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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F Human Kinetecist (pyrokineticist) 17

Taerine nods, looking concerned about the sudden responsibility being laid on her again.

Speaking in Thassilonian, she relays the information to her companions.


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

In thassilonian,

"he'll be fine. Just keep him in the back."


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

In common "Lets camp here for the night and continue in the morning. Grey, would you have Legion take care of that please?"

Just moving things along.


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

"I'm glad to finally be out of there. Now, can someone please explain to me WHAT IN THE HELLS IS GOING ON!?!"
No need to actually explain. Just a flavor comment as I catch up on the draconic/Azlanti/Thassilonian texts.
After Anglon hears the story, he calms down a bit and reverts to his old meditation techniques of going through the motions of his enchantment spells. He missed the old days of just being the priest at a school...


So exploration? It'll cost you another few days per hex. If exploration I'll need two perception rolls please. One general perception and one night-based-sight perception.


F Human Kinetecist (pyrokineticist) 17

OK, let's just make a decision. We need to camp, so let's do that. Then I think we'd head directly there if Pikmek can lead us, since I think we want to cement this alliance -- we wouldn't be exploring at the moment.

"It's getting dark," Taerine says. "We should probably rest soon."

She looks around, unhappy at having to spend the night outdoors.


A neat and tidy campsite begins to unfold. Rocks are dragged into a circle, brush is cleared, wood is gathered. Cots and tents are set up. Dinner begins to cook itself. In short order the great outdoors seems almost hospitable.


in that case just one night based sight perception please - if people could also specify whether they have low-light or darkvision that would be helpful.


F Human Kinetecist (pyrokineticist) 17

Perception (Darkvision): 1d20 + 1 ⇒ (12) + 1 = 13


HP 16, AC 15, F+5, R+5, W+4, Per +4, Acro +5, Ath +6, Intimidation +3 Elephant animal companion

Perception (Darkvision): 1d20 + 15 ⇒ (20) + 15 = 35


seriously Thkrull? 35? Seriously? ;P


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-human sight
Perception 1d20 + 4 ⇒ (7) + 4 = 11

Molly-low light vision- Molly stays in the trees and moves around stealthily keeping watch with Simon.
Perception 1d20 + 9 ⇒ (3) + 9 = 12
Stealth 1d20 + 10 ⇒ (2) + 10 = 12


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 (normal): 1d20 + 4 ⇒ (17) + 4 = 21


Male Human Wizard (conjurer) 8/ Archmage 3

Perception (standard): 1d20 + 4 ⇒ (20) + 4 = 24


Male Cat Familiar (valet)

Perception (lowlight vision, scent): 1d20 + 9 ⇒ (8) + 9 = 17


HP 16, AC 15, F+5, R+5, W+4, Per +4, Acro +5, Ath +6, Intimidation +3 Elephant animal companion

Thkrull laughs at your need for Perception checks! (That said, if Taerine would be asleep at the time, Thkrull would be somewhere else, as in not on this plane.)


assuming Thkrull passes things on.
It is two days later, in the evening twilight, when you comes upon the Sycamore tree.
Just as with the apple it exceeds the normal limits on growth, towering seventy feet high and just as wide. Where its roots should be termite mounds tower fifteen feet into the air, and spread out as far as the dead branches above.
Tumour-like growths dot the tree like obscene fruits, each one six feet across. Suspended on these, fanning their wings occasionally, are man-sized wasps.
It is Thkrull who first notices the guards. A flight of 8 wasps, each ridden by a mite - 300ft above you, 300ft closer to the tree and closing fast.
Tree is about 3000ft. Guard distance is stupidly long, but is because Thkrull spotted them so well. You have the initiative. Distance to scouts is 450ft. Scouts are in 30ft sphere. 3d maps are awful, so hoping not to have to do one until we get closer to the ground.


And now we know how Giant wasps are found this far North...

"How delightful." Arioch then begins his warm-up for a stirring speach.
Sorry, I'm a bit behind the eight-ball with class & don't have quite the mental energy to think up an actual stirring speech.
Standard action: Activate Inspire Courage, 18 rounds remaining for the day.


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 bless us, watch over us, and guide us to victory."
Anglon casts bless and takes out his crossbow.
I know what you mean.


F Human Kinetecist (pyrokineticist) 17

Taerine quickly begins casting spells as the new threat rushes toward them.

Mage armor on herself; next round will be mage armor on Thkrull, then shield on Thkrull.


HP 16, AC 15, F+5, R+5, W+4, Per +4, Acro +5, Ath +6, Intimidation +3 Elephant animal companion

Thkrull growls low in his throat, moving in front of Taerine to take on any threat that approaches.

Note that he has 10 feet reach, so should get AoO if any of the wasps come close.


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

Grey spreads out the ranks of his skeletal minions at the front of their ranks, bracing their spears against the incoming wasps.

One every ten feet in a line across the front. Braced vs. charge.


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

Casting snapdragon fireworks as cold damage with the Rime Metamagic on it. (standard)

Then sending a cold firework out as a move action every round for the next 5 rounds. I'm specifically targeting the wasps and not the mites. I'm hoping to cause at least a couple to plummet to their deaths. Re-reading entangled it doesn't prevent flying (somehow), but maybe we'll get lucky and the rider wont be able to hold on.

Let me know how many rounds we have until they arrive and I'll roll damage as needed, though the entangled is unavoidable and more of the point than the damage.

Rime Spell:
Benefit: The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell.

This feat only affects spells with the cold descriptor.

Level Increase: +1 (a rime spell uses up a spell slot one level higher than the spell's actual level.)

Snapdragon Fireworks:

School transmutation [fire, light]; Level bard 2, sorcerer/ wizard 1

CASTING
Casting Time 1 standard action
Components S, V, M (a bundle of sulfur wrapped in cloth)

EFFECT
Range long (400 ft. + 40 ft./level)
Effect dragon-shaped fireworks
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes

DESCRIPTION
A favorite display at halfling midsummer festivals, this spell lets you create fireworks in the shape of tiny dragons. Once per round, as a move action, you may designate a target 5-foot-square within range and launch a pyrotechnic in that direction. The pyrotechnic takes a zigzag path from you to that square, always missing creatures and objects in its path, and detonates in that square with a bang and a colorful burst of fire and light. Creatures in the target square take 1d4 points of fire damage and are dazzled for 1 round (Reflex half, a successful save negates the dazzled condition). Normally when this spell is used as part of a festival, the chosen target is high in the sky to increase visibility and protect observers.

Entangled:

The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.


no - entangled doesn't stop movement. You can stagger the wasps arrival - so are you firing at a bunch of them sequentially (split their party) or concentrating on one wasp (knock it out of the fight?)


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
Harakani DM wrote:
no - entangled doesn't stop movement. You can stagger the wasps arrival - so are you firing at a bunch of them sequentially (split their party) or concentrating on one wasp (knock it out of the fight?)

It reduces speed by half. Only for a round in this case, but it will help keep them from coming in force. Pick different ones to stagger their incoming.


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

How far away are they? I could take some shots with the xbow.


straight line distance is 450ft. Waiting on Denat, I believe.


okay, going now...
Arioch starts delivering his stirring speech as Anglon calls for Lissala's blessing.
Denat, Taerine and Simon both invoke: shimmering armour appearing around Taerine and a burst of ice coming from Simon.
Grey orders his troops into a defensive formation.
Effects.
Bless: +1 morale bonus on attack rolls and on saving throws against fear effects
Inspire Courage: +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls
Note morale bonuses do not stack.

Grey:

have you and skeletons braced versus charge. Given they're flying a line is by-passable, which you'd know. Get what you want though, and suggest a clustered body might work better - tell me if you want to adjust. Additionally your skeletons were primarily archers as I recall.

Denat:

Sorry, didn't want to gazump. Couldn't find what spells you had memorized on your sheet, but if you like you can pick one to kick in next round.

ref dc 15 wasp: 1d20 + 5 ⇒ (3) + 5 = 8
ref dc 15 mite rider: 1d20 + 3 ⇒ (3) + 3 = 6

One of the wasps is caught in Simon's attack, and a burst of ice smashes into it, crystallizing around it and its rider.

Simon:
Roll for 3 round, I guess. First round they close 240ft (entangled moves 60) Second round they close 120ft (entangled moves 60, last round entangled moves 240ft) and third round they charge 90ft (entangled moves 60).
If you hit all three times then three wasps will have been slowed down - two by 60ft, one by 30ft. These three will "hit" a round later.
Thing is, that tiny damage IS actually enough it might kill a Mite rider.


The frozen wasp all but falls out of the air, but the remaining wasps put on a blurring burst of speed as they angle out of the sky at the group.
diagonal distance now at 210ft


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

Over the next three round Simon becomes a blur of motion and spellcasting. Acid and Ice flying from his fingertips at impressive speed.

Simon rolls:

There isn't a roll to hit in this case. I just pick the 5' square and it flies to that and explodes. There is potential damage though. Since the mites are riding the wasps if they're in the same 5' square they could potentially both be hit. That's the goal, but if I have to pick just one I'll pick the Wasps.

My next three rounds of actions

S = Standard action
M = Move action

1) S- Cast Snapdragon fireworks. M- Launch one snapdragon firework.

1d4 ⇒ 3 Cold damage + Dazzled. Ref DC15 for half damage and negate dazzled
If they take cold damage at all they're entangled.

2) S- Acid Arrow at a new target, one of the wasps.
Ranged Touch Attack 1d20 + 5 ⇒ (11) + 5 = 162d4 ⇒ (1, 3) = 4
The next round unless neutralized it will do another 2d4 ⇒ (3, 2) = 5

M- Launch one snapdragon firework at a different target
1d4 ⇒ 1 Cold damage + Dazzled. Ref DC15 for half damage and negate dazzled
If they take cold damage at all they're entangled.

3)S- Acid Arrow at a new target, one of the wasps.
Ranged Touch Attack 1d20 + 5 ⇒ (7) + 5 = 122d4 ⇒ (3, 4) = 7
The next round unless neutralized it will do another 2d4 ⇒ (3, 2) = 5

M- Launch one snapdragon firework at a different target
1d4 ⇒ 1 Cold damage + Dazzled. Ref DC15 for half damage and negate dazzled
If they take cold damage at all they're entangled.

Summary. Fire snapdragon fireworks every round. Rounds 2 and 3 acid arrows at new targets. If they hit they'll continue to burn for an additional round each. All volleys are at separate targets. Targeting wasps, though snapdragon fireworks may hit more than one.

Acid Arrow:

Acid Arrow
School conjuration (creation) [acid]; Level magus 2, sorcerer/wizard 2

CASTING
Casting Time 1 standard action
Components V, S, M (rhubarb leaf and an adder's stomach), F (a dart)

EFFECT
Range long (400 ft. + 40 ft./level)
Effect one arrow of acid
Duration 1 round + 1 round per three levels
Saving Throw none; Spell Resistance no

DESCRIPTION
An arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels you possess, the acid, unless neutralized, lasts for another round (to a maximum of 6 additional rounds at 18th level), dealing another 2d4 points of damage in each round.


Dazzled condition:

The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.


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 lines up a shot at one of the frozen wasps.
Attack: 1d20 + 2 + 1 + 1 + 3 - 1 ⇒ (5) + 2 + 1 + 1 + 3 - 1 = 11
Damage: 1d10 + 2 ⇒ (5) + 2 = 7
I think I did that right: +2 competence from inspire courage, +1 morale from bless, +1 enhancement from master worked, +3 BAB, -1 range?


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 Demarkus wrote:

Over the next three round Simon becomes a blur of motion and spellcasting. Acid and Ice flying from his fingertips at impressive speed.

** spoiler omitted **

** spoiler omitted **...

Oh, add +2 from inspire courage to my attack rolls please


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

GM: You are correct. Derp moment on my part. Rather than setting vs. charge, they will ready arrows until such time as the lead wasp is in Close range. The last skeleton will ready a hand axe to be thrown for the same effect.

Skeleton 1, Readied Shot, close range: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Skeleton 2, Readied Shot, close range: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Skeleton 3, Readied Shot, close range: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Melee Skeleton, Readied Axe-throw, close range: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Mindless creatures do not receive morale effects.


Male Human Wizard (conjurer) 8/ Archmage 3

Sorry once again for being late. My prepared spells are under the offense section of my sheet.
Denat waits for the first wasp to be in close range and fires his crossbow, aiming for the last not frozen one.
Attack: 1d20 + 4 + 1 + 2 ⇒ (18) + 4 + 1 + 2 = 25
Damage: 1d8 ⇒ 6


Grey Servant wrote:
Mindless creatures do not receive morale effects.

.

Now I almost want to take level of Undead Bloodline Sorcerer, just to see if I could get my Bardic Music to affect undead.
Almost.


Simon:

Snapdragon
W2 ref was: 1d20 + 5 ⇒ (13) + 5 = 18 M2ref mite: 1d20 + 3 ⇒ (14) + 3 = 17
1 damaged halved is 0, IIRC, so not entangled - please confirm
Acid arrow hits W3 for 4 (+5 next round)

Anglon:

What is the range of your weapon. I believe is -2 for each range icrement after the first. If 80 ft range then 0-80=-0, 81-160=-2, 161-240 = -4 etc.
Not a hit though I am afraid.

Grey:

What is the range increment? You are readied for them to be coming in on their charge, right?
What action is grey doing once commands are given?

Denat:

what is close? 80ft? Light crossbow reloads as a move action so you could fire each round. This is also a chance to get some other spells up while not in combat if you prefer.

Taerine:

Mage armour on Thkrull this round?


F Human Kinetecist (pyrokineticist) 17

Yes, followed by shield on Thkrull, then pulling her crossbow.


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

DM:

I always though it was minimum 1 damage, but now that i think about it I'm not sure. If they take no damage that's fine. It was still a worthwhile attempt.


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
Harakani DM wrote:
** spoiler omitted **

You are correct.

Attack: 1d20 + 2 + 1 + 1 + 3 - 1 ⇒ (5) + 2 + 1 + 1 + 3 - 2 = 10
Damage: 1d10 + 2 ⇒ (5) + 2 = 7
I think I did that right: +2 competence from inspire courage, +1 morale from bless, +1 enhancement from master worked, +3 BAB, -2 range?


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

GM:

They are holding their shot until the wasps reach close range (100 feet for the bows, 10 for the axe)

Grey is going to cast Stone Call just before they reach our front lines.


Male Human Wizard (conjurer) 8/ Archmage 3

DM, You have a point. Denat will fire in the first round, range 210, so first result is 21 (-4 range penalty)for 6 damage.


grey:

remember Stone Call is only 20ft high

denat:

firing again in the second round? You can roll now if so.

Caillus:

last chance to post an action this round...


Taerine casts a protective spell on Thkrull.
Simon's first spell is a flash of ice that is easily dodged by a wasp, and a burst of acid at another that hits home.
Anglon's arrow spirals into a wasp, but has lost enough power from the range to fail to penetrate the exoskeleton.
Grey and his servants stand ready


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

Fire again, rolls already made.


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

I plan on casting right in front of us, when they're swooping in to attack.


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 puts away his crossbow and draws his halberd in preparation for the attack.


Male Human Wizard (conjurer) 8/ Archmage 3

Denat fires again in the second round...
Attack, light crossbow: 1d20 + 4 + 1 + 2 - 2 ⇒ (1) + 4 + 1 + 2 - 2 = 6
... and looks at the bolt wounding an innocent tree.
Whispering words a young Cheliaxan noble of good education should definitely not know, he draws his trusted bec de corbin and speaks a word of power in the 3rd round, shooting an acid ray at the nearest wasp.
Attack, ranged touch: 1d20 + 4 + 1 + 2 ⇒ (14) + 4 + 1 + 2 = 21
Damage, acid dart: 1d6 + 2 ⇒ (2) + 2 = 4


Okay, I'm getting confused with all the actions and readied actions and so forth. Trying to jump forward, hope I get this right.
W4 ref: 1d20 + 5 ⇒ (12) + 5 = 17M2ref: 1d20 + 3 ⇒ (17) + 3 = 20

Taerine finishes her casting
The wasps seem ready for Simon's waves of attacks, dodging his acid arrows and cold snaps as they speed closer - albeit at a reduced rate. Pushing for speed one wasp is just score by the last arrow.
Just before they hit Denat's acid hits home on the already acid injured wasp W3 takes 4, now on 13 damage, it drops behind and the Archers (and hatchettman) open fire 14 damage to W4, now on 14.
A huge cloud of stones erupt just before contact as Grey carefully times his spell damage: 2d6 ⇒ (2, 4) = 6 - while no wasp is downed, their Mite riders are devastated.

DM:

W1 3 (delayed)
W2 6
W3 19
W4 20
W5 13 (5 more waiting)
W6 6
W7 6
W8 6


Tkhrull and Anglon can make a readied attack and an AoO if you like.
Denat, you can make an AoO.
After this wasps roll for damage.

hopefully map is at https://docs.google.com/spreadsheet/ccc?key=0AhWagOeHrdmodGNWek51WnpTeURiWD VINXJOZUp3N2c&usp=sharing


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

Attack: 1d20 + 2 + 1 + 1 + 1 + 3 ⇒ (16) + 2 + 1 + 1 + 1 + 3 = 24
damage: 1d10 + 1 + 1 + 2 ⇒ (3) + 1 + 1 + 2 = 7

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