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.


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Rolande moves then can only take one shot,
he hits for 21! (still have grit)

Lumpy goes on the attack
Lumpy +1 Great Axe: 1d20 + 8 ⇒ (1) + 8 = 93d6 + 8 ⇒ (1, 3, 4) + 8 = 16 miss

Sekkimm and Buchart are up!!

Briselda -21

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Scorching Ray on whichever of these ruinous beauties looks to be in charge! Probably the one that just spoke.

ranged touch- ray 1: 1d20 + 10 ⇒ (12) + 10 = 224d6 ⇒ (2, 5, 3, 2) = 12
ranged touch- ray 2: 1d20 + 10 ⇒ (2) + 10 = 124d6 ⇒ (4, 5, 6, 6) = 21


Buchart hits with both Rays (you can't tell which one is in charge, or who spoke since you were in the fog, so you hit the wounded one.

Briselda screams in pain as both rays burn her.

Briselda -52

Shalelu (delays)
Sekkimm
Anaba
Cela
Hags
Rolande
Lumpy
Buchart


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

Attack: 1d20 + 17 ⇒ (4) + 17 = 213d8 + 24 + 1d6 ⇒ (3, 8, 8) + 24 + (2) = 45

I actually have a +8 on my reflex and a +2 on my will. So, woot! I attack the wounded hag with both hands using my sword.


Anaba slices the hag in two and she collapses - breaking the coven the other two hags wail - "You killed our sister!!"

Silver Crusade

Protection From Evil, Communal, to block any further nasty spells. Every ally on the initiative list and kitty.


Surrender or your next!


do we want surrender?


Cela delays

The hags back up 5' (readied action) with claws out if you advance.
"Don't kill us. We can help you defeat Barl Breakbones.

Shalelu Moves down the stairs - bow ready

Rolande
Lumpy
Buchart
Sekkimm
Anaba
Cela
Hags


If the turtle be Fernleaf, break the spell and return his form NOW! Where is the Commander?


"He is in the next chamber...but he is no longer your Commander"


Cock Pepper pointing at nearest Hag.
Transform the turtle back NOW,!


"It doesn't work that way elf - he is a turtle now."

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

What needs to happen to transform him back into a halfling?

Cast detect magic and scan the hags, starting with the dead one.


Anyone make a spellcraft check and you can determine.

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Spellcraft: 1d20 + 11 ⇒ (11) + 11 = 22


You should be able to reverse the polymorph with Dispel Magic, Break Enchantment, or Remove Curse

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Do we need to be expedient, i.e. the longer we delay the more difficult it is to reverse?

Can you do a dispell on Fernleaf Sekkim?


Sekkim and Bucky work on Fernleaf. Alright Hags you tell us what happened to the Commander and HOW you intend on helping us against Barl. Any inkling of betrayal and by Ka I will send both of you to be with your sister without hesitation.
intimidate: 1d20 + 1 ⇒ (15) + 1 = 16


"Barl Breakbones is a usurper. He sits with his Lamia ally Lucrecia in the great throne room. We are no friends of Barl and were ready to leave this place before your arrival. With our sister we would have been able to do more, but now we can cover the entrance in mist so you may enter more or less undetected. He has corrupted your beloved commander with necromatic magic and is a powerful caster."

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

How many ogres, giants and others are there here? Beside yourselves, that is.


I think all that remains is your ex commander in the chamber adjacent. In the throne room is Barl, his stone giant body guard and Lucrecia.


Did we kill Briselda dead dead or could she be brought back to positives?


she is long dead @-30...in two pieces...


OK what now?


Sekkimm do you want to try and dispel magic on Fernleaf?

Silver Crusade

But I've always wanted a pet turtle...

Silver Crusade

dispel magic: 1d20 + 8 ⇒ (1) + 8 = 9

Dark Archive

You still have a pet turtle!

-Posted with Wayfinder

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Don't get too close to him, Sekkim. I'm sure he'll bite you for that.


Surely one of the Hags has a Dispel magic that doesn't take all three of them to use.


"We can not cast dispel magic elf. Turtle soup is particularly tasty. When the halfling dies he will turn back, you could just wring the little shits neck. He he he he!"

Cela will collect Fernleaf and put him in her backpack for safe keeping. He is kind of cute as a box turtle.

Actions?


Pulling backup weapon into left hand and leveling it at the other Hag, one gun trained on each.

If your only good for fog then why am I letting you live? Princess Myriana was a ghastly shade of her former self and was grateful when I put her down. What else can you do besides fog to help us Hags?

bluff: 1d20 + 6 ⇒ (10) + 6 = 16


They look at each other...
"We can help fight Barl as well and we can describe the rooms ahead."
The large hags show their nasty claws

They wait then start describing the next rooms...see map

"The next chamber on the left was once the Kreegs' well-tended shrine to Lamashtu, but now that Barl has arrived and our leader Grolki is dead, no Kreeg has visited this shrine recently. Instead, the twisted and vile remains of what was once your commander of Fort Rannick is the guardian here. A shrine bearing the feral visage of the brutally beautiful monstrous maiden with the head of a three-eyed jackal and the belly of a pregnant young woman leans against the far wall."

"To the right at the end of the passage is a gigantic chamber which extends into darkness to the east, sloping upward between two wide ledges on which loom statues with angular faces, stern brows, and strong jawlines. Above, the ceiling opens to the slate gray sky above. The ramp leads up in tiers, finally coming to an end before immense stone throne. Once the throne room for Grolki Kreeg, this open-air cleft in the lee of Hook Mountain's summit has become Barl Breakbones's den. He sits on his throne with his Stone Giant guard (he killed the other one) and the Lamatsu Lucrecia."

Hearing this Cela Casts Wind Walk on Rolande.


Then we need to move people, the element of surprise has surely been lost. Motioning with my pistols for them to move.Hags in the front, you push the fog in front of us and lead the way to Barl When we get there keep pushing the fog into him and dismiss the spell when we are in position. Cela keep moving if you can as an Elemental and see if you can drop some rock once we get to where we are going. How long on Buffs and does anyone need more? Oh, where is Wolfie? Standard marching order with the Hags in front. Anyone have anything they want to do/add?


Buffs:
Fahari and Anaba - barkskin
Rolande - Wind Walk
Sekkimm - Mage Armor & Wolf Spell

Anaba can Lead Blades and Enlarge before entering

Not sure what else was cast with long durations??

You want Barl and company first or Commander Lamatar Bayden? You will be walking by the cave he is in.

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

I think the giant first. That way if nobody dies we still have the raise dead scroll to use on the commander!

In class until 1:30p.


Rudy, you like a day without school...no class.

Silver Crusade

Smek, you are on turtle guard duty. Make sure he doesn't wander off.


Cela put Fernleaf in her pack want to leave him here?


OK heading to the last cave on the right where Barl is supposed to be.

(Leaving Fernleaf and Smek in the Hag's cave)

Cela Drops aqueous orb and summons a Leopard before you have the Hags cast fog cloud then looks through the wall and casts Call Lightning since the room is exposed to the open air.

Any other spells? Is the plan to cast fog cloud then rush in?

Silver Crusade

I was thinking that he could still live in Cela's pack, but Smek would relocate there and hang out with the turtle.


Hmm just realized her pack has melded with Cela when she transformed...Sekkimm do you want to carry them?

Cela plans on casting sending in the leopard then casting Greater Flaming Sphere and dropping lightning bolts when the ruckus starts.

Scarab Sages

Male Human Magus L8/Brawler L1/Bloodrager L1

Bull's Strength from wand (3 min), Enlarge Person from wand (2 min). Recall Shield and cast it. Just before entry, as a move action, start a 1 min interval of Martial Flexibility to gain the use of Mobility. Wand of Vampiric touch in belt for easy access. Have a spell prepared to cast once they are in view.


Here we go - the hags move forward 10' ahead of Roland and move around the corner. They seem surprised to see a Stone Giant standing just inside the cave and not back as expected.

They both cast fog cloud then move into the cave and disappear in the mists.
A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

The Giant, bellows in alarm and prepares his great club.

"We are being attacked My Lord!" or at least something like that - you don't speak Giant!

Anaba Initiative: 1d20 + 5 ⇒ (6) + 5 = 11
Buchart Initiative: 1d20 + 6 ⇒ (15) + 6 = 21
Cela, Fahari and Leopard Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Rolande Initiative: 1d20 + 9 ⇒ (20) + 9 = 29
Sekkimm, Lumpy and Ghost Wolf Initiative: 1d20 + 9 ⇒ (12) + 9 = 21
Shalelu Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Stone Giant Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Barl BreakBones Initiative: 1d20 + 5 ⇒ (5) + 5 = 10
Lucrecia Initiative: 1d20 + 5 ⇒ (14) + 5 = 19
Hags Initiative: 1d20 + 1 ⇒ (8) + 1 = 9

Rolande is up!!!
Sekkimm
Buchart
Cela
Lucrecia
Stone Giant
Shalelu
Anaba
Barl BreakBones
Hags


Use deed Dead Shot to pool of my attacks into a single shot.

manual wrote:
Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack.

Pepperbox two-handed w/grit: 1d20 + 15 ⇒ (5) + 15 = 201d8 + 9 + 1d6 + 2d6 ⇒ (8) + 9 + (4) + (1, 2) = 24
Pepperbox two-handed w/grit: 1d20 + 15 ⇒ (9) + 15 = 241d8 + 1d6 + 2d6 ⇒ (5) + (5) + (1, 1) = 12
Pepperbox two-handed (rapidshot): 1d20 + 10 ⇒ (16) + 10 = 261d8 + 9 + 1d6 ⇒ (1) + 9 + (2) = 12

Dark Archive

No line of sight. And if you move you can not do a full round action. You can move and fire one shot but you will need to be able to see your target

-Posted with Wayfinder


You have 30' move - 60' if you double move - Inside the mist you can see nothing unless you are within 5' of a target which means they can see you and take an AOO. You can wind walk up out of the mist which extends 20' up as well. Doing this in the chamber the any enemies outside the mist can see you and you can see them assuming line of site is good.

Using Dead shot requires a full round action (no movement more than 5' and no other shots) with that you get two shots which are combined into a single attack. This is mainly useful when trying to overcome Damage Resistance. If your combatants don't have DR better to take three shots (also no more than 5' step of movement).


Message still working? I will double move up over the mist pistols ready and report what I see to the party.
Hags keep pushing that mist forward!


Yes message is working!
Rolande double moves (how high up do you go?) you have 60' or can run in wind walk 90' (AC penalty -2 this round if you do that)

Sekkimm is up!!

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