Rise of the Runelords

Game Master Kevin O'Rourke 440

Loot Doc

Current Map


5,001 to 5,050 of 6,042 << first < prev | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | 106 | next > last >>
Sovereign Court

Dwarven Stalwart Defender (8, lvl16) DR (4/-) Wounds (59) HP (174) Temp (34) AC43 (39/21/UD, +2 Adap, +1 Challenge, +2 Stance, +4 vs Giants) Saves (15/17/20, +2 Hardy) Adaptation (60 min) Challenge (0/1) Lvl 1 (3/3) Augment (3/3) VM (1/1) DS (17/21) Initiative (+7)

Diplomacy 39? Well then.

Drazh grinned, obviously more than happy with Creydon’s comment, and the way the halfling pitched his idea had him pumped up. ”Nay idea what any of that means but it sounds great! I’m sold. Let’s bloody well do it.”


"He just wanders up either way. We've seen some of the other areas but they've got statues... but those start to move, they're like fancy earth elementals or something." The little figure sneers in distaste. "Oh but we can draw you a map."


Maps Female Elf Eldritch Scoundrel Rogue 10 / Arcane Trickster 6 | HP 75/75 | AC 26 / T 21 / FF 18 | Fort +11 / Ref +21 / Will +12 | CMB +13 / CMD +28 | Initiative +6 | Perception +24 (+25 trapfinding) (Autocheck magic traps within 10 ft) | Low-light Vision | Spells: 1st 6/6, 2nd 0/6, 3rd 6/6, 4th 5/5, 5th 4/4 | Active Effects: Detect Magic / See Invisibility / Endure Elements (constant effect) / (ring of invisibility)

A map would be great!

Azalia pulls out her writing stuff to offer, and then wonders if it is going to work, since ink + paper, + water doesn't always work out very well.


2 people marked this as a favorite.
| HP: 139/148 (193) | AC 27 (T19, FF 24) (+4 dodge vs giants) | CMB: +24 CMD: 39 | F:+15 R:+12 W:+13 (+2 vs. poison, spells, spell-like, evil)| Init +3 | Perc +20*, SM +3, Bluff/Diplo. -1, Intim. +2 | Speed 20 ft. | Minor Aspect: 20/22, Wild Shape: 19/19 hours | Active Conditions: Aspects

Ferocia crosses her arms, never sure why everyone talks strategy so much. She was just going to tear them apart with her claws, like she always did.

She tries to refrain from looking too bored.

She'll activate her chimeric aspects before heading into the fight.


1 person marked this as a favorite.
Professor of Thassilonian Arcane Studies Human Evoker 16 ~ AC 21 (t 11, ff 20) | F+10, R+9, W+14 (+2 vs. mind affecting) | Init +8 | Per +21 | Versatile Evocation 10/13 | Elemental Manipulation 16/16 | HP 81/130

Hey, can we retroactively say that we've been discussing strategy in Varisian Sign Language in case Orikidon is scrying?


Maps Female Elf Eldritch Scoundrel Rogue 10 / Arcane Trickster 6 | HP 75/75 | AC 26 / T 21 / FF 18 | Fort +11 / Ref +21 / Will +12 | CMB +13 / CMD +28 | Initiative +6 | Perception +24 (+25 trapfinding) (Autocheck magic traps within 10 ft) | Low-light Vision | Spells: 1st 6/6, 2nd 0/6, 3rd 6/6, 4th 5/5, 5th 4/4 | Active Effects: Detect Magic / See Invisibility / Endure Elements (constant effect) / (ring of invisibility)

I don't think that the blue guys know Varisian sign language, and they were part of the conversation.


Professor of Thassilonian Arcane Studies Human Evoker 16 ~ AC 21 (t 11, ff 20) | F+10, R+9, W+14 (+2 vs. mind affecting) | Init +8 | Per +21 | Versatile Evocation 10/13 | Elemental Manipulation 16/16 | HP 81/130

Right, but all of the "I can cover this" or "first we'll do this" stuff was just within the party. If Orikidon's listening, he knows that we know about his disintegrate opener, flight, lightning vulnerability, and mirror image or whatever, but not that we can or will do something about them. Plus, the blue guys also told us about quite a few other spells he can cast. Assuming he knows we're talking strategy, he can't know which of his spells we intend to counter.
.
Yes, I'm probably over-thinking this.

Sovereign Court

Dwarven Stalwart Defender (8, lvl16) DR (4/-) Wounds (59) HP (174) Temp (34) AC43 (39/21/UD, +2 Adap, +1 Challenge, +2 Stance, +4 vs Giants) Saves (15/17/20, +2 Hardy) Adaptation (60 min) Challenge (0/1) Lvl 1 (3/3) Augment (3/3) VM (1/1) DS (17/21) Initiative (+7)

Drazh wouldn’t have thought of doing sign language, but then again he didn’t say much. And anyways, if the enemy scryed us and saw us with sign language, he’d just need to cast comprehend languages and he’d be good to go. So I wouldn’t worry too much. Besides, he isn’t a Divination mage, so the chance of him scrying is low.


2 people marked this as a favorite.
Professor of Thassilonian Arcane Studies Human Evoker 16 ~ AC 21 (t 11, ff 20) | F+10, R+9, W+14 (+2 vs. mind affecting) | Init +8 | Per +21 | Versatile Evocation 10/13 | Elemental Manipulation 16/16 | HP 81/130

We know that there's at least six different entities in Runeforge using scrying magic, and just because I'm paranoid doesn't mean I'm not right!


1 person marked this as a favorite.

We can say ye switched to Varisian sign language after a bit. I'll push things forward tomorrow. And I do keep forgetting to say every now and again Marten and Azalia spot someone scrying on you.


Professor of Thassilonian Arcane Studies Human Evoker 16 ~ AC 21 (t 11, ff 20) | F+10, R+9, W+14 (+2 vs. mind affecting) | Init +8 | Per +21 | Versatile Evocation 10/13 | Elemental Manipulation 16/16 | HP 81/130
GM Kevin O'Rourke wrote:
And I do keep forgetting to say every now and again Marten and Azalia spot someone scrying on you.

VINDICATION!


(+0 att/skills/saves) Living Male NG Halfling Bard VMC Cavalier 16 (Order of the Dragon, Arcane Duelist) | HP: 115/115 Temp: 0 | AC: 32 (16 Tch, 28 Fl) | CMB: +11, CMD: 235 | F: +11, R: +18, W: +15, +2 vs enchantment spells | Init: +5 | Perc: +19, SM: +19 | Speed 30ft | Bardic Performance: 37/40 | Tactician: 4/4 | Spells: 1st 6/6, 2nd 6/6, 3rd 5/6, 4th 5/5, 5th 3/3, 6th 1/2 | [ooc][/ooc]

Creydon is good to go.


A fountain sprays water toward the ceiling, thirty feet above. The water cascades back into a pool in which colorful goldfish swim. The fountain features a ninefoot-tall stone statue of a human wizard holding a staff in one hand. The other hand is raised over his head, and it's from this hand's palm that the water issues.

Forewarned by the little blue man you're not caught off guard when the statue starts to move.

Azalia Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Ferocia Initiatve: 1d20 + 2 ⇒ (6) + 2 = 8
Anneka Initiative: 1d20 + 5 ⇒ (15) + 5 = 20
Creydon Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Drazh Initiative: 1d20 + 6 ⇒ (19) + 6 = 25
Marten Initiative: 1d20 + 8 ⇒ (17) + 8 = 25
Monster Initiative: 1d20 - 1 ⇒ (17) - 1 = 16

Marten
Drazh
Azalia
Creydon
Anneka

Stone Gollem
Ferocia


1 person marked this as a favorite.
(+0 att/skills/saves) Living Male NG Halfling Bard VMC Cavalier 16 (Order of the Dragon, Arcane Duelist) | HP: 115/115 Temp: 0 | AC: 32 (16 Tch, 28 Fl) | CMB: +11, CMD: 235 | F: +11, R: +18, W: +15, +2 vs enchantment spells | Init: +5 | Perc: +19, SM: +19 | Speed 30ft | Bardic Performance: 37/40 | Tactician: 4/4 | Spells: 1st 6/6, 2nd 6/6, 3rd 5/6, 4th 5/5, 5th 3/3, 6th 1/2 | [ooc][/ooc]

Creydon grins and begins to orate, moving his hands for dramatic impact (and Anneka's benefit).

"Quickly! Smash it down!"

Inspire Courage +3, Haste, and moves up to just behind Drazh and Ferocia to support them. Bp 35/36

AOO for +11 AC (no arcane strike this round) DC 15 for Ferocia, DC 10 for others:

1d20 + 10 + 2 + 1 ⇒ (8) + 10 + 2 + 1 = 21

1d20 + 10 + 2 + 1 ⇒ (11) + 10 + 2 + 1 = 24

1d20 + 10 + 2 + 1 ⇒ (20) + 10 + 2 + 1 = 33

1d20 + 10 + 2 + 1 ⇒ (1) + 10 + 2 + 1 = 14

Sovereign Court

Dwarven Stalwart Defender (8, lvl16) DR (4/-) Wounds (59) HP (174) Temp (34) AC43 (39/21/UD, +2 Adap, +1 Challenge, +2 Stance, +4 vs Giants) Saves (15/17/20, +2 Hardy) Adaptation (60 min) Challenge (0/1) Lvl 1 (3/3) Augment (3/3) VM (1/1) DS (17/21) Initiative (+7)

5ft step full attack, defensive stance, haste, inspire courage

Hit: 1d20 + 30 ⇒ (4) + 30 = 34
Good Aligned Damage: 2d6 + 26 ⇒ (2, 5) + 26 = 33
Holy vs evil: 2d6 ⇒ (4, 6) = 10
Acid: 1d6 ⇒ 5

Haste Hit: 1d20 + 26 ⇒ (12) + 26 = 38
Good Aligned Damage: 2d6 + 26 ⇒ (4, 5) + 26 = 35
Holy vs evil: 2d6 ⇒ (5, 2) = 7
Acid: 1d6 ⇒ 6

Iterative 1: 1d20 + 21 ⇒ (17) + 21 = 38
Good Aligned Damage: 2d6 + 26 ⇒ (6, 3) + 26 = 35
Holy vs evil: 2d6 ⇒ (6, 6) = 12
Acid: 1d6 ⇒ 6

Iterative 2: 1d20 + 16 ⇒ (20) + 16 = 36
Good Aligned Damage: 2d6 + 26 ⇒ (2, 2) + 26 = 30
Holy vs evil: 2d6 ⇒ (5, 2) = 7
Acid: 1d6 ⇒ 1

Iterative 2 Confirm: 1d20 + 16 ⇒ (2) + 16 = 18
Good Aligned Damage: 4d6 + 52 ⇒ (3, 2, 6, 2) + 52 = 65

Assuming DR10 and a 34 hits while 18 misses, plus that it is not evil: 33 + 5 - 10 + 35 + 6 - 10 + 35 + 6 - 10 + 30 + 1 - 10 = 111

Drazh stepped forward, feeling that all too familiar sensation of being infused with arcane energy. Smiling, he went to work with his hammer.


Professor of Thassilonian Arcane Studies Human Evoker 16 ~ AC 21 (t 11, ff 20) | F+10, R+9, W+14 (+2 vs. mind affecting) | Init +8 | Per +21 | Versatile Evocation 10/13 | Elemental Manipulation 16/16 | HP 81/130

Would telekinetic charge be useful here, or did Drazh start right next to the fountain as per the current map?


Maps Female Elf Eldritch Scoundrel Rogue 10 / Arcane Trickster 6 | HP 75/75 | AC 26 / T 21 / FF 18 | Fort +11 / Ref +21 / Will +12 | CMB +13 / CMD +28 | Initiative +6 | Perception +24 (+25 trapfinding) (Autocheck magic traps within 10 ft) | Low-light Vision | Spells: 1st 6/6, 2nd 0/6, 3rd 6/6, 4th 5/5, 5th 4/4 | Active Effects: Detect Magic / See Invisibility / Endure Elements (constant effect) / (ring of invisibility)

Map can't be absolutely correct because I was up talking to the blue guys, not in the hallway.

Azalia backs off when she is warned (delay till after Creydon), and then takes a shot.

Attack: 1d20 + 16 + 1 + 3 ⇒ (7) + 16 + 1 + 3 = 27 (greed bonus, inspire courage)

Damage: 1d8 + 3 + 1d6 + 1d6 + 4d6 + 1 ⇒ (7) + 3 + (6) + (5) + (4, 3, 6, 5) + 1 = 40 (acid, electricity, sneak, point-blank)

(Also, I believe that my Golembane Scarab means no DR vs Golems)

Sovereign Court

Dwarven Stalwart Defender (8, lvl16) DR (4/-) Wounds (59) HP (174) Temp (34) AC43 (39/21/UD, +2 Adap, +1 Challenge, +2 Stance, +4 vs Giants) Saves (15/17/20, +2 Hardy) Adaptation (60 min) Challenge (0/1) Lvl 1 (3/3) Augment (3/3) VM (1/1) DS (17/21) Initiative (+7)

Telekinetic Charge: 1d20 + 32 ⇒ (16) + 32 = 48
Good Aligned Damage: 2d6 + 26 ⇒ (4, 6) + 26 = 36
Holy vs evil: 2d6 ⇒ (1, 5) = 6
Acid: 1d6 ⇒ 3

If not within 5ft, or if Marten wants to use the spell just to throw another attack at it


hp 77/98 | AC 24 T 14 FF 23 | F +10* R +10* W +15* | CMB +12 CMD 25 | Init +5 Perc +1* | Spells 8th 1/4 7th 3/6 6th 5/7 5th 6/8 4th 4/8 3rd 6/8 2nd 4/8 1st 2/8 | Cloak of Darkness 16/17 | Wings of Darkness 13/17 | Living Shadow 15/17 | Nat. Div. 0/4 | Gift of Prophecy 1/1 | Medusa 1/1 | Sihedron 1/1 | Wand BE 38| Wand CMW 85 | Wand LR 36

Anneka snaps her fingers and a translucent bubble forms around Ferocia before quickly fading away. shield other on Ferocia.


Professor of Thassilonian Arcane Studies Human Evoker 16 ~ AC 21 (t 11, ff 20) | F+10, R+9, W+14 (+2 vs. mind affecting) | Init +8 | Per +21 | Versatile Evocation 10/13 | Elemental Manipulation 16/16 | HP 81/130

TK charge if possible, please.


Marten sends Drazh hurtling towards the statue and the fountain.
Telekinetic Charge: 1d20 + 30 + 2 ⇒ (2) + 30 + 2 = 34
Good Aligned Damage: 2d6 + 26 + 1d6 ⇒ (2, 3) + 26 + (1) = 32

Feeling that all too familiar sensation of being infused with arcane energy. Smiling, he went to work with his hammer... crumbling the stone construct into rubble...

G5
Each of these rooms served as living quarters for Izomandakus and his apprentices-although they had no need to sleep or eat, each wizard could retire here to relax or entertain himself. Each room is empty, save for a scattering ofraw materials like sheets ofcloth, stacks of lumber, blocks ofstone, metal bars, and bones.

These rooms radiate strong transmutation magic.

Azalia:

Azalia immediately understands how to use it. A character may use the room to castfabricate at will as a spell-like ability. The rooms themselves do not provide the raw materials for the spell-those must be provided by the character. Items created in these rooms cannot exist outside of them-an object created in here reverts to its base materials if brought outside into the hall. Likewise, an object left in here for 24 hours reverts back to its base materials, explaining the raw materials in each of these rooms.


(+0 att/skills/saves) Living Male NG Halfling Bard VMC Cavalier 16 (Order of the Dragon, Arcane Duelist) | HP: 115/115 Temp: 0 | AC: 32 (16 Tch, 28 Fl) | CMB: +11, CMD: 235 | F: +11, R: +18, W: +15, +2 vs enchantment spells | Init: +5 | Perc: +19, SM: +19 | Speed 30ft | Bardic Performance: 37/40 | Tactician: 4/4 | Spells: 1st 6/6, 2nd 6/6, 3rd 5/6, 4th 5/5, 5th 3/3, 6th 1/2 | [ooc][/ooc]

Creydon looks about for traps and loot, following Azalia's lead.

Aid Another, Azalia Perception +6: 1d20 + 17 ⇒ (11) + 17 = 28


| HP: 139/148 (193) | AC 27 (T19, FF 24) (+4 dodge vs giants) | CMB: +24 CMD: 39 | F:+15 R:+12 W:+13 (+2 vs. poison, spells, spell-like, evil)| Init +3 | Perc +20*, SM +3, Bluff/Diplo. -1, Intim. +2 | Speed 20 ft. | Minor Aspect: 20/22, Wild Shape: 19/19 hours | Active Conditions: Aspects

Ferocia shrugs as the statue crumbles beneath Drazh's hammer.

Wonder if the mage will fare any better...


Maps Female Elf Eldritch Scoundrel Rogue 10 / Arcane Trickster 6 | HP 75/75 | AC 26 / T 21 / FF 18 | Fort +11 / Ref +21 / Will +12 | CMB +13 / CMD +28 | Initiative +6 | Perception +24 (+25 trapfinding) (Autocheck magic traps within 10 ft) | Low-light Vision | Spells: 1st 6/6, 2nd 0/6, 3rd 6/6, 4th 5/5, 5th 4/4 | Active Effects: Detect Magic / See Invisibility / Endure Elements (constant effect) / (ring of invisibility)

Azalia explains the use of the rooms.

As I understand it, anyone can use the room to cast fabricate at will as a spell-like ability. The rooms themselves do not provide the raw materials for the spell, we must provide those.

Which sounds super cool, but stay with me. The trick of it is, and what might make it all essentially useless, is that items created in these rooms cannot exist outside of them. An object created in here reverts to its base materials if we were to take it out into the hall. Likewise, an object left in here for a day would revert back to its base materials, explaining the raw materials in each of these rooms. It's all very temporary. Perhaps the ultimate wish fulfillment for the short-term thinker, or a prisoner. Anything you want, as long as you don't want to take it anywhere or have it the next day.

I guess since they were stuck in here forever (or so it seemed), it would be nice to have new stuff every day, but... doesn't do us much good, unless someone is staying behind.


1 person marked this as a favorite.
(+0 att/skills/saves) Living Male NG Halfling Bard VMC Cavalier 16 (Order of the Dragon, Arcane Duelist) | HP: 115/115 Temp: 0 | AC: 32 (16 Tch, 28 Fl) | CMB: +11, CMD: 235 | F: +11, R: +18, W: +15, +2 vs enchantment spells | Init: +5 | Perc: +19, SM: +19 | Speed 30ft | Bardic Performance: 37/40 | Tactician: 4/4 | Spells: 1st 6/6, 2nd 6/6, 3rd 5/6, 4th 5/5, 5th 3/3, 6th 1/2 | [ooc][/ooc]

"It would be handy to make a rare tool and work in here.", Creydon suggests.


Maps Female Elf Eldritch Scoundrel Rogue 10 / Arcane Trickster 6 | HP 75/75 | AC 26 / T 21 / FF 18 | Fort +11 / Ref +21 / Will +12 | CMB +13 / CMD +28 | Initiative +6 | Perception +24 (+25 trapfinding) (Autocheck magic traps within 10 ft) | Low-light Vision | Spells: 1st 6/6, 2nd 0/6, 3rd 6/6, 4th 5/5, 5th 4/4 | Active Effects: Detect Magic / See Invisibility / Endure Elements (constant effect) / (ring of invisibility)

I like it... good idea. Are there any rare tools that we are needing to work with? I was also thinking it would be a good place to rest, since we could fabricate some sumptuous sleeping accommodations. Anything else we need temporarily?


hp 77/98 | AC 24 T 14 FF 23 | F +10* R +10* W +15* | CMB +12 CMD 25 | Init +5 Perc +1* | Spells 8th 1/4 7th 3/6 6th 5/7 5th 6/8 4th 4/8 3rd 6/8 2nd 4/8 1st 2/8 | Cloak of Darkness 16/17 | Wings of Darkness 13/17 | Living Shadow 15/17 | Nat. Div. 0/4 | Gift of Prophecy 1/1 | Medusa 1/1 | Sihedron 1/1 | Wand BE 38| Wand CMW 85 | Wand LR 36

Anneka thinks back to the succubi and their den of "pleasure". "I don't think I'll want to be spending many nights in this place."


When ye proceed into the next area:

Another room similar to the last with a fountain waits in this area. There is a door on the western side... once more most of you react before the zombie.

Azalia Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Ferocia Initiatve: 1d20 + 2 ⇒ (20) + 2 = 22
Anneka Initiative: 1d20 + 5 ⇒ (15) + 5 = 20
Creydon Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Drazh Initiative: 1d20 + 6 ⇒ (11) + 6 = 17
Marten Initiative: 1d20 + 8 ⇒ (10) + 8 = 18
Monster Initiative: 1d20 - 1 ⇒ (17) - 1 = 16

Ferocia
Anneka
Azalia
Marten
Drazh

Stone Gollem
Creydon


(+0 att/skills/saves) Living Male NG Halfling Bard VMC Cavalier 16 (Order of the Dragon, Arcane Duelist) | HP: 115/115 Temp: 0 | AC: 32 (16 Tch, 28 Fl) | CMB: +11, CMD: 235 | F: +11, R: +18, W: +15, +2 vs enchantment spells | Init: +5 | Perc: +19, SM: +19 | Speed 30ft | Bardic Performance: 37/40 | Tactician: 4/4 | Spells: 1st 6/6, 2nd 6/6, 3rd 5/6, 4th 5/5, 5th 3/3, 6th 1/2 | [ooc][/ooc]

"Zombie!", Creydon yells, but just a smidgen too slowly on the take.


Professor of Thassilonian Arcane Studies Human Evoker 16 ~ AC 21 (t 11, ff 20) | F+10, R+9, W+14 (+2 vs. mind affecting) | Init +8 | Per +21 | Versatile Evocation 10/13 | Elemental Manipulation 16/16 | HP 81/130

Suspicious of another lone enemy and a zombie in a hall devoted to Transmutation, Marten opts for attacking with a wand instead of using one of his spells.

Know. (Planes or Arcana): 1d20 + 26 ⇒ (10) + 26 = 36 <--Is this really a zombie?

Ranged Touch Attack from wand of burning hands: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Crit confirm: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Fire damage: 4d6 ⇒ (5, 4, 5, 4) = 18
Crit fire damage: 4d6 ⇒ (4, 1, 5, 1) = 11


| HP: 139/148 (193) | AC 27 (T19, FF 24) (+4 dodge vs giants) | CMB: +24 CMD: 39 | F:+15 R:+12 W:+13 (+2 vs. poison, spells, spell-like, evil)| Init +3 | Perc +20*, SM +3, Bluff/Diplo. -1, Intim. +2 | Speed 20 ft. | Minor Aspect: 20/22, Wild Shape: 19/19 hours | Active Conditions: Aspects

Ferocia hustles forward and swipes the zombie in the face with her claws.

Attack: 1d20 + 21 + 2 ⇒ (4) + 21 + 2 = 27
Magic Cold Iron Silver Slashing Damage: 1d10 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Plus Holy Damage if evil (and all damage ignores its DR: 2d6 ⇒ (6, 3) = 9


3 people marked this as a favorite.

Not sure why I said zombie, it's a stone gollem... screw it it's a zombie.

The lone undead is no match for your group.

Rows of thick wooden worktables occupy the center of this long chamber. Bookcases lining the walls hold hundreds of books and scrolls. Crates next to or pushed under the worktables appear to be filled with an odd variety of mundane items, such as rope, sticks, sacks, tools, and cookware. A dog on one of the tables looks dead, though its hind end appears to be made of some kind of metal. A few other animals pace back and forth in small metal cages-a house cat, a few rats, a snake, and a small white-faced monkey.

Floating five feet off the ground is a green robed man made of mithral.

Azalia Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Ferocia Initiatve: 1d20 + 2 ⇒ (5) + 2 = 7
Anneka Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Creydon Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Drazh Initiative: 1d20 + 6 ⇒ (16) + 6 = 22
Marten Initiative: 1d20 + 8 ⇒ (9) + 8 = 17
Monster Initiative: 1d20 + 4 ⇒ (5) + 4 = 9

Drazh
Creydon
Marten

Anneka
Orkidon
Ferocia
Azalia


Professor of Thassilonian Arcane Studies Human Evoker 16 ~ AC 21 (t 11, ff 20) | F+10, R+9, W+14 (+2 vs. mind affecting) | Init +8 | Per +21 | Versatile Evocation 10/13 | Elemental Manipulation 16/16 | HP 81/130

Marten activates his Elemental Manipulation ability, causing any acid energy in a 30 foot radius to be converted to electricity energy.

I'm thinking of Drazh's and Azalia's acid damage on their weapons, here. Impromptu decision, so don't worry about it if it doesn't work out for you.

As discussed, Marten readies himself to cast dispel magic as a counterspell to Orkidon's first spell.

Dispel Check: 1d20 + 14 ⇒ (18) + 14 = 32 <-- DC is 11 + Orkidon's spell's level.

Sovereign Court

Dwarven Stalwart Defender (8, lvl16) DR (4/-) Wounds (59) HP (174) Temp (34) AC43 (39/21/UD, +2 Adap, +1 Challenge, +2 Stance, +4 vs Giants) Saves (15/17/20, +2 Hardy) Adaptation (60 min) Challenge (0/1) Lvl 1 (3/3) Augment (3/3) VM (1/1) DS (17/21) Initiative (+7)

Drazh ran forward, his hammer held high, which was wreathed in electricity...

Assuming Inspire Courage will he active, using defensive stance and Vampiric might
Hit: 1d20 + 30 ⇒ (4) + 30 = 34
Good Aligned Damage: 2d6 + 27 ⇒ (4, 1) + 27 = 32
Holy vs evil: 2d6 ⇒ (5, 6) = 11
Electricity: 1d6 ⇒ 1


(+0 att/skills/saves) Living Male NG Halfling Bard VMC Cavalier 16 (Order of the Dragon, Arcane Duelist) | HP: 115/115 Temp: 0 | AC: 32 (16 Tch, 28 Fl) | CMB: +11, CMD: 235 | F: +11, R: +18, W: +15, +2 vs enchantment spells | Init: +5 | Perc: +19, SM: +19 | Speed 30ft | Bardic Performance: 37/40 | Tactician: 4/4 | Spells: 1st 6/6, 2nd 6/6, 3rd 5/6, 4th 5/5, 5th 3/3, 6th 1/2 | [ooc][/ooc]

Creydon sees the mithril man.

"Ah, damn it."

Creydon gesticulates wildly (but purposefully).

Then, a shadowy duplicate appears next to him.

*Then*, both gesticulate wildly!

Shadowbard to create a shadowbard.

Creydon: Inspire Courage +3 BP 34/36

Shadowbard: Inspire Greatness on Drazh and Ferocia SB BP 35/36

A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

"Go get him!"


hp 77/98 | AC 24 T 14 FF 23 | F +10* R +10* W +15* | CMB +12 CMD 25 | Init +5 Perc +1* | Spells 8th 1/4 7th 3/6 6th 5/7 5th 6/8 4th 4/8 3rd 6/8 2nd 4/8 1st 2/8 | Cloak of Darkness 16/17 | Wings of Darkness 13/17 | Living Shadow 15/17 | Nat. Div. 0/4 | Gift of Prophecy 1/1 | Medusa 1/1 | Sihedron 1/1 | Wand BE 38| Wand CMW 85 | Wand LR 36

Anneka moves in just behind Drazh and casts silence, targeting herself.

on mobile, if someone could please move my token.


Drazh ran forward, his hammer held high, which was wreathed in electricity...

Creydon sees the mithril man.

"Ah, damn it."

Creydon gesticulates wildly (but purposefully).

Then, a shadowy duplicate appears next to him.

*Then*, both gesticulate wildly!

Marten activates his Elemental Manipulation ability, causing any acid energy in a thirty foot radius to be converted to electricity energy.

As discussed, Marten readies himself to cast dispel magic as a counterspell to Orkidon's first spell.

Anneka moves in just behind Drazh and casts silence, targeting herself.

Hearing the deafening silence the Azlanti mage moves back. Drazh strikes as he repositions.
Hit: 1d20 + 30 ⇒ (13) + 30 = 43
Good Aligned Damage: 2d6 + 27 + 2d6 ⇒ (1, 1) + 27 + (3, 5) = 37
Electricity: 1d6 ⇒ 2

Raising a finger he points vaguely Anneka's direction but it goes very wide.
Ray Vs Anneka: 1d20 + 8 ⇒ (1) + 8 = 9
Well there goes disentegrate

Ferocia
Azalia
Drazh
Creydon
Marten
Anneka

Orkidon -40

Sovereign Court

1 person marked this as a favorite.
Dwarven Stalwart Defender (8, lvl16) DR (4/-) Wounds (59) HP (174) Temp (34) AC43 (39/21/UD, +2 Adap, +1 Challenge, +2 Stance, +4 vs Giants) Saves (15/17/20, +2 Hardy) Adaptation (60 min) Challenge (0/1) Lvl 1 (3/3) Augment (3/3) VM (1/1) DS (17/21) Initiative (+7)

Hit: 1d20 + 32 ⇒ (10) + 32 = 42
Good Aligned Damage: 2d6 + 29 ⇒ (4, 4) + 29 = 37
Holy vs evil: 2d6 ⇒ (6, 5) = 11
Electricity: 1d6 ⇒ 4

Iterative 1: 1d20 + 21 ⇒ (12) + 21 = 33
Good Aligned Damage: 2d6 + 29 ⇒ (6, 4) + 29 = 39
Holy vs evil: 2d6 ⇒ (1, 6) = 7
Electricity: 1d6 ⇒ 5

Iterative 2: 1d20 + 16 ⇒ (5) + 16 = 21
Good Aligned Damage: 2d6 + 29 ⇒ (4, 2) + 29 = 35
Holy vs evil: 2d6 ⇒ (1, 3) = 4
Electricity: 1d6 ⇒ 3

Haste if it is cast:

Hit: 1d20 + 30 ⇒ (14) + 30 = 44
Good Aligned Damage: 2d6 + 29 ⇒ (4, 4) + 29 = 37
Holy vs evil: 2d6 ⇒ (5, 1) = 6
Electricity: 1d6 ⇒ 4

Unable to yell any warcries due to the silence in the room, Drazh instead just quietly swung his hammer again, and again, and again...


Professor of Thassilonian Arcane Studies Human Evoker 16 ~ AC 21 (t 11, ff 20) | F+10, R+9, W+14 (+2 vs. mind affecting) | Init +8 | Per +21 | Versatile Evocation 10/13 | Elemental Manipulation 16/16 | HP 81/130

From his range well outside of Anneka's silence range, Marten snipes a lightning bolt...

Lightning bolt: 10d6 + 7 ⇒ (1, 2, 3, 3, 3, 2, 3, 3, 1, 5) + 7 = 33 <--Reflex DC 24 for half damage

...and a cold ice strike converted to lightning.

Using a use Versatile Evocation to change this spell's energy type to electricity.

Room temperature electric strike: 14d6 + 7 ⇒ (3, 6, 6, 4, 1, 6, 5, 4, 4, 6, 1, 2, 1, 6) + 7 = 62 <--Reflex DC 27 for half damage

Also maintaining Elemental Manipulation (Acid to Electricity)


(+0 att/skills/saves) Living Male NG Halfling Bard VMC Cavalier 16 (Order of the Dragon, Arcane Duelist) | HP: 115/115 Temp: 0 | AC: 32 (16 Tch, 28 Fl) | CMB: +11, CMD: 235 | F: +11, R: +18, W: +15, +2 vs enchantment spells | Init: +5 | Perc: +19, SM: +19 | Speed 30ft | Bardic Performance: 37/40 | Tactician: 4/4 | Spells: 1st 6/6, 2nd 6/6, 3rd 5/6, 4th 5/5, 5th 3/3, 6th 1/2 | [ooc][/ooc]

Creydon steps west into the corridor, sees Drazh, and keeps gesticulating!

5ft step west (could someone move my token?), haste on Drazh and anyone else in the party in range, continuing inspire courage +3 and inspire greatness


1 person marked this as a favorite.
Professor of Thassilonian Arcane Studies Human Evoker 16 ~ AC 21 (t 11, ff 20) | F+10, R+9, W+14 (+2 vs. mind affecting) | Init +8 | Per +21 | Versatile Evocation 10/13 | Elemental Manipulation 16/16 | HP 81/130

Moved Creydon's token.


hp 77/98 | AC 24 T 14 FF 23 | F +10* R +10* W +15* | CMB +12 CMD 25 | Init +5 Perc +1* | Spells 8th 1/4 7th 3/6 6th 5/7 5th 6/8 4th 4/8 3rd 6/8 2nd 4/8 1st 2/8 | Cloak of Darkness 16/17 | Wings of Darkness 13/17 | Living Shadow 15/17 | Nat. Div. 0/4 | Gift of Prophecy 1/1 | Medusa 1/1 | Sihedron 1/1 | Wand BE 38| Wand CMW 85 | Wand LR 36

Does Drazh's token need moving as well?

Anneka ducks needlessly as the ray flies wild. Huffing, she lifts her skirt and steps into the hall behind Drazh, maintaining her proximity to the wizard in an effort to thwart his casting. She points a finger, infusing Orkidon's shadow with energy from the shadow plane.

Ribbit.

Casting baleful shadow transmutation. DC 26 will save or he believes he is a toad, losing his ability to cast. If he fails, also make a DC 26 Fort save or permanently assume the form of a toad, as per polymorph.

v. spell resistance?: 1d20 + 16 ⇒ (6) + 16 = 22


1 person marked this as a favorite.
Professor of Thassilonian Arcane Studies Human Evoker 16 ~ AC 21 (t 11, ff 20) | F+10, R+9, W+14 (+2 vs. mind affecting) | Init +8 | Per +21 | Versatile Evocation 10/13 | Elemental Manipulation 16/16 | HP 81/130
Anneka Avertin wrote:
Does Drazh's token need moving as well?

I did it this morning after your previous post.


Maps Female Elf Eldritch Scoundrel Rogue 10 / Arcane Trickster 6 | HP 75/75 | AC 26 / T 21 / FF 18 | Fort +11 / Ref +21 / Will +12 | CMB +13 / CMD +28 | Initiative +6 | Perception +24 (+25 trapfinding) (Autocheck magic traps within 10 ft) | Low-light Vision | Spells: 1st 6/6, 2nd 0/6, 3rd 6/6, 4th 5/5, 5th 4/4 | Active Effects: Detect Magic / See Invisibility / Endure Elements (constant effect) / (ring of invisibility)

Azalia moves up and takes a shot.

Attack: 1d20 + 16 + 1 + 3 ⇒ (2) + 16 + 1 + 3 = 22 (greed bonus, inspire courage)

Damage: 1d8 + 3 + 1d6 + 1d6 + 1 ⇒ (8) + 3 + (2) + (5) + 1 = 19 (acid, fire, point-blank)

Looks like a miss, but REM golembane scarab in case I get another turn and am luckier.


Professor of Thassilonian Arcane Studies Human Evoker 16 ~ AC 21 (t 11, ff 20) | F+10, R+9, W+14 (+2 vs. mind affecting) | Init +8 | Per +21 | Versatile Evocation 10/13 | Elemental Manipulation 16/16 | HP 81/130
Marten Daseto wrote:
Anneka Avertin wrote:
Does Drazh's token need moving as well?
I did it this morning after your previous post.

Sorry, I misread this. I did not move Drazh's token this morning. I moved Anneka's token, since she requested that.


Professor of Thassilonian Arcane Studies Human Evoker 16 ~ AC 21 (t 11, ff 20) | F+10, R+9, W+14 (+2 vs. mind affecting) | Init +8 | Per +21 | Versatile Evocation 10/13 | Elemental Manipulation 16/16 | HP 81/130
Azalia wrote:
(acid, fire, point-blank)

Just noting that I've changed acid to electricity. Without even asking permission. So bold.


| HP: 139/148 (193) | AC 27 (T19, FF 24) (+4 dodge vs giants) | CMB: +24 CMD: 39 | F:+15 R:+12 W:+13 (+2 vs. poison, spells, spell-like, evil)| Init +3 | Perc +20*, SM +3, Bluff/Diplo. -1, Intim. +2 | Speed 20 ft. | Minor Aspect: 20/22, Wild Shape: 19/19 hours | Active Conditions: Aspects

A little late to the fight, Ferocia double moves up to the soon-to-be-dead mage.


A little late to the fight, Ferocia double moves up to the soon-to-be-dead mage.

Azalia moves up and takes a shot.

Unfortunately his target was out of reach for now, Drazh moved forward waiting for an opportunity.

Creydon steps west into the corridor, sees Drazh, and keeps gesticulating!

From his range well outside of Anneka's silence range, Marten snipes a lightning bolt...
Reflex: 1d20 + 12 ⇒ (4) + 12 = 16

...and a cold ice strike converted to lightning.
Reflex: 1d20 + 12 ⇒ (13) + 12 = 25

Marten notices that the amount of damage Orkidon takes from electricity is dampened somehow but the electrical energy that gets through is badly injuring him.

Anneka ducks needlessly as the ray flies wild. Huffing, she lifts her skirt and steps into the hall behind Drazh, maintaining her proximity to the wizard in an effort to thwart his casting. She points a finger, infusing Orkidon's shadow with energy from the shadow plane.

Will Save: 1d20 + 14 ⇒ (10) + 14 = 24

Ribbit.

Fort Save: 1d20 + 13 ⇒ (8) + 13 = 21

A small frog stands emerges from a pile of clothes. Seeing the fearsome Ferocia it croaks and starts hopping away.

Loot
Staff of mithrol might
Cloak of resistance +1
Pearl of power (2nd level)
Rod of metal and mineral detection
500 gp in diamond dust
The research books scattered around this room are worth a total of 10,000 gp. They detail various experiments and partial notes on the conundrum oftransmuting lead into gold. They provide a +5 circumstance bonus on all Knowledge (arcana) and Knowledge (religion) checks made regarding transmutation and constructs. Possibly more information with a lot of study
Also present here are Ordikon's spellbooks; a wizard who examines these finds them to be particularly unusual in that many ofthe notes and formulae within are redundant. Spells generally take up twice as much room as they need to in these books, as if the wizard who recorded them had a habit of repeating himself in various ways without realizing it.
7th-prismatic spray, reverse gravity
6th-disintegrate, flesh to stone, greater dispel magic
5th-baleful polymorph, cone of cold, dismissal, scry, wall of force
4th-dimension door, fear, mass reduce person, stoneskin
3rd-dispel magic, fireball, fly, extended false life, slow, protection from energy
2nd-acid arrow, eat's grace, glitterdust , extended mage armor, scorching roy
1 st-expeditious retreat, grease, magic missile, reduce person, true strike
0 (at will)-acid splash, arcane mark, mage hand, open/dose,
prestidigitation


2 people marked this as a favorite.
| Feytouched Giant Raven | HP: 70/70 | DR 3/cold iron | AC 25 (T15, FF 10) | CMB: +10 CMD: 25 | F:+8* R:+11 W:+6 | Init +5 | Perc +9, SM +3 | | Speed 20 ft., Fly 50 ft | Acrobatics +14, Fly +14, Song +2, Survival +6 | Active Conditions: None

Emriss swoops in, snatches up the frog, and swallows it.

"CAW!"

5,001 to 5,050 of 6,042 << first < prev | 96 | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | 106 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Rise of the Runelords All Messageboards

Want to post a reply? Sign in.