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


901 to 950 of 1,710 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>

HP 118, AC 28, F+19, R+19, W+18, Per +18 Savage elephant animal companion 11

Thkrull unleashes his full fury on anything that comes near, razor-sharp teeth revealed in his grin.

Bite, power attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d6 + 8 ⇒ (5) + 8 = 13
Trip: 1d20 + 7 ⇒ (5) + 7 = 12
Critical: x2; Type: B/S/P

Claw, power attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d6 + 8 ⇒ (2) + 8 = 10
10' reach; Critical: x2; Type: S

Claw 2, power attack: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d6 + 8 ⇒ (4) + 8 = 12
10' reach; Critical: x2; Type: S


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

It looks like the enemy bees are at Height Level 2, which puts them 10 feet above us, and out of their reach. Is that correct?

Assuming it is:

Grey looks to the approaching storm, realizing that it may pose an even more serious danger than their larger cousins. He resorts to his usual crude, but effective, bombardment.

Stone Call between the two swarms (catching both): 2d6 ⇒ (4, 5) = 9

Swarms usually take x2 damage from AoO. Hopefully that's the case here.


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

The skeleton archers aim straight up past the undead bees.

Skeleton Archer 1: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Skeleton Archer 2: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

Skeleton Archer 3: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
Damage: 1d8 + 1 ⇒ (8) + 1 = 9

The skeletal warrior waits to attack the first bee that comes within reach.

Skeletal Warrior Kressle, Readied Attack, hand axe: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d6 + 3 ⇒ (3) + 3 = 6


Fast Zombie Giant Bumblebee

All the ZomBees are attacking the giant bees closest to them. I've moved the one in the center of the pack, and coded the map with numbers and height indicators to make tracking damage and targeting easier. I also added an enemy damage tracker so we can tell at a glance what has been previously hurt, and how much. I'm not sure what the totals are right now. If you could add that it would be helpful.

The undead bees attack their former brethren in a flurry of angry buzzing and thrusting stingers.

zB1 Sting, W2: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d4 + 4 ⇒ (4) + 4 = 8

zB2 Sting, W3: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

zB3 Sting, W6: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

zB4 Sting, W7: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d4 + 4 ⇒ (4) + 4 = 8

zB5 Sting, W10: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d4 + 4 ⇒ (4) + 4 = 8

zB6 Sting, W11: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d4 + 4 ⇒ (3) + 4 = 7

Looking at the SRD entry on giant bees/wasps, it doesn't look like they are immune to their own venom, were they to attack each other. So it looks like any of the Wasps that the ZomBees damage will need to make DC 13 Fort saves. Failure = 1d2 Con damage. Save repeats for 4 rounds, or until successful.

You may wish to house rule that the bees are immune to their own venom type.

Status:

zB2: 21/24 hp

zB3: 18/24 hp

zB4 23/24 hp


Simon:
not a critical, was it?

Taerine slightly scores a wasp, but Thkrull rips one apart
Two of the archers strike home, but the skeletal warrior misses.
The wasp-on-wasp dogfights are horrific and one sided.

mechanics:

fort saves w3: 1d20 + 6 ⇒ (12) + 6 = 18
fort saves w6: 1d20 + 6 ⇒ (9) + 6 = 15
fort saves w7: 1d20 + 6 ⇒ (2) + 6 = 8con damage: 1d2 ⇒ 2=3damage
fort saves w10 twice: 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 23

Grey casts a spell and stones rain down from the sky, decimating both swarms.

The ground trembles as the stones rain down.

The clear area in the center of the bones suddenly flips open, and a huge spider emerges... its fat body larger than an elephant. Propelled out of the ground it strikes randomly around the hole like lightning as if confused, then turns towards the Runelords.

Figures seem glued to its back.

perception DC 15:

One of the figures is a Mite, and another a hideous statue. The other four are wasp larvae slowly emerging from the spider, their tiny forms likely doing little damage to the enormous form.


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:

No not a critical. Not sure why I included the multiplier.


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

Fires at the spider

Ranged touch "Kindness" 1d20 + 6 ⇒ (8) + 6 = 141d8 ⇒ 7

Percep 1d20 + 4 ⇒ (4) + 4 = 8


Percep 1d20 + 9 ⇒ (13) + 9 = 22

"Mite and a statue on the back of the spider. That's weird."


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

Reminder that Stone Call makes it's area Difficult Terrain for 5 rounds.


Indeed! And you are correct that the swarms were more likely to be dangerous than the bees without Area of Effect


Arioch initiates Inspire Courage +2 to attack, damage and fear to living allies. Accounted retrospectively.
Simon's target change to Spider.


Male Human Wizard (conjurer) 8/ Archmage 3

Time for a silly question: would a Web spell hit the swarms ?


Denat Leroung wrote:
Time for a silly question: would a Web spell hit the swarms ?

You need 2 anchor points within 40ft. The tree trunk is one. The canopy is 100 ft up. The ground could be another. Not sure the points work.


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

use the trunk 20' up, and the ground 30ish feet away from the trunk. According to Pythagoras the angle will catch them.

A Wizard could do that math in about half a second. Spacial geometry seems to be the majority of what they spend so much time studying.

Also, well done for casting web on a spider. :)
According to the bestiary entry and the spell description, spiders are not immune to it. How weird is that?


Male Human Wizard (conjurer) 8/ Archmage 3

Perception: 1d20 + 4 ⇒ (5) + 4 = 9
I was thinking of catching the wasp larvaes and/or the mite in it.. the spider is just a bonus. And I'll trust your maths ;)
Whispering words of arcane power, Denat invokes a shimmering web, hoping to catch the giant spider and its passengers.
Casting Web, Reflex save, DC 19


Quote:
These masses must be anchored to two or more solid and diametrically opposed points

not sure those two points will work


Caillus casts Bull's Strength on himself.

The Giant Spider orients itself on the party and starts moving through the loose rocks still lying on the ground, it's enormous limbs slippin on the scree.

The two swarms descend to the ground and zero in on the party.

Bee AC is 17.

rolls:

B1 attack: 1d20 + 4 ⇒ (11) + 4 = 15
B2 attack: 1d20 + 4 ⇒ (3) + 4 = 7
B3 attack: 1d20 + 4 ⇒ (7) + 4 = 11
B4 attack: 1d20 + 4 ⇒ (7) + 4 = 11
B5 attack: 1d20 + 4 ⇒ (7) + 4 = 11
B6 attack: 1d20 + 4 ⇒ (8) + 4 = 12
B7 attack: 1d20 + 4 ⇒ (12) + 4 = 16
B8 attack: 1d20 + 4 ⇒ (16) + 4 = 20
B9 attack: 1d20 + 4 ⇒ (11) + 4 = 15
B10 attack: 1d20 + 4 ⇒ (10) + 4 = 14
Wasp 1 on Z1
dam-dr: 1d4 + 3 - 5 ⇒ (2) + 3 - 5 = 0
Wasps 7, 8 and 9 on bee 4.
dam-dr: 1d4 + 3 - 5 ⇒ (2) + 3 - 5 = 0 + dam-dr: 1d4 + 3 - 5 ⇒ (4) + 3 - 5 = 2 + dam-dr: 1d4 + 3 - 5 ⇒ (1) + 3 - 5 = -1


Though the wasps strike again and again, only one of Grey's animated insects is even slightly damaged.

PCs are up! Arioch is granting +2 attack and damage to non-undead


Fast Zombie Giant Bumblebee

zB1, sting, W2: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Damage: 1d4 + 4 ⇒ (2) + 4 = 6

zB2, sting, W3: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Damage: 1d4 + 4 ⇒ (2) + 4 = 6

zB3, sting, W6: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

zB4, sting, W7: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

zB5, sting, W10: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Damage: 1d4 + 4 ⇒ (4) + 4 = 8

zB6, sting, W10: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Damage: 1d4 + 4 ⇒ (3) + 4 = 7

Attack bonus added for High Ground now that the Wasps are at the same elevation level as the PCs.

Successful damage requires a DC 13 Fort save.

Reminder: additional doses after a failed save increase the save DC by 2, so W7 has a DC of 15 if it got hit again.

Also, W7 needs to save against poison again this round (this is round 2 of 4, or until it successfully saves)

Status:

zB2: 21/24 hp

zB3: 18/24 hp

zB4 21/24 hp


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

The skeletal archers, finding their targets too close to employ their weapons, step away a few paces and continue their volley.

ga1, arrow, W3: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

ga2, arrow, W9: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

ga3, arrow, W9: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

ga3 provokes an AoO from moving out of W9's threat zone. The other two 5' adjust back.

Finally having an enemy in range, the skeletal warrior lashed out with both claws.

gs, claw, W3: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

gs, claw, W3: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d4 + 1 ⇒ (4) + 1 = 5


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

Looks like you made a mistake with the area of Stone Call. It has a 40' radius, not diameter. It's a much larger area of effect than you have listed. I've fixed it.

The Master in Grey, seeing that his minions seemed to be have things well in hand, continued to concentrate on the oncoming threats. He steps back away from the crowd and rains down another hail of boulders.

I think W10 might be dead after the attacks from the Zombees. If it isn't, I cast defensively

Defensive Cast (if needed), DC 19: 1d20 + 11 ⇒ (13) + 11 = 24

Stone Call Damage: 2d6 ⇒ (4, 4) = 8

I have marked the new Difficult Terrain area on the map. It's big enough that I even managed to hit W6 and W7


W10 was dead when attacked, so moved ZB6 to W9
fort W9: 1d20 + 6 ⇒ (13) + 6 = 19
fort W7: 1d20 + 6 - 1 ⇒ (16) + 6 - 1 = 21

As the attacking wasps swarm past the bees they take some hits, but mostly dodge agiley out of the way.
The skeletons attacking into the whirling melee seem unable to connect.
The rain of stones leaves the swarms of smaller wasps decimated, but they do reform - just.
The giant spider barely notices the impacts.


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

Round ??:
Free action: Maintain inspire Courage, ?16? rounds remaining.
Standard action: Whip attack: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10, not so much.

Distracted by the buzzing of the Mite's mounts, Arioch flails about him with his mistress' symbolic weapon, failing utterly to strike anything save air.


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 swings his weapon, hoping to hit the wasp hovering over his head.
Attack: 1d20 + 7 ⇒ (7) + 7 = 14
And misses again.


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

Fires at spider again

Ranged touch "Kindness" 1d20 + 6 ⇒ (9) + 6 = 151d8 ⇒ 6


Simon:

That's outside the range where it is touch, right?


Male Human Wizard (conjurer) 8/ Archmage 3
Harakani DM wrote:
Quote:
These masses must be anchored to two or more solid and diametrically opposed points
not sure those two points will work

Ok, let's forget that.. for now, I'll keep to the old fashioned methods

Denat swings his weapon at the wasp hovering over Anglon (that would be W3)
Attack: 1d20 + 1 + 2 ⇒ (20) + 1 + 2 = 23
Critical confirmation: 1d20 + 1 + 2 ⇒ (14) + 1 + 2 = 17
Unless I'm mistaken that's a critical hit
Damage: 3d10 - 3 + 6 ⇒ (9, 1, 1) - 3 + 6 = 14


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 think you're right. If nothing is in touch range just use the above roll as a normal attack roll.


Forced to rely on his martial rather than occult prowess Denat swings - and almost kills a wasp!
Simon's bullet hits the spider, but has lost enough power that it does not penetrate the exoskeleton.


1 day warning for Taerine and Caillus before botting...


HP 118, AC 28, F+19, R+19, W+18, Per +18 Savage elephant animal companion 11

Thkrull steps forward as Taerine steps back they're switching places and lashes out over Denat at the nearest wasp, hoping to rip it out of the sky.

Claw, power attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 + 8 ⇒ (1) + 8 = 9

Claw 2, power attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 + 8 ⇒ (2) + 8 = 10


F Human Kinetecist (pyrokineticist) 17

Taerine jabs toward the closest creature, hoping to keep it from being able to close.

Aid another action, to improve ZB5's AC

mwk glaive-guisarme: 1d20 + 4 ⇒ (10) + 4 = 14


Thkrull's strike rips off two legs and leaves the wasp oozing, but still alive.


Caillus strikes with his bardiche - but misses, misjudging his prodigious new strength.
1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12


Spoiler:
W1 attack: 1d20 + 4 ⇒ (3) + 4 = 7
W2 attack: 1d20 + 4 ⇒ (4) + 4 = 8
W3 attack: 1d20 + 4 ⇒ (12) + 4 = 16
W4 attack: 1d20 + 4 ⇒ (4) + 4 = 8
W5 attack: 1d20 + 4 ⇒ (5) + 4 = 9
W6 attack: 1d20 + 4 ⇒ (4) + 4 = 8
W7 attack: 1d20 + 4 ⇒ (19) + 4 = 23
W8 attack: 1d20 + 4 ⇒ (10) + 4 = 14
W9 attack: 1d20 + 4 ⇒ (10) + 4 = 14
3=16 on Caillus dam: 1d4 + 3 ⇒ (1) + 3 = 4
7=23 on skeletondam - dr: 1d4 + 3 - 5 ⇒ (3) + 3 - 5 = 1
C save: 1d20 + 3 ⇒ (16) + 3 = 19

A wasp strikes hom on Caillus 4 damage, and another on grey's skeletal warrior 1 damage after DR.
SPIDER AND SWARM STILL TO COME


The swarms buzz on.

The giant spider is motionless for a second, then gathers its legs under it in one blurring move, then is motionless again.
Suddenly it is gone - blurring up into the sky.
Effortlessly the enormous arachnid covers the distance to the combat. As it lands at unearthly speeds it lashes out with its pedipalps, tagging a slow animated wasp. Pulled closer the wasp is under the creature when it lands, crushed beyond all hope of recovery.
The spider, now motionless again, freezes as the ground around it reverberates with the sound of its impact, its fat abdomen pressed into the earth.

mechanics:

acrobatics: 1d20 + 6 ⇒ (5) + 6 = 11
target: 1d10 ⇒ 7=Zb2.
attack: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28damage: 2d8 + 7 + 4d6 ⇒ (2, 8) + 7 + (2, 4, 6, 2) = 31

attack: 1d20 + 8 ⇒ (13) + 8 = 21damage: 2d8 + 7 ⇒ (6, 1) + 7 = 14


Spider's AC is 19 this round
The giant wasps attacking the party scatter as the spider lands, but one doesn't make it as with blurring speed the spider lashes out and destroys it.
withdraw up 30ft
Spider has used an AoO this round


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

Fires at spider again

Ranged touch "Kindness" 1d20 + 6 ⇒ (1) + 6 = 71d8 ⇒ 8

should be close enough for a touch attack now. I'll move if needed.

edit:and my gun misfired and is broken. Super.


Male Human Wizard (conjurer) 8/ Archmage 3

Raising his hand and whispering words in Thassilonian, Denat calls an icy stalagmite from the ground below the giant spider.
Casting Ice Spears on K20. Reflex DC 20 for half damage. Can I hit the spider and the mite riding it at the same time ?
Piercing damage: 2d6 ⇒ (5, 1) = 6
Frost damage: 2d6 ⇒ (6, 2) = 8
Trip attempt, if Reflex save is not successful: 1d20 + 11 ⇒ (6) + 11 = 17


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 casts ray of sickening on the spider.
Concentration: 1d20 + 5 + 4 ⇒ (15) + 5 + 4 = 24 DC=17 if required
Ranged touch: 1d20 + 3 + 1 + 2 ⇒ (10) + 3 + 1 + 2 = 16
The spider must succeed a DC 15 Fort save or be sickened for 5 min.


Mite rider was taken out by the second rain of stones - a move that has left it effectively mindless
reflex dc 20: 1d20 + 4 ⇒ (12) + 4 = 16
fort dc 15: 1d20 + 9 ⇒ (20) + 9 = 29


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

Stepping out of the cloud of wasps, Arioch lashed into it with his Goddess' chosen weapon.
Move action: 5' step to H24
Free action: maintain inspire Courage
Whip attack: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9...
Seriously? I have got to stop making dice-rolling posts from the College computers. I swear, every time I do, I roll a 1...


F Human Kinetecist (pyrokineticist) 17

Taerine hacks at the nearest bee, hoping her companions can dispatch them as quickly as possible.

mwk glaive-guisarme: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d10 ⇒ 9


HP 118, AC 28, F+19, R+19, W+18, Per +18 Savage elephant animal companion 11

Thkrull claws at the nearest attacker, ripping mercilessly at it with his vicious claws.

Bite, power attack: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d6 + 8 ⇒ (3) + 8 = 11

Claw, power attack:
Claw, power attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 + 8 ⇒ (6) + 8 = 14

Claw, power attack:
Claw 2, power attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d6 + 8 ⇒ (4) + 8 = 12


Taerine - there was a bug in the map and I just realised what the H was for... the giant wasps scattered at the start of the round. Happy for Thkrull to bring one down or charge the giant spider (in which case you can roll again). If this changes Taerine's action please tell me.
I have learned not to use height if I can help it!


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

The skeletal archers continued their volley.

Ga3 Arrow to W9: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Ga2 Arrow to W9: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Ga1 Arrow to W3: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Damage: 1d8 + 1 ⇒ (1) + 1 = 2

and the skeletal warrior continued it's savage attacks

Gs Claw 1 to W7: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Gs Claw 2 to W7: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d4 + 1 ⇒ (3) + 1 = 4


Fast Zombie Giant Bumblebee

and the undead wasps continued to swarm their former hive-mates

zB1 stinger to W2: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
zB1 Crit Confirm to W2: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Bonus Crit Damage: 1d4 + 4 ⇒ (4) + 4 = 8

zB3 stinger to W7: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Damage: 1d4 + 4 ⇒ (2) + 4 = 6

zB4 stinger to W7: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Damage: 1d4 + 4 ⇒ (2) + 4 = 6

zB5 stinger to W9: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Damage: 1d4 + 4 ⇒ (3) + 4 = 7

zB6 stinger to W9: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Damage: 1d4 + 4 ⇒ (3) + 4 = 7

All successfully damaging hits require poison saves


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

Grey, growing concerned about the closeness of the huge spider and the two swarms, flipped to the back of his book and placed a hand on a page, again calling stones from above. The page burned to white ash and blew away in the breeze.

Casting Stone Call again, this time from a scroll. (have 2 more left)

Stone Call Damage: 2d6 ⇒ (6, 6) = 12

New stonecall area noted on map. Effect should catch the big spider, both swarms, W7, W8 and W9.


remember that the wasps went up 30ft at the start of the round. You'll need to move your ZomBees up to attack, and they're outside Stone Call's 20ft height.


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

Didn't realize. That's fine. Adjusted the map for height.

901 to 950 of 1,710 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Rise of the New Runelords, Volume One All Messageboards

Want to post a reply? Sign in.