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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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

Next round?


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 believe it's Arioch, Taerine, and Caillus, then the BG, then me and Thkrull.


Yeah. Haven't seen Taerine or Caillus in a while, and while Arioch is leaving, was still around. Guess I should Bot them.


As the pit opens Caillus - remembering older times - immediately casts a spell, and levitates a foot from the ground.

Taerine also looses a spell, and the air in the pit is filled with shimmering dust. Within the pit a voice in Infernal curses all light-dwellers, only to be cut off at Arioch's incantation.

will dc 14: 1d20 + 6 ⇒ (4) + 6 = 10
spell pen dc 14: 1d20 + 5 ⇒ (9) + 5 = 14

spellcraft dc 17 for Caillus' spell:
Levitate

spellcraft dc 17 for Taerine's spell:
Glitterdust

spellcraft dc 17 for Arioch's spell:
Silence

In the glittering, silent pit Hasathorex waits motionless.

H holds. Anglon and Thkrull are up

Thkrull leaps into the pit takes 11 damage and attacks
Bite, power attack, charge: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Damage: 1d6 + 8 ⇒ (5) + 8 = 13
Trip: 1d20 + 7 ⇒ (14) + 7 = 21

Within the pit, blinded and deafened Hasathorex slams into the ground, a gaping wound in his back from Thkrull's bite.

Hasathorex moves
will dc 14: 1d20 + 6 ⇒ (2) + 6 = 8
Hastathorex thrashes, but blinded cannot see Thkrull and misses his strike
miss chance: 1d100 ⇒ 24

Everyone is up, then poor Hasathorex


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 readies an action to fire at the demon should it start to come out of the pit. He doesn't want to hit Thrull.


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 says a prayer to Lissala, bolstering his allies and hindering his enemies.
Prayer
SR: 1d20 + 5 ⇒ (9) + 5 = 14


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

Not certain if you are considering that Arioch was maintaining inspire Courage last round or not. If so, then his free action is to maintain & he will attack with his whip. If not, then his action will be to begin inspire Courage again.
Let me know & I will post.


Arioch:
I had thought you had dropped I'm afraid - but as you never said you had I'm happy for you to have kept going (Arioch knew what Hasathorex was) and I'll add 2 to Thkrull's damage


Simon:
are you extinguishing the ball of fire? If not roll dmaage please. Can take a -4 to shoot into melee; there's no cover if you're on the lip (but it does take a reflex save)

Grey:
Hey Grey can you please make a save for your skeleton for the pit, take damage for your skeleton falling if necessary, and give me a will save for glitterdust


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

Grey walked up between his archers and called them to him, pulling a bandoleer of clay jars out of the folds of his robe. He held them and directed them to be thrown down the hole.

Move and retrieve bandoleer of holy water, holding them for skeleton archers.


Caillus, hasted, strengthened, prayered and inspired, attacks from above
bardiche: 1d20 + 6 + 1 + 2 + 1 + 2 ⇒ (5) + 6 + 1 + 2 + 1 + 2 = 17damage: 1d10 + 4 + 3 + 1 + 2 ⇒ (4) + 4 + 3 + 1 + 2 = 14


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

The skeleton warrior attempted to dodge...

Reflex: 1d20 + 4 ⇒ (2) + 4 = 6 Failing miserably.

The skeleton archers obeyed, each grabbing a jar and tossing it down the pit.

Touch Attack: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
Damage: 2d4 + 1 ⇒ (3, 3) + 1 = 7

Touch Attack: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
Damage: 2d4 + 1 ⇒ (1, 3) + 1 = 5

Touch Attack: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
Damage: 2d4 + 1 ⇒ (2, 1) + 1 = 4


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

Arioch, renewing his diatribe against the enemies of the Goddess once more, also lashes out with her chosen weapon.
Free Action: maintain inspire Courage
Standard action: Whip attack: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14, not certain if that hits or not. If it does, Whip damage: 1d3 + 2 + 2 ⇒ (1) + 2 + 2 = 5, pfft...


Harmless water rains down on the things in the pit - and Hasathorex and the Skeleton metl like it was acid.

Grey:
1=skeletonscatter: 1d8 ⇒ 1 1+5+1 damage to skeleton 7+1+4 to Hasathorex
Grey - weren't you summoning?

Arioch:

It hits - but Hasathorex has DR 5/good


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 adjusts the flaming sphere to press against the enemy. 3d6 ⇒ (4, 5, 5) = 14


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

I was, yes. It went off at the beginning of my turn. I just forgot about it. >.<

Grey was taking a gamble. Normally summoning creatures was only a good idea if you summoned creatures who's general goals were similar to your own. It was entirely possible that the creature would simply refuse to be summoned.

His magics reached out to the Celestial Plains and brushed a simple, golden mind.

Grey is Lawful Neutral. He's attempting to summon a Lantern Archon, which is Lawful Good. It's up to you if the Archon answers.


For this? Battling the spawn of Jubilex? Seems reasonable. Thought that did not apply to Wizards, just divine casters. Archon appears within 30ft and can attack immediately.


Harakani DM wrote:
For this? Battling the spawn of Jubilex? Seems reasonable. Thought that did not apply to Wizards, just divine casters. Archon appears within 30ft and can attack immediately.

WIzards can summon whatever they want. Clerics can only summon within 1 step of their Alignment. I Know the former is true, not sure about the latter but I seem to recall something like that.


Good to know.

A tiny glowing ball of light burst out of a spacial fold and made a sound reminiscent of tiny bells. Grey pointed to the pit.

It slipped over like a humming bird, it's golden glow deepening in shock at what it saw.

It began firing bolts of light down onto the newborn demon.

Ranged Touch Attack: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
Damage (ignores all DR): 1d6 + 2 ⇒ (6) + 2 = 8

Ranged Touch Attack: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
Damage (ignores all DR): 1d6 + 2 ⇒ (4) + 2 = 6

Demon must make a DC 13 Will save against the Archon's Aura of Menace


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 know

CRB wrote:
Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

And
CRB wrote:
When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table 10–1 marked with an “*” are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an “*” always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

It has always been my understanding that arcane casters can do whatever they want, but divine casters should follow their alignment.


will: 1d20 + 6 ⇒ (13) + 6 = 19 I don't think you counted prayer and inspire courage


Counted inspire courage. Forgot prayer.


have accounted for the 2 extra damage. Waiting on Denat, I believe


Male Human Wizard (conjurer) 8/ Archmage 3

Denat wraps himself in a shimmering protective aura.
Casting Protection from Chaos. Sorry for being late, had several minor but time consuming problems at work.


Denat Leroung wrote:

Denat wraps himself in a shimmering protective aura.

Casting Protection from Chaos. Sorry for being late, had several minor but time consuming problems at work.

All good. who are you casting on?


Hasathorex's eyes clear will save glitterdust: 1d20 + 6 ⇒ (15) + 6 = 21 and with a soundless roar he turns to the creature attacking him.
He swarms to his feet

Caillus AoO: 1d20 + 6 + 1 + 1 + 2 ⇒ (15) + 6 + 1 + 1 + 2 = 25
Thrkull: 1d20 + 5 + 2 + 1 ⇒ (15) + 5 + 2 + 1 = 23
and attacks!
touch attack: 1d20 + 6 ⇒ (10) + 6 = 16

damage coming in a minute


Thkrull: 1d6 + 5 + 2 + 1 ⇒ (3) + 5 + 2 + 1 = 11
Caillus: 1d10 + 4 + 3 + 1 + 2 ⇒ (6) + 4 + 3 + 1 + 2 = 16
Thkrull is sickened!


Everyone is up!


Male Human Wizard (conjurer) 8/ Archmage 3
Harakani DM wrote:
Denat Leroung wrote:

Denat wraps himself in a shimmering protective aura.

Casting Protection from Chaos. Sorry for being late, had several minor but time consuming problems at work.
All good. who are you casting on?

Myself (and my familiar)


Okay - new round! Haste lapses.


Thkrull:

Bite, power attack:
Bite, power attack: 1d20 + 5 + 2 + 1 - 2 ⇒ (3) + 5 + 2 + 1 - 2 = 9
Damage: 1d6 + 8 + 2 + 1 ⇒ (1) + 8 + 2 + 1 = 12
Trip: 1d20 + 7 ⇒ (9) + 7 = 16
Critical: x2; Type: B/S/P

Claw, power attack:
Claw, power attack: 1d20 + 5 + 2 + 1 - 2 ⇒ (9) + 5 + 2 + 1 - 2 = 15
Damage: 1d6 + 8 + 2 + 1 ⇒ (1) + 8 + 2 + 1 = 12
10' reach; Critical: x2; Type: S

Claw, power attack:
Claw 2, power attack: 1d20 + 5 + 2 + 1 - 2 ⇒ (1) + 5 + 2 + 1 - 2 = 7
Damage: 1d6 + 8 + 2 + 1 ⇒ (6) + 8 + 2 + 1 = 17
10' reach; Critical: x2; Type: S

In his sickened condition only one of Thkrull's strikes hit.
Caillusattack: 1d20 + 6 + 2 + 1 + 2 ⇒ (7) + 6 + 2 + 1 + 2 = 18damage: 1d10 + 4 + 3 + 1 + 2 ⇒ (3) + 4 + 3 + 1 + 2 = 13
But Caillus strikes home


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

Grey hands the bandoleer to one of his archers, and takes to the air with a few steps and a leap.

Casting Fly


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

One of the skeletal archers took the bandoleer as the other two took and threw the remaining holy water.

Touch Attack: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
Damage: 2d4 + 1 ⇒ (3, 3) + 1 = 7

Touch Attack: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5 Heh. Not good.
Damage: 2d4 + 1 ⇒ (1, 2) + 1 = 4

...aaaaand all out of holy water.


Two more golden bolts rained down from the hovering orb.

Touch Attack: 1d20 + 3 + 2 + 1 ⇒ (13) + 3 + 2 + 1 = 19
Damage: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Touch Attack: 1d20 + 3 + 2 + 1 ⇒ (16) + 3 + 2 + 1 = 22
Damage: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Pew! Pew!


The Archon's light shimmers through the falling sprays of holy water, and a glorious radiant rainbow fills the pit.
Screaming and gurgling Hasathorex melts away - all that is left are a few odds and ends.
odds and ends = treasure


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

Grey looks to the Archon and intones something in the language of angels. Then the tiny celestial rings like a bell and vanishes.

Well that was a waste of a scroll of Fly...


There is some debate in the academic summoning community over Hasathorex's true rankings in the infernal hierarchy. The time spent in a statue undoubtedly cost him much of his position.

Lissalans claim that Hasathorex was only one step below a demon prince, banished for a thousand years by the actions of the Runelords. Dissenters claim Hasathorex was simply a powerful demon.

There is no doubt, however, that the death of "Old Sharptooth" was one of the first great deeds of the New Runelords.


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

"Thrkull, could you bring that stuff up here, please?"
Anglon casts detect magic and looks at the items.
Spellcraft: 1d20 + 8 ⇒ (6) + 8 = 14
Spellcraft: 1d20 + 8 ⇒ (14) + 8 = 22
Spellcraft: 1d20 + 8 ⇒ (9) + 8 = 17
Spellcraft: 1d20 + 8 ⇒ (10) + 8 = 18
Spellcraft: 1d20 + 8 ⇒ (17) + 8 = 25
No idea how many things there are, but I might have got 1 or 2.


There is a strange spider-like thing with an aura you can't identify.
There is a thorned centipede that appears to be some form of belt

Anglon:
Belt of con +2

There is a large scarab that fists on a wrist
Anglon:
bracer of armour +1


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

"This belt looks like it will make the wearer healthier" Belt of con +2
"And this scarab seems like it will provide some protection." bracer of armour +1
"But this...thing...I just don't know what this strange spider-like thing is. I can't identify it's aura."
Anglon definitely does not need the bracers and doesn't really need the belt.


Simon:
are you burning the tree down?


Male Human Wizard (conjurer) 8/ Archmage 3

"I'll have a look if you want Anglon"
Spellcraft: 1d20 + 17 ⇒ (13) + 17 = 30
Let's hope it's enough.


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

Spellcraft, Aid Another to Denat: 1d20 + 11 ⇒ (14) + 11 = 25


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 begins to roll the flaming sphere over to press upon the great tree.

"We're burning this down, right?"


Denat:

While highly powerful, the aura doesn't seem to have the subtleties of crafted magic. It is more powerful, but more primal... Divine, not arcane...
Almost like something out of Myth, like the heart of a god - or the heart of a demon
Mythic stuff!


The tree around the flaming sphere begins to smoulder.


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

"Grey, Have legion gather kindling please to keep this going. The sphere won't last much longer."

The sphere has about 4 rounds left. We'll have to start a bonfire to get the tree burning on it's own.

R1 on tree 3d6 ⇒ (4, 1, 6) = 11
R2 on tree 3d6 ⇒ (5, 2, 2) = 9
R3 on tree 3d6 ⇒ (4, 1, 1) = 6
R4 on tree 3d6 ⇒ (6, 1, 3) = 10


Male Human Wizard (conjurer) 8/ Archmage 3

"Looks like something divine. Highly powerful. Heart of our vanquished foe maybe ..and maybe you should keep it Anglon ?"


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'll study it some more after we're done here. Are we done here?" Anglon said as he watched the large burning tree.

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