Rise of the New Runelords

Game Master Harakani

Kingdom Map (now with Loy's family notes AND the Runelord's Route)
Kingdom Turn
Minions Page

[ ]Forsten [ ]Anglon [ ]Valerianna [ ]Denat [ ]Ronald [ ]Simon [ ]Grey
[ ]Zekat [ ]Legion [ ]Molly [ ]Grey Horror [ ]GreyServants [HQ]ZomBees
Fight Map


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Male Human (Chelaxian) Vigilante (Brute) 1 HP 9/9, Init +1, Per +7 AC 11/ t11/ ff10, F 3, R 1, W 6

"That sounds as though it might be Harsk, the Ranger from the adventurer's company the ambassador spoke of."


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Initiative: 1d20 + 0 ⇒ (16) + 0 = 16


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

"May Lissala guide us in this battle."

Bless:
Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

Perception: 1d20 ⇒ 11
Initiative: 1d20 ⇒ 20


m human Oracle (time) 5

two minutes out, casts bull's strength.

[ooc]Perception 1d20 + 9 ⇒ (16) + 9 = 25
Initiative 1d20 + 5 ⇒ (8) + 5 = 13

Caillus murmurs in a low voice, barely above a whisper.

Fallen tree hides a caravan of brigands. Trouble with their wheel. Dire badger skulking under the wagon. We either rescue and subsume their loyalty, or we strike from surprise. The badger will betray us soon.


A minute out Taerine cats Mage Armour and Shield on Thkrull and herself.

harsk init: 1d20 + 6 ⇒ (1) + 6 = 7
bandits init: 1d20 + 3 ⇒ (4) + 3 = 7*5
average 7 init
Taerine init: 1d20 + 2 ⇒ (16) + 2 = 18
Thkrull init: 1d20 + 1 ⇒ (2) + 1 = 3

Okay - no surprise round, they see you as you see them. Taerine, Caillus, Grey, Denat and Anglon get a round while the bandits are flat footed and clustered in a 10 foot raidus. Go in any order you like.
After that Harsk and the Bandits move.
Then everyone goes
After that Harsk and the Bandits move.
hopefully this is fast, but fair to people with high inits

The bandits, two hundred feet ahead and standing around the cart, suddenly stop arguing as the Runelords merge from the Treeline. Shouting an oath they start reaching for weapons.

With a hasty word Taerine warps the temporal flow of the nearby area
Taerine casts Haste on Thkrull, Simon and three undead archers


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

Anglon starts going through the motions he has practiced many times.
"Stop where you are, dwarf."
Casts hold person on Harsk. DC 16 will save or be paralyzed


Male Human Wizard (conjurer) 8/ Archmage 3

Denat raises his hand a speak a word of power, conjuring magical grease under the feet of the bandits.
Casting grease of course, on the whole group (if I can) and trying to have the badger in the area of effect, DC 18


Guys! 200 feet range.
Anglon: Hold Person is 150ft, right?
Denat: area's fine, Grease is 25+5 though.


Male Human Wizard (conjurer) 8/ Archmage 3

Oops. Totally forgot the range. Well.. first action will be : move action forward and hide, or rather take cover, behind some tree.
If needed Stealth: 1d20 + 5 ⇒ (7) + 5 = 12


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

Looking at the range and sighing a bit.

"I really wish I has my rifle. Would shorten this conversation. "


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

Disreguard last post then.
Anglon, realizing he is out of range, moves slowly closer.
Stealth: 1d20 - 5 ⇒ (1) - 5 = -4
*CRACK*
Anglon's eyes get very large as an expression of panic washes over his face.
"Do you think they heard that?" he wispered, trying to ignore the sound the branch he just stepped on made.


m human Oracle (time) 5

Seeing the bandits draw weapons, Caillus purses his lips. Unfortunate they have chosen to die rather than to serve. But they are not living as raiders for nothing.

He looks to the sky holding his hourglass aloft and says in a homiletic tone, Lissala, our Divine Queen. You see forwards and backwards into the smoke of time. DO you recall when Taerine's comapnion, Thkrull was older and more powerful? Grant him your vision today!

He leans over to touch the eidolon, nodding to Taerine as he does so. By your leave, my friend.

As Thkrull's muscle stretch and riple, the chronomancer steps away from the group, stepping lightly over stumps and branches.

Cast bull's strength on Thkrull and move 40' diagonally to spread out the combat and flank.


Male Human (Chelaxian) Vigilante (Brute) 1 HP 9/9, Init +1, Per +7 AC 11/ t11/ ff10, F 3, R 1, W 6
Anglon wrote:
"Do you think they heard that?" he whispered, trying to ignore the sound the branch he just stepped on made.

Briefly wincing at the obvious noise, the opposition's clear reaction & his companion's seeming naivete; Arioch replies. "Yes, yes I do."


waiting on Grey, and the skeletons.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

Directing his small undead horde, Grey points. "Attack them. Once your target falls, move to a new target."

Grey makes an intricate gesture and whispers in Thasselonian.

"Alacritus."

Directing skeletons to attack. Casting Haste on Thkrull, Taerine, Simon, Arioch and Caillus. Sorry to the others. I can only pick 5, so I went with the ones most likely to make an attack roll or two.

The undead surged forward in a mass.

They full move


Grey - Taerine cast Haste on Thkrull, Simon and the Archers


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

D'oh. That's not on this page for me. Ok, in that case I guess I'll get the rest of us. Amended list, Taerine, Arioch, Caillus, Anglon, Denat. Myself and the regular skeleton are the odd ones out.


Grey - are the Skeletons firing (or moving). Remember the ones that are hasted

Caillus:

Why 40ft?

Taerine and Grey chant, and Anglon and Denat surge ahead, desperately trying - unsuccessfully to find decent cover in the celaring.
Anglon moves ahead 30ft, huddles behind a bush which is +2 cover. Denat moves a full 60ft before ducking behind an enormous rotting tree trunk which is +2 cover (ends at the waist)


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

Hmm. Lets have them move 60' feet and fire once. Their attack bonus isn't great. I want to work them into Close range over the next to rounds.

Skeleton Archer 1, Longbow, Med. Range, Haste: 1d20 + 2 - 2 + 1 ⇒ (11) + 2 - 2 + 1 = 12
Damage: 1d8 ⇒ 7

Skeleton Archer 2, Longbow, Med. Range, Haste: 1d20 + 2 - 2 + 1 ⇒ (8) + 2 - 2 + 1 = 9
Damage: 1d8 ⇒ 5

Skeleton Archer 3, Longbow, Med. Range, Haste: 1d20 + 2 - 2 + 1 ⇒ (15) + 2 - 2 + 1 = 16
Damage: 1d8 ⇒ 2

The regular skeleton I'll order to stick with Thrkul to provide a flanking buddy for him


I'm going to assume minion on minion unless told otherwise. It sort of works better when the armies scale up
One archer strikes home in the meat of a bandit's leg, but the force of the arrow is largely spent.
Moving with much more decisiveness than the bandits back at the keep the bandits take cover, draw their bows and return fire. They aim at the archers, not realising how dangerous their pole-arm wielding enemies could be.
Bandits are taking +2 cover
longbow attack - range: 1d20 + 4 - 2 ⇒ (14) + 4 - 2 = 16
longbow attack - range: 1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 17
longbow attack - range: 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19
longbow attack - range: 1d20 + 4 - 2 ⇒ (11) + 4 - 2 = 13
longbow attack - range: 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11
1d8 + 1 - 5 ⇒ (4) + 1 - 5 = 01d8 + 1 - 5 ⇒ (5) + 1 - 5 = 11d8 + 1 - 5 ⇒ (1) + 1 - 5 = -3
Three strike home on the lead skeleton in an exceptional show of massed archery. Two arrows simply pass through the ribcage, and the third nicks the skull.
Gritting his teeth the Dwarf stands upon the cart, sights carefully and fires - at Taerine!
crossbow attack + hatred - range: 1d20 + 12 + 1 - 2 ⇒ (4) + 12 + 1 - 2 = 15damage: 1d10 + 2 ⇒ (8) + 2 = 10
Taerine's precautions earlier prove well founded, as Taerine's shield deflects the deadly bolt.
Badger may be doing somethign you can't see
Everyone is up. Range is 200ft. 140ft for skeletons & Denat. 170ft for Anglon. 175 for Caillus.


Male Human Wizard (conjurer) 8/ Archmage 3

Denat makes a nervous smile, checks Caillus is not in the area he's planning to target and casts one of his favourite spells, creating a dimensional pit and stakes under the bandits' feet.
Casting Spiked pit, DC 20. I'll try to hit as many enemys as I can
After that, he remembers the danger of arrow fire and takes cover.
As much cover as I can find from the bowmen and the dwarf


Denat Leroung wrote:

Denat makes a nervous smile, checks Caillus is not in the area he's planning to target and casts one of his favourite spells, creating a dimensional pit and stakes under the bandits' feet.

Casting Spiked pit, DC 20. I'll try to hit as many enemys as I can
After that, he remembers the danger of arrow fire and takes cover.
As much cover as I can find from the bowmen and the dwarf

Denat - okay to drop prone?


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

Anglon moves forward 20ft and starts going through the motions he has practiced many times.
"Stop where you are, dwarf."
Casts hold person on Harsk. DC 16 will save or be paralyzed


save: 1d20 + 10 ⇒ (17) + 10 = 27


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

Simon stays a few feet behind the undead, making with them, and casts a spell. (Rime snapdragon fireworks)

Molly flies into the tree line tree and hides. She'll stay relatively close to Simon, but never reveal herself unless otherwise stated.


Male Human Wizard (conjurer) 8/ Archmage 3

Okay to drop prone. I fear that badger but right now I'm more afraid of those arrows.


m human Oracle (time) 5

I got the badger, guys

I move 40 w/ [i]boots of striding and springing[i]].


Male Human (Chelaxian) Vigilante (Brute) 1 HP 9/9, Init +1, Per +7 AC 11/ t11/ ff10, F 3, R 1, W 6

Harakani: I understand Pathfinder #71 introduces the troop subtype. It allows the GM to apply a swarm-like effect to large groups of person-sized beings, thereby enabling something closer to mass-combat while still using standard Pathfinder Combat rules without having to slip into the actual Mass Combat rules.
Arioch will Launch himself into the fray, Run to 5' behind Thrkul.


F Human Kinetecist (pyrokineticist) 17

If you don't have the troop rules, I can post them for you when I get home... It's a good idea.

Taerine, suppressing the surge of fear as the arrow just misses her, casts quickly and touches Thkrull, the eidolon's hide growing bony plates, before rushing forward and ducking behind a tree for protection.

Casting lesser evolution surge (natural armor) to give Thkrull +2 AC then trying to get to within 100 feet of the bad guys so eidolon has full access. And now likely going offline for a while again.


HP 108, AC 27/28, F+18, R+18, W+17, Per +17 Savage elephant animal companion 10

Status:

AC 30, touch 14, flat-footed 36
Fort +6, Ref +8, Will +1
CMB +7, CMD 21
HP 32/32
Effects: Mage armor, shield, haste, evolution surge (natural armor), bull strength

Thkrull's grin as Caillus' spell take effect turns to a roar of rage as the arrow just misses Taerine and he races forward toward Harsk.

"You're a dead man, dwarf!" he screams as he runs, pouncing on the ranger.

mechanics:

Bite: 1d20 + 10 ⇒ (18) + 10 = 28
Damage: 1d6 + 6 ⇒ (6) + 6 = 12
Trip: 1d20 + 7 ⇒ (17) + 7 = 24
Critical: x2; Type: B/S/P

Claw: 1d20 + 10 ⇒ (3) + 10 = 13
Damage: 1d6 + 6 ⇒ (1) + 6 = 7
10' reach; Critical: x2; Type: S

Claw: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 1d6 + 6 ⇒ (6) + 6 = 12
10' reach; Critical: x2; Type: S


Thkrull moves 140ft in a charge?
spiked pit, harsk: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
spiked pit, bandit: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23
spiked pit, bandit: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23
spiked pit, bandit: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10
spiked pit, bandit: 1d20 + 2 + 2 ⇒ (18) + 2 + 2 = 22
spiked pit, bandit: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14
horse, bandit: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13


HP 108, AC 27/28, F+18, R+18, W+17, Per +17 Savage elephant animal companion 10

With haste, his base speed is 70, so yes.


m human Oracle (time) 5

The Grey Master's spell quickens Caillus' steps beyond even the enchantment of his enchanted boots. He pauses to catch his balance, intoning another quick spell before rushing another 60 feet. He runs behind Thkrull, and passes within twenty feet of him before continuing wide. Several Cailluses appear where he is, or perhaps it is one chronomancer caught in a series of rapid movements. The whole effect makes him seem blurry and impossibly fast.

Cast blur and move 60 feet. Will engage next round.


Denat - would you care to roll damage? I'm going to be a pain and give those who fell some protection due to the ruins of the piled high cart


Male Human Wizard (conjurer) 8/ Archmage 3

Damage, Falling: 2d6 ⇒ (5, 1) = 6
Damage, Spikes: 2d6 ⇒ (3, 4) = 7


The cart plunges into the pit, Harsk still on top of it. Detrius and debris from around the area rolls down the now sloping terrain and plunges in - knocking two bandits and the screaming horse in as well.
targets take 10 damage
The three remaining bandits look at each other, then at the skeletons... as Thkrull barrels towards them (now only 60ft away).
Grey? Skeletons?


M
Stats:
AC 33 ;touch 23;flat-footed 27;Fort+8,Ref+10,Will+11; Init+6; Percep +23;CMB+7;CMD33
eldritch knight 7/monk (sohei) 1/sorcerer (tattooed sorcerer, wildblooded) 1

Simon will move up with the skeletons, staying behind them. He releases a blue dragon shaped burst of energy that unerringly zig zags into the square I the most aggressive target. (The dwarf I suspect) doing 1d4 ⇒ 3 cold damage and are dazzled. Ref dc15 for half cold DMg and negate dazzled effect. However any cold damage clings to the target and entangles them. No save.


Molly says in the trees, but otherwise stays as close to Simon a possible while remaining hidden.


okay - let's do this. Last call for actions please.


HP 36/36, Temp HP 7, AC 12, +0 Fort, +1 Ref, +4 Will, Mythic 6/7, Command 10/10, Bolster 10/10

Are we in a new round already? I rolled for the first volley above. I'll roll for the Round 2 volley and Grey's actions now.

Round 2

Grey walks forward at a studious pace and casts a handful of small rocks into the air. They streak upward and vanish. A few moments later massive cannon-ball sized boulders began falling.

Stone Call. Since we don't have a map quite yet, I'll leave it up to the GM to place it's area. I'd like it places so that it doesn't hit any of us. Put the edge of it where the closest enemy to us is. That should probably do.

Stone Call: 2d6 ⇒ (5, 5) = 10

The area of the Stone Call is difficult terrain until my next action


1) 32/32, 2) 32/32, 3) 32/32, 4) 32/32

The three skeletal archers continue to move forward, closing the distance for better accuracy, driven by some limited intelligence and instinct regarding how to most efficiently kill.

Skeleton Archer 1, Med range, Hase: 1d20 + 2 - 2 + 1 ⇒ (10) + 2 - 2 + 1 = 11
Damage: 1d8 ⇒ 5

Skeleton Archer 2, Med range, Hase: 1d20 + 2 - 2 + 1 ⇒ (16) + 2 - 2 + 1 = 17
Damage: 1d8 ⇒ 1

Skeleton Archer 3, Med range, Hase: 1d20 + 2 - 2 + 1 ⇒ (3) + 2 - 2 + 1 = 4
Damage: 1d8 ⇒ 5

The skeleton following Thrkull ran with surprising grace, looping wide at the end of the run to come in from the side, trying to get around behind the dwarf Thrkull was attacking.

Full move for Melee Skeleton, off to one side. Will adjust into flanking position next round.


skeletons all miss. advance to 80ft.
Denat casts pit and drops prone. 140ft.
Simon casts spell and advances to 140ft
Anglon casts and advances to 150ft.
Caillus casss blur, moves to 125ft
Grey casts stone call, moves to 140ft.
Stone area extends to 10ft.
Taerine casts on Thkrull, moves to 140ft.
Thrull moves to 60ft.
Arioch runs to 65ft.

NPC damage:

Harsk: 10+10
B1: 10+10+2
B2: 10+10
B3: 10
B4: 10
B5: 10
Horse: 10+10
Harsk gets rope.

The ground opens beneath the cart, and cart, horse, Harsk and two bandits fall in - just as a rain of boulders descends upon them.

Round 2 NPCs
The three bandits not in the pit look at the forces charging for them, the rain of stone, then each other. Then they run for cover. (-120ft)
After the screaming of horse and man are stilled by the thud of rocks, There is no noise from within the pit.
Start of round 3. Everyone is up


m human Oracle (time) 5

Caillus moves in a diagonal, not an arc. He should be closing on combat faster. Round one he casts and moves 40. Round two he casts and moves 60. Should be within 100 feet.


Male Human (Chelaxian) Vigilante (Brute) 1 HP 9/9, Init +1, Per +7 AC 11/ t11/ ff10, F 3, R 1, W 6

Standard action: initiate Inspire Courage, 17 of 18 rounds remaining.


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7

Anglon advances towards the enemy.
Double base speed from haste + double move = 80ft move. Don't forget that haste, inspire courage, and bless all stack. (I think)


Male Human Wizard (conjurer) 8/ Archmage 3

Denat advances behind Anglon.
Double move


m human Oracle (time) 5

Anglon? How is your double move only 80? Shouldn't it be 100?


Male Human Cleric 7 Hierophant 2 / F+7,R+4,W+12 / AC 17/10/17 CMD 16 / HP 48/48 / Init +2 Per +5 / Spells 7/7,6/6,4/4,3/3 / Bursts 6/6 / Mythic Power 7/7
Haste wrote:
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement.

Bold by me. My max speed is 20 in armor so 20x2x2=80.


m human Oracle (time) 5

That's not how the enhancement bonus works, my friend. You are slowed to 20 by your armor, but the enhancement speed to your movement is 30. Your land speed in Medium or heavy armor is 50.

Are we able to go to round three yet? REady for some badgery goodness.[/ooc]

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