Rise of the Runelords - Anniversary Edition [Core Only] (Inactive)

Game Master Daleyn Levanthus

"The Crypt of Tobyn being cleared, our heroes investigate the forest outside of town."


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Male Human Cleric 1 (favored class) | HP 10/10 | Init: +1;Perception: +3 | Fort +4(+4 from Endurance), Ref +1, Will +5 | AC 17, T 11, FF 16 | CMD 12 | CMB +1

"I hear it too Kesni. This tomb feels as if it has been desecrated. It feels wrong."

Something is wrong...very wrong...

Wendyl peers into the dimly lit crypt and feels the hair on the back of his neck rise,"We should check each of the chambers before proceeding. I don't want anything surprising us from behind."

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

Feeling uncomfortable since they stepped in Rast nods when Wyndel puts his fears to words. He simply nods and raises his shield.

"Ok, north first then." (up on the map)


male Varisian Human | HP: 52/52 | AC23 (T16, F18) | Init+5 | Perc+20+ | CMB+5(10), CMD21 | F+4, R+11, W+3 | DD+23+, Bluff+11/Dip+11/SM+12, Know(Local)+13 Unchained Rogue 7 | Speed 30' | Sneak Attack+4d6; Trapfinding+3; Danger Sense+2 | Trapspotter+27+ | Active conditions: None.

Oops. Forgot to roll a strength check. Oh, well.

As they start to move into the structure, the Varisian pulls his rapier back out and moves with the others, taking whatever position they have assigned him.

"Works for me. I was once told that left is always right when exploring. For some reason, most people expect you to go to the right instead."


As you peer around the corner, you see a into the first alcove attached to the main hallway, the most notable thing is the altars where bodies have been placed. What remains of what was once living breathing creatures are now desiccated skeletal husks. The shuffling sound continues to echo in the crypt.

The map has been unlocked.

Gudada - the roll wouldn't have been counted. As there were only two PC's available to attempt


male Varisian Human | HP: 52/52 | AC23 (T16, F18) | Init+5 | Perc+20+ | CMB+5(10), CMD21 | F+4, R+11, W+3 | DD+23+, Bluff+11/Dip+11/SM+12, Know(Local)+13 Unchained Rogue 7 | Speed 30' | Sneak Attack+4d6; Trapfinding+3; Danger Sense+2 | Trapspotter+27+ | Active conditions: None.

Less about mechanical impact, more about providing mechanical actions matching my typed text.

Gudada moves over towards the entrance to the group's left, realizing as he gets there that he needs more light . . .. "Okay, I need to stay closer to a light source."


Human HP: 35/35 AC: 22, FF21, Touch 11. Fort +6, Ref +2, Will +7. Initiative +1. CMD 17, CMB +6. Bleeding Touch 7/7 Day Rebuke Death 7/7 Day Channel Positive Energy 3/5

The light goes out on the arrow as Azorious casts light on a pebble.
"Catch. You can keep in your hand and close to cover up if needed." Azorious gently tosses the pebble towards Gudada.

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

"Sorry, forgot you cant all see."

Rast pauses for a moment to ask Desna to Light his shield as a light source. Once that is done he examines the skeleteons.

Heal: 1d20 + 3 ⇒ (6) + 3 = 9


Male Human Cleric 1 (favored class) | HP 10/10 | Init: +1;Perception: +3 | Fort +4(+4 from Endurance), Ref +1, Will +5 | AC 17, T 11, FF 16 | CMD 12 | CMB +1

Wendyl waits amount for his eyes to adjust to the changing light and once again kneels to search the area for tracks.

Survival: 1d20 + 4 ⇒ (9) + 4 = 13


Male NG Dwarf Transmuter 2 | HP: 19/19 | AC 11 (T11, FF 10) | CMB: +4 CMD: 15 | F:+2 R:+1 W:+3 | Init +1 | Perception +0, Darkvision 60ft. | Speed 20 ft. | Spells lvl1: 4/4 | Telekinetic Fist 4/6 | Arcane Bond 0/1

Sorry about the delay in my posting!

The old dwarf stays quiet and stands in the middle hall, shining his lantern ahead of his allies to aid their explorations in the various alcoves. He wears a very somber and sad expression. It wasn't all that long ago that the dwarf had been in a similar tomb for his late wife.


Half Orc Ranger 2 | HP:6/21 | AC:16 (T12 FF14) | CMB:4; CMD:17 | R:5 F:5 W:1 | Init:2 | Perception:6

Kesni will head to the top of the stairs and look for signs of recent activity, especially tracks headed deeper into the tomb.

Survival: 1d20 + 5 ⇒ (12) + 5 = 17 +2 if gobs involved


male Varisian Human | HP: 52/52 | AC23 (T16, F18) | Init+5 | Perc+20+ | CMB+5(10), CMD21 | F+4, R+11, W+3 | DD+23+, Bluff+11/Dip+11/SM+12, Know(Local)+13 Unchained Rogue 7 | Speed 30' | Sneak Attack+4d6; Trapfinding+3; Danger Sense+2 | Trapspotter+27+ | Active conditions: None.

'Dada grins as he accepts the pebble, holding it out in his free hand to get a better look around . . ..

Perception: 1d20 + 5 ⇒ (10) + 5 = 15 +1 Trapfinding if appropriate


Rast and Gudada's search of the room yields only the realization that the people here are dead. Entirely dead. Not mostly dead, completely dead. Their bodies are wrapped in decayed cloth. Clearly a sign of some higher status. The markings on the wall are written in an old tongue of Varisian, most of what you make out depicts family lineage and heritage.

Wyndel sees three sets of tracks, one larger set two smaller sets.

Kesni can hear the slow grinding sound from further in, and likely to the left. It's a touch louder from here than it was at the entrance.


Human HP: 35/35 AC: 22, FF21, Touch 11. Fort +6, Ref +2, Will +7. Initiative +1. CMD 17, CMB +6. Bleeding Touch 7/7 Day Rebuke Death 7/7 Day Channel Positive Energy 3/5

Azorious cast's detect magic and starts checking the area for magical auras, still keeping his bow and arrow in hand.


The entire Crypt emanates with a faint glow of magic, mostly Divine in nature. Minor scripts and signs become visible to you in the walls. Likely warding and holy symbols.

You feel a stronger aura coming from deeper in from where you can see further off and it feels like it's coming from the left.

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

[/b] "Well at least they are not undead." [/b]

With a shrug Rast turns and moves to head down the stairs. If the others follow he continues to the bottom stopping to look around.

Perception: 1d20 + 3 ⇒ (17) + 3 = 20


Half Orc Ranger 2 | HP:6/21 | AC:16 (T12 FF14) | CMB:4; CMD:17 | R:5 F:5 W:1 | Init:2 | Perception:6

Now that she has looked the tomb over and confirmed that they were not alone, Kesni will swap her longspear for her bow and take a position at the top of the stairs with an arrow knocked. She says as quietly as she can and still be heard by the others, ”Take up a position. Whatever is in here with us is in the alcove down the stairs and to the left. We need to draw it out into the open.”


Human HP: 35/35 AC: 22, FF21, Touch 11. Fort +6, Ref +2, Will +7. Initiative +1. CMD 17, CMB +6. Bleeding Touch 7/7 Day Rebuke Death 7/7 Day Channel Positive Energy 3/5

"This place has wards of divine magic strewn about it to protect the dead... but I can sense a stronger mystical aura coming from up ahead to the left." Azorious points.


Rast is overcome with a sense of evil, unholy and unnatural coming from around the corner he's approaching.

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

"Hmmmmmm.... Something is off down here. I.. fells like... I guess something can feel evil somehow, makes my teeth hurt at the least."

He stops where he is at the bottom of the steps, not really wanting to press forward without the others there.


Human HP: 35/35 AC: 22, FF21, Touch 11. Fort +6, Ref +2, Will +7. Initiative +1. CMD 17, CMB +6. Bleeding Touch 7/7 Day Rebuke Death 7/7 Day Channel Positive Energy 3/5

Not wanting Rast to be left without enough help to back him up Azorious moves to the top of the stairs keeping his weapons ready. He whispers down to Rast. "Wait for everyone to gather back together before going around the corner!"


male Varisian Human | HP: 52/52 | AC23 (T16, F18) | Init+5 | Perc+20+ | CMB+5(10), CMD21 | F+4, R+11, W+3 | DD+23+, Bluff+11/Dip+11/SM+12, Know(Local)+13 Unchained Rogue 7 | Speed 30' | Sneak Attack+4d6; Trapfinding+3; Danger Sense+2 | Trapspotter+27+ | Active conditions: None.

Gudada scoots up front (and down the stairs) to ensure Rast isn't alone. "Sorry, got distracted. What do you mean you can FEEL evil?"


Male NG Dwarf Transmuter 2 | HP: 19/19 | AC 11 (T11, FF 10) | CMB: +4 CMD: 15 | F:+2 R:+1 W:+3 | Init +1 | Perception +0, Darkvision 60ft. | Speed 20 ft. | Spells lvl1: 4/4 | Telekinetic Fist 4/6 | Arcane Bond 0/1

With a quiet whisper, Rogar comments, the sad expression on his face still present. Oh aye, Halda had a companion that cou' feel evil too. Thar's somethin' down thar. Ye ken be sure of it! The dwarf creeps forward with the others.


Human HP: 35/35 AC: 22, FF21, Touch 11. Fort +6, Ref +2, Will +7. Initiative +1. CMD 17, CMB +6. Bleeding Touch 7/7 Day Rebuke Death 7/7 Day Channel Positive Energy 3/5

Now the group is gathering up Azorious moves up beside Rogar.

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

Gudada, are you really at 1HP


As Rast's feet hit the bottom of the Crypt, the deafening silence is only cut by the beating of his own heart and the slow sound of shuffling.

Wyndel slowly starts the feel the build of the same presence in this Crypt.

Kesni' intuition vs Goblins: 1d20 + 7 ⇒ (2) + 7 = 9 Looking at the sets of Goblin tracks moving in, there's a spot where they all seem to mix up just before the corner.


Male Human Cleric 1 (favored class) | HP 10/10 | Init: +1;Perception: +3 | Fort +4(+4 from Endurance), Ref +1, Will +5 | AC 17, T 11, FF 16 | CMD 12 | CMB +1

"Beware....Something is not right!", Wendyl whispers to the others as he follows. He opens his spirit to Erastil drawing strength from his conviction. He feels the positive energy building within too a point of elation. Wendyl channels the energy of his faith into a wave rolling out from him in all directions.

Channel Positive Energy: 1d6 ⇒ 2


male Varisian Human | HP: 52/52 | AC23 (T16, F18) | Init+5 | Perc+20+ | CMB+5(10), CMD21 | F+4, R+11, W+3 | DD+23+, Bluff+11/Dip+11/SM+12, Know(Local)+13 Unchained Rogue 7 | Speed 30' | Sneak Attack+4d6; Trapfinding+3; Danger Sense+2 | Trapspotter+27+ | Active conditions: None.
Rast Cobble wrote:
Gudada, are you really at 1HP

Hunh? What? <looks> Ooh. Well, the "p" is next to the "0", so I think I see the typo . . ..

Wyndel wrote:
"Beware....Something is not right!", Wendyl whispers to the others as he follows.

I took the liberty of moving his token in an attempt to somewhat match his post.


Male NG Dwarf Transmuter 2 | HP: 19/19 | AC 11 (T11, FF 10) | CMB: +4 CMD: 15 | F:+2 R:+1 W:+3 | Init +1 | Perception +0, Darkvision 60ft. | Speed 20 ft. | Spells lvl1: 4/4 | Telekinetic Fist 4/6 | Arcane Bond 0/1

The old dwarf creeps down the stairs to the side opposite to where the tracks go, using the wider angle to shine his bulls-eye lantern into the area as the group advances.


The dwarf moves forward, a wave of shimmering light flows out from behind him as Wyndel channels his faith. You all hear a shrieking sound and the shuffling becomes a scurrying as you catch a glimpse of this creature move back.

You can hear a deep voice rumbling and echoing throughout the halls. "Intruder!"

Option for a surprise round decline due to combat action taken
Combined Party initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Combined Enemy initiative: 1d20 + 6 ⇒ (2) + 6 = 8
Unknown Initiative: 1d20 + 4 ⇒ (1) + 4 = 5

Party to act first

You hear from all around you in multiple alcoves the same shuffling, but with different pitches. You get the sense that you are suddenly not alone in this crypt.

The darkness surrounds you as the light of the lantern dims from unnatural means. Although you don't have trouble seeing, it feels that much darker.

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

Undead. Father Gil taught me about this.

Rast steps forward near the opening and calls on Desna to grant him the power to end this unlife.

"In Desna's name find true rest you poor creature."

Channel: 1d6 ⇒ 3


The humanoid creature resembles Tian heritage, as it's rotted flesh reveals corded muscles and sinew stretched tightly over its skeleton. Hollow eye sockets flicker with a hellish glow. Broken and rotted teeth line its mouth, and its hands end in wicked claws.

It recoils from the holy energy being cast around it and you see parts of it's flesh dissolve into the air as dust would evaporate in the wind.

3 Dmg - Unholy Cadavar

As Rast peers into the room, he sees that the dead corpses are slowly beginning to rise at the behest of this abomination. With the tailing energy reaching them, four of the skeletons nearest to Rast begin to burn with a holy fire, yet they continue to rise.

3 Dmg - 4 Skeletons Dotted Teal


Human HP: 35/35 AC: 22, FF21, Touch 11. Fort +6, Ref +2, Will +7. Initiative +1. CMD 17, CMB +6. Bleeding Touch 7/7 Day Rebuke Death 7/7 Day Channel Positive Energy 3/5

"Stay close to me!" Azorious calls out before creating the blue protective wards to heal his allies.

@Allies within 10ft of Azorious get a +1 deflection bonus to their AC. Rounds 1/4


male Varisian Human | HP: 52/52 | AC23 (T16, F18) | Init+5 | Perc+20+ | CMB+5(10), CMD21 | F+4, R+11, W+3 | DD+23+, Bluff+11/Dip+11/SM+12, Know(Local)+13 Unchained Rogue 7 | Speed 30' | Sneak Attack+4d6; Trapfinding+3; Danger Sense+2 | Trapspotter+27+ | Active conditions: None.

"Let's form a skirmish line! I think the top of the stairs would be best. C'mon, Rast! Pull back and join us!" With that said, 'Dada puts his feet in use to follow his idea . . ..


Half Orc Ranger 2 | HP:6/21 | AC:16 (T12 FF14) | CMB:4; CMD:17 | R:5 F:5 W:1 | Init:2 | Perception:6

Kesni, having never experienced anything like this before, is hesitant to make a move. She will remain at the top of the stairs and an arrow ready to pierce anything that comes out into view.

For speed’s sake I will post my readied attack, which will be against the first target to come out of an alcove.

Longbow: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d8 ⇒ 5


Human HP: 35/35 AC: 22, FF21, Touch 11. Fort +6, Ref +2, Will +7. Initiative +1. CMD 17, CMB +6. Bleeding Touch 7/7 Day Rebuke Death 7/7 Day Channel Positive Energy 3/5

Hearing Gudada Azorius will move back to the top of the stairs to co ordinate with the others.


Male NG Dwarf Transmuter 2 | HP: 19/19 | AC 11 (T11, FF 10) | CMB: +4 CMD: 15 | F:+2 R:+1 W:+3 | Init +1 | Perception +0, Darkvision 60ft. | Speed 20 ft. | Spells lvl1: 4/4 | Telekinetic Fist 4/6 | Arcane Bond 0/1

The old dwarf tenses at the sudden movement but his dwarven instincts kick in as the others form and begin you execute a battle plan. Quickly going thorough the options in his head, he settles on an elfspell. Drawing on the power of the magnificent [i]Aevi,[/] he conjures a pool of grease in front of Rast to cover his retreat before moving up with the others.

Use Arcane Bond to cast Grease and then move up. Can someone move my token up 20 feet and maybe put the grease in the doorway in front of Rast?


male Varisian Human | HP: 52/52 | AC23 (T16, F18) | Init+5 | Perc+20+ | CMB+5(10), CMD21 | F+4, R+11, W+3 | DD+23+, Bluff+11/Dip+11/SM+12, Know(Local)+13 Unchained Rogue 7 | Speed 30' | Sneak Attack+4d6; Trapfinding+3; Danger Sense+2 | Trapspotter+27+ | Active conditions: None.

Think I got it. Let me know if I missed too badly.


Male NG Dwarf Transmuter 2 | HP: 19/19 | AC 11 (T11, FF 10) | CMB: +4 CMD: 15 | F:+2 R:+1 W:+3 | Init +1 | Perception +0, Darkvision 60ft. | Speed 20 ft. | Spells lvl1: 4/4 | Telekinetic Fist 4/6 | Arcane Bond 0/1

Perfect, thank you.


With arcane energy the floor slicks itself with supernatural grease. Our heroes group up at the top of the staircase.

A field of energy surrounds them all as Azrious invokes protective energy.

Kesni's arrow is ready to fly at the first target that comes around the corner.

Just waiting on Wyndel


Male Human Cleric 1 (favored class) | HP 10/10 | Init: +1;Perception: +3 | Fort +4(+4 from Endurance), Ref +1, Will +5 | AC 17, T 11, FF 16 | CMD 12 | CMB +1

Wendyl draws his bow and knocks an arrow casting a worried look in Rast direction. He is ready to fire at whatever evil creature comes in view.

Longbow: 1d20 + 1 ⇒ (11) + 1 = 12
Damage: 1d8 ⇒ 7


As you form up the phalanx at the top of the stairs, Kesni and Wyndel ready arrows. As they're focused down the hall, Kesni takes the first shot when skeletons from the alcove on the right peer around the corner, narrowly missing her target.

Wyndel is about to take his shot when he hears from behind him that familiar shuffling sound, combined with an unearthly feeling. There's something more.... Turning to see that behind him, more of these abominations are coming for the party.

The first of the skeletons come into contact with the greased patch on the ground.
Teal Skeleton 1: 1d20 + 2 ⇒ (17) + 2 = 19
Teal Skeleton 2: 1d20 + 2 ⇒ (2) + 2 = 4
Teal Skeleton 3: 1d20 + 2 ⇒ (8) + 2 = 10

Skeleton 2 Fall save: 1d20 + 2 ⇒ (19) + 2 = 21

The slowly begin to shamble through, taking little mind of the grease, one of them almost loses his footing.

Enemy turn done - PC's turn

Grand Lodge

Status: | Cleric 2 | hp 13/18 | AC 18, T 11, FF 17 | Init +1, Per +3 | CMD13 | CMB +2 | Fort +4, Ref +1, Will +6 | Spells 1st 4/4
Consumables:
1/4 Channel | 6/6 Bit Of Luck | 6/6 Agil Feet 1/1 Reroll
+3 Morningstar (1d8+2-x2,B) | +3 Starknife (1d4+2-x3,P, Rg20)

Rast quickly retreats towards the rest of the group.

"More then a dozen coming from down below. Let them come to us and Desna will help put them to rest."


male Varisian Human | HP: 52/52 | AC23 (T16, F18) | Init+5 | Perc+20+ | CMB+5(10), CMD21 | F+4, R+11, W+3 | DD+23+, Bluff+11/Dip+11/SM+12, Know(Local)+13 Unchained Rogue 7 | Speed 30' | Sneak Attack+4d6; Trapfinding+3; Danger Sense+2 | Trapspotter+27+ | Active conditions: None.

"THAT didn't go as planned. Incoming from behind! Need to clear an escape route, in case . . .."

'Dada stands his ground and prepares to attack the first skeletal figure that comes into reach, with . . . a rapier. Somehow, this look really bad for the home team.

Attack: 1d20 + 3 ⇒ (1) + 3 = 4

Yep. Looking really bad for the home team. Really bad.


Human HP: 35/35 AC: 22, FF21, Touch 11. Fort +6, Ref +2, Will +7. Initiative +1. CMD 17, CMB +6. Bleeding Touch 7/7 Day Rebuke Death 7/7 Day Channel Positive Energy 3/5

"Alright they weren't animated when we came in here so this is a potent necromancer or supernatural force. I say we push back to the entrance in a moment since this bottleneck has gone sour." Moving a little down the stairs to make sure Rast is protected by his wards while lining up another spell.

Casting grease at the opposite door to Rogar he calls to the others. "Our spells should stagger their advance. Best melee fighters towards the exit. The rest of us will just have to keep their backs covered as best they can."

Grease DC15


Male Human Cleric 1 (favored class) | HP 10/10 | Init: +1;Perception: +3 | Fort +4(+4 from Endurance), Ref +1, Will +5 | AC 17, T 11, FF 16 | CMD 12 | CMB +1

Wendyl shoulders his bow as he turns to see more skeletons behind. Their very existence was a mockery of everything that Erastil taught and everything that Wendyl believed. That made the cleric angry. The anger grew like a bonfire of righteous wrath within Wendyl. It grew as he drew a thick polished club engraved with Erastil’s antlered bow. Wendyl spoke through teeth clenched in anger, ”Beware! We are surrounded! Draw them close and let these abominations feel the wrath of Erastil.”

Wendyl holds the burning wrath of Erastil as long as he can waiting for as many of the creatures to approach as possible before releasing it with an angry growl.

Channel Positive Energy: 1d6 ⇒ 6


Male NG Dwarf Transmuter 2 | HP: 19/19 | AC 11 (T11, FF 10) | CMB: +4 CMD: 15 | F:+2 R:+1 W:+3 | Init +1 | Perception +0, Darkvision 60ft. | Speed 20 ft. | Spells lvl1: 4/4 | Telekinetic Fist 4/6 | Arcane Bond 0/1

Rogar scowls as the group starts to get surrounded. They can't let the skeletons close their escape. He has to do something.

The old dwarf steps carefully ahead of the group and swings Aevi down one handed.

Aevi Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Bludgeoning Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Can someone move Rogar to the closest square he can hit a skeleton from? The square on the corner looks like it won't be too out in the open.


male Varisian Human | HP: 52/52 | AC23 (T16, F18) | Init+5 | Perc+20+ | CMB+5(10), CMD21 | F+4, R+11, W+3 | DD+23+, Bluff+11/Dip+11/SM+12, Know(Local)+13 Unchained Rogue 7 | Speed 30' | Sneak Attack+4d6; Trapfinding+3; Danger Sense+2 | Trapspotter+27+ | Active conditions: None.

Good enough, or do you want to be swinging straight on at it instead of around a doorframe?


Male NG Dwarf Transmuter 2 | HP: 19/19 | AC 11 (T11, FF 10) | CMB: +4 CMD: 15 | F:+2 R:+1 W:+3 | Init +1 | Perception +0, Darkvision 60ft. | Speed 20 ft. | Spells lvl1: 4/4 | Telekinetic Fist 4/6 | Arcane Bond 0/1

That's exactly what I intended. Thank you.


Half Orc Ranger 2 | HP:6/21 | AC:16 (T12 FF14) | CMB:4; CMD:17 | R:5 F:5 W:1 | Init:2 | Perception:6

Kesni hears he commotion from behind realizes the horrible position they are in now. She runs for the exit. She stops at he foot of the stairs and shouts up to where they had left Father Zanthus. ”Zanthus! We’re outnumbered by undead! Some of Desna’s holy power could turn the tide.” She turns and fires at the closest skeleton.

Longbow: 1d20 + 3 ⇒ (8) + 3 = 11 Against closest green skeleton to Kesni.
Damage: 1d8 ⇒ 1


Kesni's arrow misses it's intended target as she's half focused on getting to the exit.

Rogar steps in and with the might of Aevi strikes directly into the rib cage of the skeleton, shattering it into a pile of bones. Skeleton Dead

Skeleton Red Group Fall Saves:

Skeleton Red 1 Fall Save VS 15: 1d20 + 2 ⇒ (4) + 2 = 6
Skeleton Red 2 Fall Save VS 15: 1d20 + 2 ⇒ (19) + 2 = 21
Skeleton Red 3 vs Grease Move DC 10: 1d20 + 2 ⇒ (17) + 2 = 19
Skeleton Red 4 vs Grease Move DC 10: 1d20 + 2 ⇒ (1) + 2 = 3
Skeleton Red 5 vs Grease Move DC 10: 1d20 + 2 ⇒ (8) + 2 = 10
Skeleton Red 6 vs Grease Move DC 10: 1d20 + 2 ⇒ (10) + 2 = 12

One of the two comes tumbling down and one doesn't seem to be able to negotiate the patch impeding the movement of those behind them. The others shamble through slowly, losing one in the process to the slipper floor.

Skeleton Teal Group Fall Saves:

Skeleton Teal 1 vs Grease Move DC 10: 1d20 + 2 ⇒ (16) + 2 = 18
Skeleton Teal 2 vs Grease Move DC 10: 1d20 + 2 ⇒ (18) + 2 = 20
Skeleton Teal 3 vs Grease Move DC 10: 1d20 + 2 ⇒ (15) + 2 = 17
Skeleton Teal 4 vs Grease Move DC 10: 1d20 + 2 ⇒ (19) + 2 = 21
Skeleton Teal 5 vs Grease Move DC 10: 1d20 + 2 ⇒ (9) + 2 = 11
Skeleton Teal 6 vs Grease Move DC 10: 1d20 + 2 ⇒ (12) + 2 = 14

The group from the north shamble through as if the grease was not there, after helping up their fallen comrade.

As the skeletons approach, and our heroes ready themselves for a counter attack. Wyndel believes now is the time to invoke his Deity. Visions of the sunlit field of his home fill his mind. Except there's an older man directing the work that he would normally be a part of. As this man walks through the fields he turn too look at Wyndel from a distance.

A radiant energy emanates from Wyndel, and as the energy bursts away, the skeletons explode into a cloud of dust. Few of them remain. 15 Skeletons Turned

The original abomination moves to the exit, however his footing gives out.
Cadaver Reflex vs Grease Move DC 10: 1d20 + 1 ⇒ (5) + 1 = 6

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