Revival of the Runelords (Inactive)

Game Master Cellion

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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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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 Cellion wrote:
Before long, you have yourselves a little picnic of stewed and grilled giant crab at the ready. While there's no butter, the taste is quite good, especially when its enhanced by Flo's spices. That good taste might be the reason why you haven't seen many other giant crabs around Sandpoint...

If only Kellek had the space to slot in prestidigitation. Don't say it! Despite the effect the verbal component would probably be "Parkay". And best of all--0 calories!

GM Cellion wrote:
(What's the plan?)
Brother_Guiness wrote:
It is clear he wants to investigate (so I won’t post yet another question to the group in his voice), but he is willing to defer to those more knowledgeable in such magic than he. That being said, the best he has gotten from Kellek is that they could royally screw things up either way.

No, just for those unfortunates already effected by the monster's otherworldly influence. Was there anything in round side room that looked capable of opening the magical doors? It's been a while. Also, Kellek votes for investigating and dealing with the haunt in the room opposite doorway first.


M Ifrit Bard (Arcane Duelist) 4 | HP 32/32 | AC16 : T11 : FF15 : CMD17 : CMB+6 | F+3 : R+5 : W+3 | Init +5| Per +5 : SM +3 : Darkvision 60': Move 30' |
Magic!:
Bard Performances: 11/13 |Spells: 0) Spark, Ghost sound, Detect Magic, Message, Prestidigitation, Dancing Lights | 4/4/day 1) Cure Lt Wounds, Grease, Dazzling Blade, Vanish | 2/2/day 2) Bladed Dash, Heroism

Rig is content to let sleeping demon dogs lie "I appreciate your fervor, Guiness. But I'd rather have this place sealed off for all eternity than open something that might have been intentionally trapped here. My mother used to have some odd saying about curiosity and cats. While we don't know for certain that IS the door, we also don't know for certain it isn't." He stands up and brushes off his clothing. "Life is full of unanswerable questions, my friend. As a man of faith, you should be able to appreciate that."


Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

"I feel the same as Rig, this demon sounds beyond our capabilities. If the Priestess thought it could raze Sandpoint for her, a whole city, I don't think we'd stand a chance at containing it," Flo adds in. "I say we share the word with the Council about this great evil and either offer to take care of it later or let them find others more experienced to do so."


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 with Flor and Rig, let sleeping demons lie. Hope it can't send bad dreams if we get further away..."

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 will bow to their wisdom, handing Floredana the seven-pointed star that fits the indentation in the magic door. ”Let us hope this is the correct decision.” Standing and smiling, he adds, ”Does that mean we are done here? Maybe I can finally reach Sandpoint after my...detainment...by the goblins.”

Grabbing the pieces of chitin and scrutinizing them, Guiness adds, ”Hmm...Not big enough for a sled...maybe for a shield. Do you think our escapees ditched the boat once they got to land, or took a longer route?” he asks Floredana. ”It may be too small for the all of us plus the horse, but we could make a decent horse-pulled sled out of it for the giant helmet and perhaps some of the other heavier treasure as part of an overland trip.”


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

Alright! We have ourselves a plan.

Though it was only a few days, it feels as though you've spent weeks inside Thistletop - overcoming its varied and terrible dangers, not the least of which was the transformed Nualia. You've grown greatly as a team since you entered. And despite the strange circumstances of finding him, Guiness has fit right in.

Resolving to leave the mysterious door alone, letting sleeping demons lie, you ascend back up to the surface of the rock and retrieve Phasgan and your horse rescue. Both seem hungry and antsy to be going after staying cooped up for a couple of days. You reach the disabled bridge and see that all seems well on the other side.

(So, I'll let you guys plan out how you want to try to return, and what you want to bring with you. Normally at a table, this kind of thing tends to devolve into an hour long discussion of logistics (at least with my home games, lol), so what I'll do is take the suggestions you guys make and do my best to fuse them together into the next update. We'll see how that works.)

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 will check to see what wooden pieces in the complex can be used to make a sledge--thinking probably a table for the main body, and components of a bed and bedding used to pull it all together. If he can secure the giant helmet, much of the bulkier treasure (like the masterwork weapons) can fit inside.

Survival: 1d20 + 5 ⇒ (11) + 5 = 16


Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

Flo takes the seven-pointed star key, wraps it in some cloth and stows it carefully in her back. Father Zantus will be a great guardian for this, the Church vaults are secure and very few people will know about it in the first place.

"I think we have two main things to do here," she begins, "First, we need to fix the bridge and second, we need to figure out how to haul all of this stuff back." Flo smiles as she hears Guiness already hard at work on one of their issues. "I'm not sure where I would be best suited, but I'll help out wherever I can!"
________
I think Flo will be taking an auxiliary role here. None of her skills/life experience are well-suited to this kind of work, so collecting wood for Guiness or finding more rope for the bridge and the like are the sort of tasks she will be performing.


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

Does anyone have Engineering to try and fix the bridge with? Otherwise Kargas can try to hold the rope while everyone but the horse crosses. Multiple trips for loot may be necessary too.

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:
Does anyone have Engineering to try and fix the bridge with? Otherwise Kargas can try to hold the rope while everyone but the horse crosses. Multiple trips for loot may be necessary too.

Guiness can give it a shot, although he is not particularly skilled:

Engineering: 1d20 + 4 ⇒ (17) + 4 = 21


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)

knowledge (engineering, Aid): 1d20 + 7 ⇒ (1) + 7 = 8 Or not.

Using a twig Kellek draws some symbols and numbers in the dirt. They look like Leonardo Da Vinci's helicopter schematics.


M Ifrit Bard (Arcane Duelist) 4 | HP 32/32 | AC16 : T11 : FF15 : CMD17 : CMB+6 | F+3 : R+5 : W+3 | Init +5| Per +5 : SM +3 : Darkvision 60': Move 30' |
Magic!:
Bard Performances: 11/13 |Spells: 0) Spark, Ghost sound, Detect Magic, Message, Prestidigitation, Dancing Lights | 4/4/day 1) Cure Lt Wounds, Grease, Dazzling Blade, Vanish | 2/2/day 2) Bladed Dash, Heroism

For what it's worth, Rig offers up his rope to try to help. "I would imagine if we shot a rope across the way for someone to use as a hand-hold, someone small," he says looking at Slick, "could walk across the bridge's remaining rope and re-secure the other side."


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

Guiness hacks apart a few of the relatively intact pieces of old furniture scattered about the interior of Thistletop. It doesn't take too long with Kargas' aid to strap together a very basic sledge, though the end result leaves quite a lot to be desired in terms of sturdiness and efficient movement. As a group, you stagger up to the ground floor with the helm between you and strap the giant treasure to your new sledge.

When you try to pull it, the sledge's edges cut deep furrows into the packed surface soil atop Thistletop Island. Its still quite heavy, especially laden down with the extra weapons and things. (If you'd like to try convincing your mystery warhorse to pull it, you'll need a Handle Animal. Its not used to such tasks.)

The bridge turns out to be the easier thing to fix. You merely pulled out a rope last time that loosened one side of the bridge, and it proves relatively easy to retrieve that same rope and pull it taut to return the bridge to usability. Guiness' engineering knowledge in this case leaves him confident that that the bridge has limits to how much weight it can support. Most likely, the sledge and the horse can't be on there at the same time, though individually and with a couple of you at once, it shouldn't be a problem. (Lets say for simplicity, that the horse weighs 6 party members and the sledge 4 party members. The max load for the bridge is 8 party members. Who wants to go across first?)

(Gosh, I feel like I just devised one of those 'traveling across the river' puzzles :P)

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
GM Cellion wrote:

Guiness hacks apart a few of the relatively intact pieces of old furniture scattered about the interior of Thistletop. It doesn't take too long with Kargas' aid to strap together a very basic sledge, though the end result leaves quite a lot to be desired in terms of sturdiness and efficient movement. As a group, you stagger up to the ground floor with the helm between you and strap the giant treasure to your new sledge.

When you try to pull it, the sledge's edges cut deep furrows into the packed surface soil atop Thistletop Island. Its still quite heavy, especially laden down with the extra weapons and things. (If you'd like to try convincing your mystery warhorse to pull it, you'll need a Handle Animal. Its not used to such tasks.)

The bridge turns out to be the easier thing to fix. You merely pulled out a rope last time that loosened one side of the bridge, and it proves relatively easy to retrieve that same rope and pull it taut to return the bridge to usability. Guiness' engineering knowledge in this case leaves him confident that that the bridge has limits to how much weight it can support. Most likely, the sledge and the horse can't be on there at the same time, though individually and with a couple of you at once, it shouldn't be a problem. (Lets say for simplicity, that the horse weighs 6 party members and the sledge 4 party members. The max load for the bridge is 8 party members. Who wants to go across first?)

[dice=Handle Animal assist]1d20+
(Gosh, I feel like I just devised one of those 'traveling across the river' puzzles :P)

If we have enough rope, we just need to get the horse all the way across, then once it is on solid ground we have it pull the sledge across (with a couple party members steadying the sledge across the bridge). That way we get the strength of the horse working for us, but not its weight on the bridge against us.


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

In that case, who is leading the horse across first?

For... uh... no reason in particular.

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
GM Cellion wrote:

In that case, who is leading the horse across first?

For... uh... no reason in particular.

As in, maybe, we should check the mainland entry point for stray goblins and jaguars? Guiness is too busy thinking of solving the engineering problem--someone else will have to volunteer the common sense...


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

I can't navigate easily on my phone, but what did we do with the crown of the goblin king that we killed when we got here?


Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

"I could take the horse across first! I have some experience with animals and was able to calm him before," Flo offers, clearly happy to see that their departure is soon at hand.

"Kargas, what was it you saw across the way again? Would it make sense for Colvyn and Phasgan to cross first and hang on the ledge while I cross with our equine companion?"


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

"Big cat," Kargas responds absently to Flor as he frowns skeptically at the horse. "I don't think you should be out there with an animal that big...Let's tie some ropes together. I'll haul the sledge across, then we'll all make sure it's safe on that side, and we'll use the extra-long rope to coax the horse over the gap."

He scans the pile of loot and the bridge, then back at the horse and the frown deepens. "And let's do the horse last..."

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

Confident in his calculations, Guiness says simply, ”That works too.”


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

Colvyn, not sure what you guys have done with most of your loot thus far. Maybe someone has been holding onto it?

So, most recent plan with two votes for it is: Kargas goes alone across the bridge with a harness to pull the treasure sledge? And the horse comes across last? If I get one more agree vote I'll assume you go with that.


1 person marked this as a favorite.
Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

Horse last works for me! Let's try this plan.


1 person marked this as a favorite.
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

With a sigh and a small wave at the others Kargas shoulders the rope tied off to the sledge. "Guiness, if I plummet to my death, your ass is haunted," the half-orc grumbles as he starts across the swaying bridge.

Grand Lodge

1 person marked this as a favorite.
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:
With a sigh and a small wave at the others Kargas shoulders the rope tied off to the sledge. "Guiness, if I plummet to my death, your ass is haunted," the half-orc grumbles as he starts across the swaying bridge.

Smiling a bit, Guiness responds, ”Hey, this is your plan. Leave my donkey out of it! Seriously, though, I can come behind and steady it if you like...Unless you want someone lighter.”


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)

Don't have a scroll of floating disc on me, but is you want to wait 8 hours I can produce the spell from a book.

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

Looking across the bridge, Guiness says, "Why don't we scout out the other side a bit before sending Kargas over all loaded-down and such?"


M Ifrit Bard (Arcane Duelist) 4 | HP 32/32 | AC16 : T11 : FF15 : CMD17 : CMB+6 | F+3 : R+5 : W+3 | Init +5| Per +5 : SM +3 : Darkvision 60': Move 30' |
Magic!:
Bard Performances: 11/13 |Spells: 0) Spark, Ghost sound, Detect Magic, Message, Prestidigitation, Dancing Lights | 4/4/day 1) Cure Lt Wounds, Grease, Dazzling Blade, Vanish | 2/2/day 2) Bladed Dash, Heroism

"We might have mentioned that before he started across." Rig has his bow out and is scanning the far side in case he needs to add some support to Kargas.

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

Noticing the big half-orc has already started across, Guiness will look at Rig and shrug, following the sledge, hands out to steady the load if it starts to tip.


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

GM Screen:
1d20 + 3 ⇒ (20) + 3 = 23
1d4 ⇒ 1
1d20 + 16 ⇒ (13) + 16 = 29
OK, new map is up!

Kargas sets himself in a makeshift harness and begins hauling the massive helm and the rest of the loot painstakingly across the bridge. The whole thing, bridge and loaded sledge both, sway rather precariously from side to side. Guiness follows up soon afterward, ready to step in should things start collapsing. The bridge's slats creak and crack ominously underfoot.

You both heave a sigh of relief as the sledge reaches dry land on the southern side. But...

Guiness Percept: 1d20 + 5 ⇒ (13) + 5 = 18
Karg Percept: 1d20 + 6 ⇒ (19) + 6 = 25

...neither of you notice the strange goblin stepping silently out of the thorny bushes up ahead. (Handouts updated with big pic) Unusually for a goblin, he's dressed in robes and both of his hands are filled with glowing flames. A scimitar made of fire extends from his left hand, while his right one holds a small burning globe aloft. He growls out a command while grinning an excited smile.

INIT:
Kargas: 1d20 + 3 ⇒ (14) + 3 = 17
Flo: 1d20 + 7 ⇒ (9) + 7 = 16
Rig: 1d20 + 5 ⇒ (6) + 5 = 11
Colvyn: 1d20 + 4 ⇒ (9) + 4 = 13
Kellek: 1d20 + 2 ⇒ (7) + 2 = 9
Guiness: 1d20 + 1 ⇒ (7) + 1 = 8
--
Enem: 1d20 + 3 ⇒ (12) + 3 = 15

GM Screen:
1d20 + 7 ⇒ (13) + 7 = 20
1d6 + 4 ⇒ (3) + 4 = 7
Taking you by surprise, the goblin tosses his burning globe right at Kargas, striking him clean in the chest with the superheated projectile. (Dealing 7 points of damage) The ball leaps back to his hand after the throw. While the goblin begins cackling madly, the black feline creature you spotted earlier stalks its way from the south to interpose itself between you and the goblin!

|||| INIT ||||
Kargas (7 dmg)
Flo

Goblin Mage
Black Cat?
Colvyn
Rig
Kellek
Guiness

Bold are Up!
Note that the tangled thorn bushes here are denser than those atop Thistletop. You can't pass through them, and being pushed up against them by any effect deals 1 point of piercing damage unless you're in heavy armor. That said, the goblin totally just walked OUT of those same bushes... possibly they have some special ability to do so.


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

Baring his teeth in a pained grimace, Kargas drops the ropes on the sledge and advances, drawing his falchion as he goes.

"Sorry kitty, but you're in my way," he growls as his eyes and scars begin to glow once again.

Rage, Power Attack, Elemental Weapon
Attack vs Cat: 1d20 + 9 - 1 ⇒ (15) + 9 - 1 = 23 Damage: 2d4 + 10 + 1d6 ⇒ (1, 3) + 10 + (4) = 18


Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

"Goblins! We have to help them!" Flo shouts as she starts running across the bridge. Pulling her wand out he raises it overhead while she runs and sends divine aid to her allies.
________
Bless on everyone (50ft burst is huge!). How long is the bridge? I guesstimated my movement. Has it been less than 3 hrs since we went back inside Thistletop?


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

GM Screen:
1d20 + 6 ⇒ (8) + 6 = 14
1d3 + 3 ⇒ (3) + 3 = 6
1d20 + 6 ⇒ (9) + 6 = 15
1d3 + 3 ⇒ (1) + 3 = 4
1d20 + 6 ⇒ (12) + 6 = 18
1d6 + 3 ⇒ (4) + 3 = 7

1d20 + 6 ⇒ (1) + 6 = 7
----
1d20 + 7 ⇒ (17) + 7 = 24
1d6 + 4 ⇒ (5) + 4 = 9

Flo, the bridge is 60ft end to end. The map I ended up going with doesn't handle the grid very well, so it's OK if you move approximately while you're on the bridge. It's been less than 3 hours since you came out of Thistletop.

Kargas' swing catches the big black cat in its side, crushing some ribs and delivering a surge of electricity into it's body. It stands unsteadily, gravely injured after just a single strike. Flo's bless settles over the group too.

The black cat unleashes a flurry of claws and bites in retaliation, slashing gouges in Kargas' chest and side, before delivering a vicious bite. The cat tries to latch on and wrench Kargas to the ground, but the bloodrager stays standing. (take 17 total damage) At a whistle from the goblin, it backs up.

The goblin shouts in dismay, turning to anger. "More you hurt Tangletooth, more I make you burn!" It tosses it's fiery globe once more, charring Kargas' chest. (Dealing 9 dmg) He steps forward to guard his big cat. "You may have bringed down Thistletop tribe, but that last thing you will do!"

|||| INIT ||||
Colvyn
Rig
Kellek
Guiness
Kargas (33 dmg)
Flo

Goblin Mage
Black Cat? (18 dmg)

Bold are Up!
Buffs: Bless

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 stalks down the path, drawing his shield and hammer as he goes, ending up directly to Kargas’ east. ”You should’ve killed me when you had the chance—now you die!”

Double move to get to the square beside Kargas (and between him and the cat).


M Ifrit Bard (Arcane Duelist) 4 | HP 32/32 | AC16 : T11 : FF15 : CMD17 : CMB+6 | F+3 : R+5 : W+3 | Init +5| Per +5 : SM +3 : Darkvision 60': Move 30' |
Magic!:
Bard Performances: 11/13 |Spells: 0) Spark, Ghost sound, Detect Magic, Message, Prestidigitation, Dancing Lights | 4/4/day 1) Cure Lt Wounds, Grease, Dazzling Blade, Vanish | 2/2/day 2) Bladed Dash, Heroism

Rig is pretty unsure about this whole shaky bridge thing, but he can't just do nothing. He moves out onto the bridge, firing a shot at the goblin.
bow: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3 dam: 1d6 + 1 ⇒ (2) + 1 = 3
The bridge seems to take up way too much of his attention though.


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

"Aww man, Kargas is getting burnt to a crisp." Colvyn starts rushing to the other side of the bridge hoping that he won't be too late to help.

Double move


Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

"Coming Kargas, get them Guiness!" Flo calls out as she jogs up to the reeling and bloodied Half-Orc. Good thing we found the Dwarf, they make a great tag team!

She pushes some healing energy into her friend's wounds.
________
CLW vs Kargas: 1d8 + 3 ⇒ (2) + 3 = 5 Spont cast, rest will be via wand!
Kargas, feel free to move Flo back 5ft if you plan on swinging and taking a step back! Would have been easy enough to coordinate around a table (she could have readied to heal or delayed until after you).

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, have you updated your AC with the Amulet of Natural Armor we found? It looks like you should be at a 17 AC (or a 15 AC raging).


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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)

Kellek uses the bridge supports and shrubbery (an obvious side-quest, if only I had a red herring) for cover, while readying a spell.

"Konphehte!"

Kellek casts glitterdust (Will DC 15) at the party's attackers.


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

Though Flor's healing is welcome, Kargas' wounds are still grave and his follow-up slash at the goblin is weak and unfocused.

Attack vs Goblin: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12


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

GM Screen:
1d20 + 8 ⇒ (20) + 8 = 28
1d20 + 2 ⇒ (9) + 2 = 11
---
1d20 + 6 ⇒ (10) + 6 = 16
1d3 + 3 ⇒ (1) + 3 = 4
1d2 ⇒ 2
1d20 + 6 ⇒ (2) + 6 = 8
1d3 + 3 ⇒ (2) + 3 = 5
1d2 ⇒ 2
1d20 + 6 ⇒ (19) + 6 = 25
1d6 + 3 ⇒ (2) + 3 = 5
1d2 ⇒ 1

1d20 + 7 ⇒ (10) + 7 = 17
1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17
1d20 + 2 ⇒ (16) + 2 = 18

Guiness closes the distance with the new threat, and Colvyn attempts to do the same as fast as his paws will carry him. Rig's arrow fires in a broad arc that lands somewhere on the mainland, and the spellcasting goblin easily dodges back to avoid Kargas' attack.

Even as healing reaches Kargas, Kellek unleashes a cloud of blinding golden dust that flashes in the air around the two enemies. The spellcasting goblin squeezes his eyes shut in time, but his companion is not so lucky and ends up blinded.

The goblin whistles, ordering the black cat to attack. But with the blindness and Guiness' sturdy armor, the flurry of claws and bites finds no purchase. The goblin then steps back and away from you all before unleashing a spell whose results are quite obvious. The ground and tangled thorny bushes suddenly burst with new growth! Vines, roots and branches reach up and try to tangle themselves around everyone within the green circle on the map.

(DC14 Reflex save or become entangled by the vines, as the condition, and rooted in place until you free yourself. See Entangle spell for options on freeing yourself. Note that each time you fail a save against entangle, you take 1 piercing damage from the thorns. Also note that the green circle area is now difficult terrain.)

At the end of the round, the black cat shakes the spots out of its vision and is no longer blinded.

|||| INIT ||||
Colvyn
Rig
Kellek
Guiness
Kargas (28 dmg)
Flo

Goblin Mage
Black Cat? (18 dmg)

Bold are Up!
Buffs: Bless

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

Just the Reflex Save, not taking my turn yet...

Reflex Save Versus Entangle Spell: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20

Also, is it obvious who is entangled and who is not (especially the goblin and cat)?


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

Yep, its obvious who is and isn't entangled (I'd show the debuff on the initiative tracker). Neither of the two enemies are entangled.

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

Thanks for the quick response!

Somehow avoiding the grasping vines, Guiness maintains focus on the enemy spellcaster and moves to confront him--flashing back to the fight against the demon girl--but this time he is not quite so far overextended. Gritting his teeth, Guiness aims a mighty blow at the fiery goblin!

Move action to move 1 square to the south in difficult terrain (probably provokes AOO from the cat if the it isn't blind), then attack the goblin.

Dragonfist Attack w/Bless & Blooded: 1d20 + 8 + 1 + 1 ⇒ (2) + 8 + 1 + 1 = 12
Dragonfist Damage: 1d8 + 4 ⇒ (8) + 4 = 12

Yeah...mighty blow for max damage--to the air!


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)

What!? You mean you've never attacked the darkness? You know, like on a dare.

Kellek produces his acquired wand and waits for the pint-sized druid to take another hostile action. (Do anything but surrender or run off).

Readied action:
wand of magic missiles v goblin: 1d4 + 1 ⇒ (3) + 1 = 4


M Ifrit Bard (Arcane Duelist) 4 | HP 32/32 | AC16 : T11 : FF15 : CMD17 : CMB+6 | F+3 : R+5 : W+3 | Init +5| Per +5 : SM +3 : Darkvision 60': Move 30' |
Magic!:
Bard Performances: 11/13 |Spells: 0) Spark, Ghost sound, Detect Magic, Message, Prestidigitation, Dancing Lights | 4/4/day 1) Cure Lt Wounds, Grease, Dazzling Blade, Vanish | 2/2/day 2) Bladed Dash, Heroism

Rig moves in closer and tries to help his allies with a little encouragement.
starting inspire courage, +1 to hit and damage, and vs fear


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Undine Varisian Pilgrim 9 | HP: 75/75 | AC: 20 T: 14 FF: 16 CMD: 20| F: +9 R: +7 W: +12 +2vsChrms/Cmplsns| Init +8 | Perception +22, Sense Motive +16; Darkvision 60ft | Move [40] 50 | Active Effects: Extended Fly, Blessing of Fervor
Tracked Resources:
Flesh to Stone 1/1 | Reach 3/3 | Extend 2/3 | Bit of Luck: 6/7 | Agile Feet: 7/7 | Dimensional Hop 90/90 | Spells: 1st 4+1/5+1 2nd 4+1/5+1 3rd 4+0/4+1 4th 2+1/3+1 5th 2+0/2+1 | Channel Positive Energy 3/3

Unfortunately for Flo, her feet are firmly planted on the ground to heal Kargas when the thorny vines erupt around her and grip her legs. "Damn Druid!" she curses as she struggles against her bonds to no avail.

"Get them good for this Guiness!" she says as she shifts her butterfly swarm to the Dwarf's hammer and helmet.
________
Reflex, DC 14: 1d20 + 4 ⇒ (4) + 4 = 8
Escape Artist, DC 14: 1d20 + 3 ⇒ (4) + 3 = 7
-_- are all of our dice cold? Come on! Also just realized that trying to break out probably wasn't worth it in terms of action economy since Flo can't heal this round because of it. GAH!


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

Reflex: 1d20 + 4 ⇒ (18) + 4 = 22

Hopping repeatedly to keep the vines from snaking around his legs, Kargas drops the falchion and draws the ranseur, trying to hook the goblin's legs to keep from from slipping away through the undergrowth.

Trip vs Goblin Druid: 1d20 + 9 ⇒ (4) + 9 = 13


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

Colvyn gets closer some more and try to get a shot at the goblin.

Would climbing on the loot cart prevent me from beeing in the entangle area of effect?

Longbow: 1d20 + 9 + 1 + 1 - 4 ⇒ (14) + 9 + 1 + 1 - 4 = 21
Damage: 1d6 - 1 + 1 ⇒ (4) - 1 + 1 = 4


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

GM Screen:
1d20 + 6 ⇒ (11) + 6 = 17
1d3 + 3 ⇒ (3) + 3 = 6
-
1d20 + 6 ⇒ (10) + 6 = 16
1d6 + 3 ⇒ (2) + 3 = 5
-
1d20 + 9 ⇒ (7) + 9 = 16
1d20 + 9 ⇒ (5) + 9 = 14

1d20 + 3 ⇒ (12) + 3 = 15
1d8 + 2 ⇒ (3) + 2 = 5
1d20 + 7 ⇒ (15) + 7 = 22

Yep Colvyn, if you clambered onto the cart, you'd be out of reach of the entangle effect.

Guiness focuses his attention on the more clearly dangerous of the two foes, but his swing catches on some wriggling vines and falls well short of its intended target. Rig follows up with some timely encouragement, though his inspiration fails to help Kargas land a trip with his ranseur.

Colvyn's shot whizzes through the air, practically threading a needle through the various obstructions in the way, and *thnk*s into the goblin spellcaster's shoulder! It lets out a snarling yell that agitates the black cat. Meanwhile, Flo struggles with the thorny vines. (I assume what you meant by transferring butterflies was that Guiness is getting Touch of Luck, yes?)

The black cat fights more cautiously, its heavy wound oozing blood. It bites once at Guiness, teeth scraping against his armor, then attempts an acrobatic retreat through the entangling vines to the south. While its movement fails to distract Guiness (It provokes an AoO from him) it does manage to keep away from getting entangled by the vines.

The goblin on the other hand swings wildly at Guiness with his flame blade! Mid swing, a magic missile collides with his face, but this does little to deter him from slashing the flame through Guiness' arm. (Dealing 5 points fire damage, reduced to 4 by your resist) After the attack, he swirls his blade in a circle to keep the entangling plants at bay.

(Don't forget that if you move into, or end your turn in, the entangle effect, you have to make new saves.)

|||| INIT ||||
Colvyn
Rig
Kellek
Guiness (4 dmg, BitOfLuck?)
Kargas (28 dmg)
Flo (1 dmg)

Goblin Mage (8 dmg)
Black Cat? (18 dmg)

Bold are Up!
Buffs: Bless, Inspire Courage,

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

Attack of Opportunity on the retreating cat before his turn:

Guiness smiles as Desna's favor descends on him, but just as quickly grits his teeth as the flame bites from the Goblin's mystic blade. Though his attention is focused on the enemy spellcaster, he takes a swipe at the retreating black cat with Dragonfist!

Dragonfist Attack+Bless+IC: 1d20 + 8 + 1 + 1 ⇒ (18) + 8 + 1 + 1 = 28
Bit of Luck Dragonfist Attack+Bless+IC: 1d20 + 8 + 1 + 1 ⇒ (20) + 8 + 1 + 1 = 30

Confirm crit?

Dragonfist Attack+Bless+IC: 1d20 + 8 + 1 + 1 ⇒ (5) + 8 + 1 + 1 = 15
Bit of Luck Dragonfist Attack+Bless+IC: 1d20 + 8 + 1 + 1 ⇒ (2) + 8 + 1 + 1 = 12

Dragonfist Damage with IC: 1d8 + 5 ⇒ (7) + 5 = 12
Crit Damage extra if it hit: 2d8 + 10 ⇒ (3, 7) + 10 = 20

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