Rise of the Runelords - GM Pablo (Inactive)

Game Master Stetrix

Something is afoot in Varisia. There have been a series of odd murders in a small town on the west coast called Sand Point and more recently the capital Magnimar, where even the lord-mayor was a target. A cult of serial murderers called the Skinsaw Men was uncovered and stopped. We have also received reports of more activity along the border.

I would like you to go see the lord-mayor of Magnimar. Assure him the Pathfinder society will do what we can to help him. Investigate these goings on and see if there is a common thread to all this unrest. We have a lot of interests in Varisia and would like to maintain the good graces of the government. I doubt the lord mayor will have you sitting around for long. It is a big place and inevitably something will need attention.

So how does that sound? A mission without a precise goal and with no guarantee of coin. Ha! Are you up for it?

Character Sheets.

Travel Map.

Treasure and Experience.

Magnimar.

Varisia Map.

Area Map.


1,601 to 1,650 of 2,650 << first < prev | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | next > last >>
Silver Crusade

Jog forward as indicated. Ready an action to fire a gun if I should inexplicably be handed one.

"Hey! Hey, Rolande. Let me try one of those firewhatsits. We've almost got this thing wrapped up, what could it hurt?"


Fire on Ogre 3.
Pepperbox two-handed: 1d20 + 14 ⇒ (17) + 14 = 311d8 + 8 ⇒ (7) + 8 = 15
Pepperbox two-handed w/grit (rapidshot): 1d20 + 8 ⇒ (4) + 8 = 121d8 + 8 + 2d6 ⇒ (4) + 8 + (6, 5) = 23


To clarify for everyone:
Full-Attacking
Attacking more than once (taking advantage of extra attacks from a high BAB, two-weapon fighitng, haste, and so on) requires a Full-Round action, that is both your Move and your Standard actions.

Movement
Moving your speed is a Move action, so someone with 30-ft. move speed could move thirty feet as one Move action. Because Full-Round Actions are a combination of Move and Standard, you cannot use this in the same round you Full-Attack (usually; some classes, feats, and powers do offer exceptions). Thus you are limited to just a regular, singular Attack as a Standard action.

Also note that while moving as a Move action, you provoke Attacks of Opportunity if you exit any square that an opponent threatens.

In short - if you move more than 5' (not 5' through difficult terrain 10' equivalent move) you only get 1 attack no matter the number of additional attacks you have or weapons you carry (Fernleaf, Fahari and Rolande for example). If you move only roll a single attack at your greatest bonuses!

Buchart hits number 2 for 23, but it still stands.

Sekkimm moves next to Rolande and asks to try a gun (they are attached to a weapon cord and a move action to remove that).

Rolande moves up 5' and fires and kills #3 and regains a grit point 1/4
You have 3 attacks at +15 and 1 at +10, by only moving 5 feet.You still have two more shots, but realize you only have two bullets left because you fired 4 last round. Next round will need to take a move action to reload your weapon! Next round only 1 shot @+15 to hit. Probably a good reason to get a second pepperbox.

Fernleaf
Ogre B
Shalelu
Anaba -22
Cela -16
Fahari
Ogre #1 -20 grappled
Ogre #2 -28
Ogre #3 -7
Lumpy
Buchart
Sekkimm
Rolande


Other two shots at 2 unless I kill with shot one, then the other at #1.
Pepperbox two-handed: 1d20 + 15 ⇒ (11) + 15 = 261d8 + 8 ⇒ (2) + 8 = 10
Pepperbox two-handed (rapidshot): 1d20 + 10 ⇒ (7) + 10 = 171d8 + 8 ⇒ (5) + 8 = 13


Rolande kills #2 Grit back 2/4!

Everyone piles on the lone injured Ogre trapped in the black tentacles and kills the last Ogre.

Out of Combat ahead lies the only structure on the Dam and probably the entrance. You can tell the water on the Storval Deep side is indeed very high and the dam probably can't maintain the stress (especially with more rain) for long.

Move ahead to the structure on the center of the Dam?

Silver Crusade

If we're entering the complex now I think it is time to pass out the first batch of flame arrow. 34 bullets for Rolande and 16 arrows for Shalendreu (sp).


WOOT!


New Map Skull's Watch!

The two northern sets of double doors that lead into this structure have been repeatedly smashed by the ogres. They seem to have been hastily repaired from the inside. The doors will no longer open and must be pushed down (Strength check) to access.
The two sets of southern doors are intact and barred from the inside-they may be able to be forced open with a Strength check.

The "windows" into the structure are in fact the eye sockets of the skull-shaped facade; they're 5 feet in diameter and 10 feet off the ground. It's a DC 10 Climb check to scramble up to one of them.

Dark Archive

Male Halfling Rogue L2

I will use my Gloves of Reconnaissance to look into the structure through the walls and door.


Fernleaf uses 3/10 daily charges from the gloves

Piles of rubble dominate this large room, along with bits of flesh, broken weapons, splashes of blood, and a few dead ogres that have been torn limb from limb. Wind and rain howl through circular openings to the north that look out over the Storval Deep, and puddles of water have collected on the floor. Thick sheets of ropy green fungus grow along the walls here, winding in through the windows and through numerous cracks in the domed ceiling thirty feet above; behind the fungal vines, the walls are decorated with hundreds of
skull-shaped carvings.

Fernleaf Perception: 1d20 + 12 ⇒ (18) + 12 = 30
He spots four Trolls inside trying to hide in the ropy fungus.


Can I WindWalk up to the Skull Eye windows on draw a bead on these Trolls?


Yes - you can! I moved you out over the dam can see in and fire easily!


Initiative?


surprise round they are not looking out the window at you.
Fire - No longer hasted 3 shots, but you add 1d6 fire to each.


I am the god of hellfire and I bring you Fire! I think you will burn...
Pepperbox two-handed: 1d20 + 14 ⇒ (10) + 14 = 241d8 + 8 + 1d6 ⇒ (8) + 8 + (2) = 18
Pepperbox two-handed: 1d20 + 14 ⇒ (18) + 14 = 321d8 + 8 + 1d6 ⇒ (4) + 8 + (1) = 13
Pepperbox two-handed (rapidshot): 1d20 + 9 ⇒ (1) + 9 = 101d8 + 8 + 1d6 ⇒ (2) + 8 + (6) = 16
third shot jammed, will use grit to clear

Silver Crusade

Before the surprise round cast shield, mage armor, and beast shape II - dire tiger. On the surprise I'll just be moving.


Sekkimm the door is still blocked. Does anyone want to try pushing open the door while Rolande fires?

Rolande hits one close to his window for 21 points!

Anaba Initiative: 1d20 + 5 ⇒ (19) + 5 = 24
Buchart Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Cela Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Fernleaf Initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Rolande Initiative: 1d20 + 6 ⇒ (7) + 6 = 13
Sekkimm & Lumpy Initiative: 1d20 + 8 ⇒ (1) + 8 = 9
Shalelu Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Troll Initiative: 1d20 + 2 ⇒ (19) + 2 = 21

Anaba
Trolls
Cela & Fahari
Shalelu
Buchart
Rolande
Fernleaf
Sekkimm & Lumpy


Female Human (Shoanti) 147532-1 Fighter 1 | AC 22 T13 FF 20 | HP 71/71 | F +12 R +8 W +2 | Init +5 | Perc +10

I want to try to push the door open.


Female Human (Shoanti) 147532-1 Fighter 1 | AC 22 T13 FF 20 | HP 71/71 | F +12 R +8 W +2 | Init +5 | Perc +10

Strength: 1d20 + 7 ⇒ (18) + 7 = 25


Anaba manages to push the door open. It breaks apart and falls away from the crude support the Trolls fashioned.

The Trolls rush forward.

Troll Bite: 1d20 + 8 ⇒ (11) + 8 = 191d8 + 5 ⇒ (6) + 5 = 11 miss
Troll Claw #1: 1d20 + 8 ⇒ (8) + 8 = 161d6 + 5 ⇒ (6) + 5 = 11 miss
Troll Claw #2: 1d20 + 8 ⇒ (9) + 8 = 171d6 + 5 ⇒ (6) + 5 = 11 miss

Cela casts Prayer - +1 to hit everyone for 1 min

Shalelu shoots some flaming arrows thanks to Sekkimm
Shalelu +1 Composite Longbow - Rapid Shot: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 242d8 + 4 + 2d6 ⇒ (8, 4) + 4 + (2, 1) = 19
Shalelu +1 Composite Longbow - Single Shot moved): 1d20 + 10 ⇒ (10) + 10 = 201d8 + 2 + 1d6 ⇒ (1) + 2 + (6) = 9
Hits for 28!

Troll by door -49

Buchart is up, but there is little room to get in past Anaba (delay until room, cast a spell, fire bow or try to open other door)

Silver Crusade

How high is the roof? Can we go over to the other door?


the ceiling in the room is 30' high so 35' up and over the skull.

The Southern doors are barred from the inside, so the DC to open them will be more difficult than the ones Anaba just opened.

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Can I see a troll? Can I see into the room?


Yes you can, but any ranged attacks will be at -4 because he is engaged in close combat with anaba.

Silver Crusade

Can we run around below? Is the south accessible?


Jen had to leave for the day Pablo, and she car pools from Frankfort and then will be on the road and won't get home until late, please play for her.

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

I've been wanting to do this for a long time! Back up a second Anaba! Fire in the hole!

I believe the Reflex save DC is 15. You can remove the area shaded once the rolls are made.

Fireball: 7d6 ⇒ (2, 6, 2, 1, 4, 4, 3) = 22


Ka-Boom!


Buchart drops the Fireball hammer
Troll #1 Reflex DC15 for 1/2: 1d20 + 4 ⇒ (2) + 4 = 6 fail
Troll #2 Reflex DC15 for 1/2: 1d20 + 4 ⇒ (5) + 4 = 9 fail
Troll #3 Reflex DC15 for 1/2: 1d20 + 4 ⇒ (20) + 4 = 24 saved!
Troll #4 Reflex DC15 for 1/2: 1d20 + 4 ⇒ (3) + 4 = 7 fail

Troll by door #1 Dies a crackly death...
Troll #2 -22
Troll #3 -11
Troll -4 -22

Rolande is up!


Firing on same Ogre, used grit to clear jam.
Pepperbox two-handed: 1d20 + 15 ⇒ (19) + 15 = 341d8 + 8 + 1d6 ⇒ (8) + 8 + (1) = 17
confirmcrit: 1d20 + 1 ⇒ (15) + 1 = 16
damage: 3d8 ⇒ (2, 6, 3) = 11
Pepperbox two-handed: 1d20 + 15 ⇒ (4) + 15 = 191d8 + 8 + 1d6 ⇒ (1) + 8 + (5) = 14
Pepperbox two-handed (rapidshot): 1d20 + 10 ⇒ (5) + 10 = 151d8 + 8 + 1d6 ⇒ (2) + 8 + (1) = 11


Rolande shoots #2 with a crit on the 1st shot for 52 (74 damage) which drops him (1 grit back 2/4).

He hots #4 for 25
Troll #3 -11
Troll -4 -47

Looking like you have this under control and not wanting to use all his bombs Fernleaf delays

Sekkimm and Lumpy are up! Yes the Western Southern doors are accessible.

Silver Crusade

Lumpy will wait for the top of the round then charge the rear troll, moving close to both in an effort to eat both's attacks of opportunity for the round and make room for other friendlies.

I will wait until after Lumpy and pounce charge attack the most damaged one I can pounce charge - if I can't pounce charge one, a normal move/attack will do.

lumpy charge: 1d20 + 8 ⇒ (19) + 8 = 273d6 + 8 ⇒ (1, 4, 5) + 8 = 18

sekkim bite: 1d20 + 7 ⇒ (8) + 7 = 152d6 + 4 ⇒ (2, 5) + 4 = 11
sekkim claw: 1d20 + 7 ⇒ (16) + 7 = 232d4 + 4 ⇒ (2, 2) + 4 = 8
sekkim claw: 1d20 + 7 ⇒ (3) + 7 = 102d4 + 4 ⇒ (1, 3) + 4 = 8


Lumpy takes the two AOOs
Troll Bite: 1d20 + 8 ⇒ (14) + 8 = 221d8 + 5 ⇒ (6) + 5 = 11 hit
Troll Bite: 1d20 + 8 ⇒ (16) + 8 = 241d8 + 5 ⇒ (6) + 5 = 11 hit

Lumpy -22/24

He drops the axe on #3's head for 18

Sekkimm moves in - charge +2 (only one attack because moving) hits for 11

Troll #3 -29
Troll -4 -58

Anaba is up!


Female Human (Shoanti) 147532-1 Fighter 1 | AC 22 T13 FF 20 | HP 71/71 | F +12 R +8 W +2 | Init +5 | Perc +10

I attack the trolls with my flaming sword.
Attack: 1d20 + 15 ⇒ (20) + 15 = 351d10 + 21 ⇒ (9) + 21 = 301d6 ⇒ 5
Attack: 1d20 + 10 ⇒ (5) + 10 = 151d10 + 21 ⇒ (10) + 21 = 311d6 ⇒ 6


Anaba confirms her crit (single attack because moving more than 10').

She easily chops down the Troll.

The remaining Troll attacks
1=sekkimm 2= lumpy = 3=Anaba
Troll Bite: 1d3 ⇒ 31d20 + 8 ⇒ (17) + 8 = 251d8 + 5 ⇒ (5) + 5 = 10
Troll Claw #1: 1d20 + 8 ⇒ (4) + 8 = 121d6 + 5 ⇒ (5) + 5 = 10
Troll Claw #2: 1d20 + 8 ⇒ (9) + 8 = 171d6 + 5 ⇒ (3) + 5 = 8

Anaba gets bit for 10

Shalelu +1 Composite Longbow - Rapid Shot: 1d20 + 10 ⇒ (2) + 10 = 122d8 + 4 + 2d6 ⇒ (1, 8) + 4 + (1, 2) = 16 miss

Buchart is up (no room to get in with your sword)!


Way to go Anaba!


Anyone feel free to go and end the combat
Buchart
Rolande
Fernleaf
Sekkimm & Lumpy
Anaba

Silver Crusade

sekkim bite: 1d20 + 7 ⇒ (13) + 7 = 202d6 + 4 ⇒ (1, 5) + 4 = 10
sekkim claw: 1d20 + 7 ⇒ (7) + 7 = 142d4 + 4 ⇒ (2, 2) + 4 = 8
sekkim claw: 1d20 + 7 ⇒ (9) + 7 = 162d4 + 4 ⇒ (1, 4) + 4 = 9
lumpy axe: 1d20 + 8 ⇒ (3) + 8 = 113d8 + 8 ⇒ (4, 8, 3) + 8 = 23


Sekkimm tastes delicious Troll flesh and kills the last Troll. As warned, you see them begin to regenerate, but are able to keep them down. How do you want to destroy the bodies?


I have some Alchemist's Fire (12 flasks)! Fernleaf use your gloves and scope those other doors whilst we char-broil some Troll flesh.

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

We have some acid left also, no?


4 large trolls and 1 vial of acid wont do it.


Let's drag the bodies outside!
Will my 12 flasks of Alchemist's Fire burn these Trolls up Pablo?


Yes! lets say takes eight (although that's 400gp)


Whatever it takes, don't want the guys coming back!


Done!
You search the upper rooms

C8 - C9 The walls of this room are thick with green ropy fungus that hangs down over several windows,
almost like curtains. Several large nests made of the stuff cover the floor. Searching you find several items:
A cracked emerald worth 400 gp, a bent gold comb that looks like a behir (with its legs comprising the comb's teeth) with tiny pearls for eyes worth 850 gp, and a pair of lacy pink gloves of swimming and climbing (Added to Treasure Sheet)

C10 OBSERVATION DECK
Three round windows in this room look out over the southern view from Skull's Crossing. Additional skull carvings decorate the walls, ceiling, and even the floor. In the middle of the north wall stand massive stone double doors, their smooth surfaces smeared with graffiti written in dried blood.

C11 STOREROOM
This room is nearly clogged with thick coils of the strange, vinelike fungal growths, transforming the chamber into a miniature jungle that reeks of damp mold and rot. Nothing of value and Cela determines the plats are harmless.

C11 COLLAPSED ROOM
The southeastern section of this ancient room has collapsed away, leaving a treacherous-looking gap
in the wall overlooking the lake far below.

Stairs lead down. It's dark no light there.


I'll take the cracked emerald and buy more flasks.
What say you all? Throw out a Sunrod and down we go? Lumpy in front, Fernleaf and Fahari, Anaba and me, Buchart and Sekkim and Cela watching the rear.

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

My sunrod is still active (6 hrs).


Lumpy starts down the stairs.
New Map Skull's Watch - Lower Level!

The stairs go down in switchbacks almost 200 feet and end in a double door.

Any buffs/spells cast with a duration less than 30 minutes is worn off.
Air Walk and Mage Armor are still up - not sure if anything else.


I still have WindWalk, what height clearance do we have?

1,601 to 1,650 of 2,650 << first < prev | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Rise of the Runelords - GM Pablo All Messageboards

Want to post a reply? Sign in.