid]d20+3[/dice]
[dice=Colvyn]d20+4[/dice]
[dice=Kellek]d20+2[/dice]
[dice=Guiness]d20+2[/dice]


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Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

The passageways between caverns are about 25ft tall, and the cavern chambers are on average about 50ft high. It's pretty roomy in here.

@Astrid: Upon some additional thought and another look at your spell, I think these caverns should still count as mountain terrain.


CG Changeling Cleric (Herald Caller) of Pulura 5; Stargazer 7 | 68/68 HP | AC23 T14 FF20 | CMD21 | F +9 R +10 W +16 (+2 vs MA) | SR 18 | Spd 40 | Init +3 | Perc +24 | Bluff +22, Diplomacy +28, Fly +7, Geography +15, Handle Animal +11, Lore (Blood Hags) +12, Perception +25, Planes +9, Sense Motive +25, Survival +12 | Elysium's Call 9/9 | Holy Lance 2/2 | Channel 6/6 | Active Conditions: 1 Con Dmg

hell yeah


CG Changeling Cleric (Herald Caller) of Pulura 5; Stargazer 7 | 68/68 HP | AC23 T14 FF20 | CMD21 | F +9 R +10 W +16 (+2 vs MA) | SR 18 | Spd 40 | Init +3 | Perc +24 | Bluff +22, Diplomacy +28, Fly +7, Geography +15, Handle Animal +11, Lore (Blood Hags) +12, Perception +25, Planes +9, Sense Motive +25, Survival +12 | Elysium's Call 9/9 | Holy Lance 2/2 | Channel 6/6 | Active Conditions: 1 Con Dmg

I will be traveling for a conference on Wednesday, the 11th, and will not be home until the afternoon of Sunday the 15th.


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N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

Can't post today. Back tomorrow.


CG Changeling Cleric (Herald Caller) of Pulura 5; Stargazer 7 | 68/68 HP | AC23 T14 FF20 | CMD21 | F +9 R +10 W +16 (+2 vs MA) | SR 18 | Spd 40 | Init +3 | Perc +24 | Bluff +22, Diplomacy +28, Fly +7, Geography +15, Handle Animal +11, Lore (Blood Hags) +12, Perception +25, Planes +9, Sense Motive +25, Survival +12 | Elysium's Call 9/9 | Holy Lance 2/2 | Channel 6/6 | Active Conditions: 1 Con Dmg

Hey everyone. This last week I had multiple exposures to covid and, while my rapid test came back negative, I am definitely sick with something and have very little energy. I am waiting on a PCR test to let me know for sure what I do or don't have.


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

Good luck. I've had it twice now and it knocked me off my feet for a few weeks each time.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Hope it clears up for you quickly Astrid!


CG Changeling Cleric (Herald Caller) of Pulura 5; Stargazer 7 | 68/68 HP | AC23 T14 FF20 | CMD21 | F +9 R +10 W +16 (+2 vs MA) | SR 18 | Spd 40 | Init +3 | Perc +24 | Bluff +22, Diplomacy +28, Fly +7, Geography +15, Handle Animal +11, Lore (Blood Hags) +12, Perception +25, Planes +9, Sense Motive +25, Survival +12 | Elysium's Call 9/9 | Holy Lance 2/2 | Channel 6/6 | Active Conditions: 1 Con Dmg

Sorry for dropping off the face of the earth. I do indeed have covid, but am slowly getting back to feeling like a human being again. I'll try and get back up to speed again soon.


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

I'm going to defer to our spellcasters here, who might have a better answer for this situation besides "keep swinging and hope for the best"

Astrid and Kellek, do you have anything you want the fighters to do that would be helpful?


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

I'll have to get back to you after work.


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

Everyone EXCEPT the GM ;p:
Preliminary thoughts:

Okay so we can assume the blue hag can see well enough through sleet to target Kargas from where ever (as no one has eyes on her), alternatively she is (greater) invisible and floating somewhere nearby, which probably is not the case since she sounds to be a fair distance off.

I'm guessing the roof of the actual cave is taller than the roof of the stair down to it, so they just cant fly above the 20' sleet storm and see us while we are on the stair, but us bunching up is not a good idea either for obvious reasons.

Killing the big annis hag broke the coven so there's that at least.

The sleet is an effective delaying tactic as Kellek has no spells available to counter it at present. This will allow the two to get off whatever buffing spells and effects they have (invisibility, mirror images, whatever) before coming for us. We could try to wait them out but a lot of these effects are going to last a while (the sleet storm is probably lasting about a full minute assuming it is a spell and not an ability--and regardless it is a good enough trick that she probably gets to do it more than once).

Kellek could counter it with various cloud spells, making it harder for everyone to see, but if the blue hag can see though weather effects she can probably see through clouds as well and create winds to dissipate them quickly.

He can't interpret the spells they will be casting without line of sight.

Kellek does have scrolls with a few useful spells on him (see invisibility, fireball (CL 6), haste, alarm, fly, web) and can cast any 2nd-level spell out of his various spell books with a round's preparation, but he's used most of his higher level stuff.

Given all of that, Kellek recommends hunkering down as best as possible and letting them come to us in some small cramped place where we might have a chance of trapping them--though the other hag can probably travel ethereally. It is not ideal, but they are likely to use the same tricks again given the way spell-like abilities work.

Beyond that, Astrid might be able to summon up a defensive (call 'em "chaff") line of meager defenders to possibly give us a heads up to the hags' presence, but for time cast and duration (are they going to be around long enough to matter). It might be best to use them for entrapment.

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

Response to Kellek:

Since the blue hag used an area effect spell, she could have used some sense other than sight to locate Kargas or just released the spell in the direction of Kargas’ last position before the sleet storm and gotten lucky. I believe Kargas did move out of the sleet storm and Guiness gave telemetry to the spellcasters, so area attacks would be fair game. For that matter, Colvyn could fire at the square Guiness indicated and he might get lucky.


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

Everyone EXCEPT the GM:
Well the "getting luck" option would certainly be helpful.


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CG Changeling Cleric (Herald Caller) of Pulura 5; Stargazer 7 | 68/68 HP | AC23 T14 FF20 | CMD21 | F +9 R +10 W +16 (+2 vs MA) | SR 18 | Spd 40 | Init +3 | Perc +24 | Bluff +22, Diplomacy +28, Fly +7, Geography +15, Handle Animal +11, Lore (Blood Hags) +12, Perception +25, Planes +9, Sense Motive +25, Survival +12 | Elysium's Call 9/9 | Holy Lance 2/2 | Channel 6/6 | Active Conditions: 1 Con Dmg

A potential idea:
Instead of summoning a wall of meat, I could sacrifice my dispel evil for a summon monster 5 and summon 2-4 pixies. They each have a CL8 dispel magic and are permanently invisible. They won't do much damage with their attacks but could instead force whoever they're shooting at to make a series of consecutive DC15 will saves or fall asleep. They'd also have Diehard so they are a little tougher than even just Augment Summoning makes them, and I can channel to heal them regardless of their positioning. In the meantime, though, I have more buffs I can lay on the party (like communal protection from evil).


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

Sounds like a plan.


Male Ratfolk Warpriest 9 / Trapper 2 | hp 71/71 | AC21 T15 FF 17 CMD 21 | Fort +11, Ref +11, Will +10 (+1 vsTraps) | Init +4 | Perc +19 (+3 vsTraps) D.D +25 (+2 vsTraps) Darkvision 60ft | Move 30 Ft | Condition:
Spoiler:
Blessing: 7/7, Fervor 3d6 7/7, Sacred Weapon 4/9, Sacred Armor 9/9
Brother_Guiness wrote:
** spoiler omitted **

Colvyn hasn't gotten lucky in a while....

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

Kellek:

Since Astrid has already gone this round and all your allies are out of the sleet, it seems our DM is waiting on you. Given that you know the location of at least one of the hags from Guiness’ telemetry, you could toss that fireball in there, although I think one of the hags might be resistant to spells or elemental damage…


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

I could if I had a round and a half to do it in. Otherwise Kellek is left with lightning to throw at the storm hag....


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

Beneficent GM, question about order of events. Is Kargas able to rage at the start of his turn prior to making the save? That would give me an extra +3 to the save if so, but if not that's understandable.

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11
Kargas Stormscar wrote:
Beneficent GM, question about order of events. Is Kargas able to rage at the start of his turn prior to making the save? That would give me an extra +3 to the save if so, but if not that's understandable.

I believe Astrid also cast Communal Protection From Evil on us, so that may affect your Will save and/or the extent of the mental control you are subject to if the spell that made you save has such effects.


CG Changeling Cleric (Herald Caller) of Pulura 5; Stargazer 7 | 68/68 HP | AC23 T14 FF20 | CMD21 | F +9 R +10 W +16 (+2 vs MA) | SR 18 | Spd 40 | Init +3 | Perc +24 | Bluff +22, Diplomacy +28, Fly +7, Geography +15, Handle Animal +11, Lore (Blood Hags) +12, Perception +25, Planes +9, Sense Motive +25, Survival +12 | Elysium's Call 9/9 | Holy Lance 2/2 | Channel 6/6 | Active Conditions: 1 Con Dmg
Kellek Zaderan wrote:
"And WHY am I STILL wounded!? Was it just me, or did we have a cleric in this party?"

consider this


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

@Kargas: I'll allow it.

@Guiness: Yep, Kargas already has +2 resistance from his cloak, so the prot:evil doesn't have any further effects in this case. Thanks for the reminder though.


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

Da Loot!

GM Cellion wrote:

...Kellek inspects the remains and manages to recover several magic items glowing with significant auras. He identifies a headband of vast intelligence +2, keyed to grant insight into nature (KN: Nature), a wand of protection against chaos (18 charges), a mind sentinel medallion, and several vials.

1x Potion of barkskin (CL6)
2x Potion of Cure Moderate Wounds
1x Potion of Keen Senses
1x Potion of Haste
1x Potion of Jump

Kellek already has a fair number of ranks in knowledge (nature) and a fancy headband of vast intelligence +2 (keyed to Use Magic Device).

He's going to claim one potion of cure moderate wounds to make up for the one he used in the dungeon. Other than that nothing really jumps out to him as a must-have, except maybe the wand--but that's just because it is a wand. He'll take anything left over, because he can use it but other than the one potion he's meh about stuff.


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Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Buffs as I saw them:

- Pass without Trace (Everyone)
- Hunter's Blessing (Everyone), keyed to humanoid(giant) and mountain terrain.
- Ashen Path (Everyone)
- Mirror Image (Kargas)
- Bless (everyone)
- Moment of Greatness (everyone)
- Ironskin (Astrid)
- Shield of faith (Kargas and Guiness)
- Expeditious Retreat (Astrid)


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

Kellek typically starts every day with extended mage armor.

Before we open the door, Kellek casts mirror image: 1d4 + 3 ⇒ (3) + 3 = 6

He has access to any 2nd level spell in his books with a full-round's notice, as well as several useful spells in scroll form.

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

I don’t know if -1 to hit and damage will make a difference, but I forgot Guiness’ fatigue on those rolls.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

In this case, no difference! You guys definitely delivered a hefty helping of overkill.


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

I hope he kept a diary, because he didn't tell me his name :(


Male Ratfolk Warpriest 9 / Trapper 2 | hp 71/71 | AC21 T15 FF 17 CMD 21 | Fort +11, Ref +11, Will +10 (+1 vsTraps) | Init +4 | Perc +19 (+3 vsTraps) D.D +25 (+2 vsTraps) Darkvision 60ft | Move 30 Ft | Condition:
Spoiler:
Blessing: 7/7, Fervor 3d6 7/7, Sacred Weapon 4/9, Sacred Armor 9/9
Kargas Stormscar wrote:
I hope he kept a diary, because he didn't tell me his name :(

His name was Stone, Bob Stone!


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

Or Flint! Flint Stone.

Or if he was a famous stone giant he might have been called Cliff Robertson or even Rock Hudson!


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CG Changeling Cleric (Herald Caller) of Pulura 5; Stargazer 7 | 68/68 HP | AC23 T14 FF20 | CMD21 | F +9 R +10 W +16 (+2 vs MA) | SR 18 | Spd 40 | Init +3 | Perc +24 | Bluff +22, Diplomacy +28, Fly +7, Geography +15, Handle Animal +11, Lore (Blood Hags) +12, Perception +25, Planes +9, Sense Motive +25, Survival +12 | Elysium's Call 9/9 | Holy Lance 2/2 | Channel 6/6 | Active Conditions: 1 Con Dmg

I am leveled up! My Diplomacy, Perception, and Sense Motive are now sky high.

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

Guiness is levelled up. Not much exciting at 10th level with the third Stalwart Defender level. The big ability Guiness gets for this level is Uncanny Dodge. He also put a rank in Linguistics to learn Goblin.


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

I haven't gotten Kargas leveled up yet but I'll try to get that finished tonight. Lvl10's biggest change is getting 3rd level spells, do we have any buffs or spells not covered by Kellek and Astrid we would like to see?


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

While you guys are getting leveled up, feel free to discuss in gameplay how you want to tackle your next moves. Lots of options here.


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

I think I will pick Vampiric Touch and Twilight Dagger for my initial Lvl3 spells.

For his part, Kargas wants to return to Sandpoint as soon as possible. He could be persuaded to stop by Fort Rannick first to alert Jakardros to the ogres' neutralization but he probably won't think of it on his own since he's laser focused on saving the town.

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

Does anyone have a fast travel method? Teleport or otherwise? If we have to go by mundane means it may take too long.


CG Changeling Cleric (Herald Caller) of Pulura 5; Stargazer 7 | 68/68 HP | AC23 T14 FF20 | CMD21 | F +9 R +10 W +16 (+2 vs MA) | SR 18 | Spd 40 | Init +3 | Perc +24 | Bluff +22, Diplomacy +28, Fly +7, Geography +15, Handle Animal +11, Lore (Blood Hags) +12, Perception +25, Planes +9, Sense Motive +25, Survival +12 | Elysium's Call 9/9 | Holy Lance 2/2 | Channel 6/6 | Active Conditions: 1 Con Dmg

I've got overland flight, but that only helps me, and I won't have wind walk until next level. Best I've got is marching chant, which lets us move overland at double speed.

Kellek could probably pick up teleport as one of his new spells but that's up to him.


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

I don't mind picking up teleport though I have yet to go through everything in the giant's spell book. I probably won't be leveled until Sunday the way work is working out.


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

I found out my day off is Thanksgiving so I guess it is now or never.

hp (47 + 4 + 1 Favored Class**) = 52

Saves +1 Will

Combat +1 BAB

Bonus Wizard Feat Intensify Spell

Skill ranks (2 Class + 5 Int* + 1 human + 1 Favored Class**; One rank each to) Fly +10, Knowledge (dungeoneering, local, nature, planes, religion) +15, Perception +10, Sense Motive +10, Use Magic Device +12 (from *headband of vast intellect).

** Kellek has the Fast Learner feat and gets both bonuses.

Background skill ranks (One rank each to) Knowledge (history) +15, Profession (herbalist) +10

Arcane Reservoir 8/13

Free New Spells teleport and roaming pit

He'll take Barl's spellbook, the wand of enervation, and the headband of vast intellect (to sell--he leaves all the heavy stuff for sale for Kargas or Guiness to carry) from this pile of loot.

GM, does Barl's spellbook come with: all the cantrips, all of the cantrips that are not his opposing schools (it appears he was a necromancer), just the necromantic ones (though it says 'level 1-4'), or just whatever was on his spell list (a lot of Pathfinder NPCs seem to have "travel books" to cut down on bookkeeping/word count)? I'm trying to price it out.

Grand Lodge

Male Dwarf | LG Fighter 8 Stalwart Defender 4 | Speed 20 | Initiative +2 | AC: 31 (Touch 17), DR 3/- | Hp: 144 | Fort: +13, Reflex +7, Will +10 (+2 vs. Fear, +2 vs. Poison, Spell, Spell-like) | CMD: 33 (+2 Disarm, +4 Bull Rush, Trip) | | Melee +16/+11/+6 Warhammer+1: 1d8+1d6+17, +8 Cold Iron Dwarven Boulder Headbutt 1d4+6, Smash (DS Only) +9/1d4+7, Ranged +15/+10/+5 Thrown Hammer 1d4+5 | CMB: +16 | Perception +16, Sense Motive +5, Acrobatics +4 (+6 Balance,+5 Jump), Climb +4, Handle Animal +3, Dungeoneering/Engineering +4, Religion/Nature/Geography/History/Nobility +1, Linguistics +3, Metalcraft +19, Survival +5, Swim +4, Soldier +11

Guiness took the Boots of Winterlands unless someone else wants them. He has a few extra sacks on his inventory list to haul loot, but no magical storage capability. Still, he has about 170 lbs left of carrying capacity to get to heavily loaded, so he can help carry a good portion of the loot.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

@Kellek: The spellbook has all CRB cantrips except those from abjuration and enchantment.


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

This week has been pretty messy for me, but my day tomorrow is wide open so I'll get Kargas fully leveled up to 10 then. Sorry for the holdup!


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

Fully leveled up!


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

Character page (including spells) updated.


BUFFS: Resist Shock 10 l CONDITIONS: none
RAGING:
Rounds per Day 12/24 l 112/112hp l F +12 R +8 W +7 l AC18 Touch10 FF16 CMB +16 CMD28 l Atk +18 Dmg 2d4+10
Half-Orc CN Bloodrager10 l 93/93hp, DR2/-- l F +11 R +8 W +5 l AC20 Touch12 FF18 CMB +15 CMD27 l Perc +13 l Darkvision 60ft l Init +4 l Spd30ft l Intimidate +16

a real post incoming, but: Kargas has an adamantine longsword and could probably cut down several dozen trees by himself with an afternoon. Moving & carving/shaping them is a different matter but he can lift 400lbs and drag 2000lbs without raging or being enlarged. If you want a barricade of deadfall he could almost literally throw that together for you.

For a few minutes a Large, raging Kargas could lift 1,840lbs and drag 9,200lbs


Male Ratfolk Warpriest 9 / Trapper 2 | hp 71/71 | AC21 T15 FF 17 CMD 21 | Fort +11, Ref +11, Will +10 (+1 vsTraps) | Init +4 | Perc +19 (+3 vsTraps) D.D +25 (+2 vsTraps) Darkvision 60ft | Move 30 Ft | Condition:
Spoiler:
Blessing: 7/7, Fervor 3d6 7/7, Sacred Weapon 4/9, Sacred Armor 9/9

Seems like Kargas could move houses, not just trees...


CG Changeling Cleric (Herald Caller) of Pulura 5; Stargazer 7 | 68/68 HP | AC23 T14 FF20 | CMD21 | F +9 R +10 W +16 (+2 vs MA) | SR 18 | Spd 40 | Init +3 | Perc +24 | Bluff +22, Diplomacy +28, Fly +7, Geography +15, Handle Animal +11, Lore (Blood Hags) +12, Perception +25, Planes +9, Sense Motive +25, Survival +12 | Elysium's Call 9/9 | Holy Lance 2/2 | Channel 6/6 | Active Conditions: 1 Con Dmg

I as a player am not totally sure of what I can/should do to help here, so I'm open to suggestions.


N Male Human (Keleshite/Ulfen) Wizard (exploiter) 12 | hp 46/62 (max 46)| AC 14 {17}, T 13, FF 12 {15} | CMD 19 | F +6, R +8, W +12 | Spd 30' | Init +2 | KnArc +18, Kn(Dun, His, Loc, Nat, Pla, Rel) +16, Kn(Others) +11, Perc +12, SensM +12, Scrft +20 | arc reservoir 9/15 | magic missile wand 26/38 | -1 penalty to Con (2 damage) | ext mage armor, overland flight, hunter's blessing (mnt, giants)

GM, any chance we could get a map for fields of fire, obscuring structures, hard points, exits, areas that could be turned into choke points etc...? Also Kellek will inquire as to how many people live here, how many can fight, and how many are actually trained to.

Astrid Olvirsdottir wrote:
I as a player am not totally sure of what I can/should do to help here, so I'm open to suggestions.

To start, Astrid has a raven familiar so aerial recon seems a natural to start. Fly him out about a mile and wait for him the empathic jolt when he gets agitated by a column of monsters tromping through the hills.

You might want to check your spell list over and make sure that you are packing for "prolonged city fight".

More to follow.


CG Changeling Cleric (Herald Caller) of Pulura 5; Stargazer 7 | 68/68 HP | AC23 T14 FF20 | CMD21 | F +9 R +10 W +16 (+2 vs MA) | SR 18 | Spd 40 | Init +3 | Perc +24 | Bluff +22, Diplomacy +28, Fly +7, Geography +15, Handle Animal +11, Lore (Blood Hags) +12, Perception +25, Planes +9, Sense Motive +25, Survival +12 | Elysium's Call 9/9 | Holy Lance 2/2 | Channel 6/6 | Active Conditions: 1 Con Dmg

Thanks, Kellek. That got my brain thinking. I can build some decent fortifications for the town with wall of stone, and stone shape can make them pretty. Depends on how much time we think we have. Maybe worth a divination to ask when the attack will be?

I've also got a fairly spectacular spell lined up for the day of reckoning, but you'll have to wait until then to see what it is.


Male Ratfolk Warpriest 9 / Trapper 2 | hp 71/71 | AC21 T15 FF 17 CMD 21 | Fort +11, Ref +11, Will +10 (+1 vsTraps) | Init +4 | Perc +19 (+3 vsTraps) D.D +25 (+2 vsTraps) Darkvision 60ft | Move 30 Ft | Condition:
Spoiler:
Blessing: 7/7, Fervor 3d6 7/7, Sacred Weapon 4/9, Sacred Armor 9/9

Don't forget to plan something for the dragon.

Since I don't recall a specific colour, maybe some non-elemental damage spells.

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