Rise of the Runelords Table 1 (Closed)

Game Master ElegantlyWasted


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Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Initiative: 1d20 + 3 ⇒ (6) + 3 = 9

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)

Initiative: 1d20 + 4 ⇒ (17) + 4 = 21

Shae still has bit of luck, just a reminder.


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased

Sorry all for bad clock management yesterday. I shouldn't have done a "Hey, you open the door and I'll shoot through it!" maneuver right before I'd go dark for 16+ hours...at least not without including a note for the DM to bot Shae to keep things moving. DM: Feel free to bot Shae if I do something stupid like that in the future. :)

Shae's eyes widen in anticipation as Rast gifts her with a magical boon: She seems excited that maybe she'll make a decent contribution in the coming fight! She lets a bolt fly, targeting the closest creature still standing.

Shaedeen Initiative: 1d20 + 8 ⇒ (5) + 8 = 13

light crossbow: 1d20 + 5 ⇒ (17) + 5 = 22 for piercing damage: 1d8 ⇒ 8 or....

light crossbow: 1d20 + 5 ⇒ (11) + 5 = 16 for piercing damage: 1d8 ⇒ 5

sneak attack precision damage: 1d6 ⇒ 6 (if applicable)

14 damage total (hopefully)! You guys have just made Shaedeen one happy camper!


As the bad guys have yet to act, they are flat-footed, so that certainly works just fine.

Now they will take their initiative;
Sinspawn Initiative: 1d20 + 5 ⇒ (1) + 5 = 6

...welp! All of you get to go first :D The one that Shae attacked looks pretty bad off. Shae, your sneak attack will still apply against these guys since they're flat footed until they act.

I'll also be a kind and loving GM and remind you that Bit of Luck applies to ALL d20 rolls you make on your turn, so you can apply it to initiative. Not that it matters much now, but for the future.


Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

Now in combat, Merrick will do his usual deed; taking a full attack and using Rapid Shot. He will attack first the one Shae hit, and then the one that Asa and Eloisa have used spells on.

Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d8 + 6 ⇒ (8) + 6 = 14


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased

Shaedeen reloads, aims, and tries to off one of the big bad monsters all by her little ol' self!

light crossbow: 1d20 + 5 ⇒ (13) + 5 = 18 for piercing damage: 1d8 ⇒ 4 plus sneak attack precision damage: 1d6 ⇒ 3


Merrick, your aim is spot on; both shots sink deep within your foe's torsos, and they fall to the ground, never to rise again. Only one is 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)

Not much Rast can do from back here. Will move down the stairway to our right to block anything from coming up at the archers.

I think I can take credit for all that damage, thank you Desna for guiding their arrows.


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased

Shaedeen half-stifles a shriek of indignation as Merrick steals her kill.

@Rast: Um, nope--Shae's convinced it's all her natural talent. :)


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Asa begins closing with the remaining spawn, attempting to hit it with another acid ball as she does.

Ranged Touch: 1d20 + 4 ⇒ (3) + 4 = 7

However, her aim is thrown off by her moving closer.


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

Moving forward quickly he struck with his flail, hoping to put the foul creature down before anyone could get hurt. He brought his flail down hard, using the momentum of coming down the the stairs to add to the impact.

attack: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 1d8 + 3 ⇒ (3) + 3 = 6
confirm: 1d20 + 5 ⇒ (17) + 5 = 22
crit damage to add: 1d8 + 3 ⇒ (7) + 3 = 10

Total of 16 damage if the creatures can be criticaled


The creature is absolutely susceptible to crits, and you confirm. Cailin, you do a tremendous amount of damage; the creature looks like it's on it's last legs.


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Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

Eloisa fires a Force Missile at the last sinspawn.

Damage: 1d4 + 1 ⇒ (3) + 1 = 4

If It Dies:
Eloisa looks amazed that she managed to take down one of the creatures. She does a little happy dance until she notices Calin looking at her. Then she gets embarrassed, and nods in acknowledgment of the damage he did to the monster before her attack hit.


Eloisa, that does in fact drop it. That's also my favorite spoiler of all time now.


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

He didnt frown or move or say anything really as the magic missle struck the creature. He turned to nod and got the most incredulous look on his face raising a long thin eyebrow.

"Well done?"

He said sounding confused. He wondered if she always burst out in happy dances when things went well in her life. He wasnt going to judge of course, he merely turned and head for the other sinspawn bodys to make sure they were... well dead dead still.

Expectations


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Personal Favorite

Asa looks over to Eloisa, and merely smiles. "Nice hit."

She begins looking around the room to see if the spawn were guarding anything.

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)

"Wow, that was..impressive teamwork. I wonder why they were here.

Rasts looks attempts to find anything of note on the east end of the room. I think the right stairs would put me on that side. [/b]

Perception: 1d20 + 4 ⇒ (8) + 4 = 12 [ooc] sigh


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

"I don't know, are those things something a caster might call here? Or do they live her normally?" He answers to rast asking his own question.

"Maybe we can find some clues around here in any case."

Perception: 1d20 + 8 ⇒ (6) + 8 = 14


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased

Shaedeen flashes Eloisa the briefest of disapproving glances in response to this second case of kill-stealing but then scurries forward to accompany Rast as he starts to explore.

"Yeah...that was good teamwork," she reluctantly admits as her eyes wander this way and that in search of traps or other threats.

Perception: 1d20 + 5 ⇒ (9) + 5 = 14


Looking at the north of the room, you can see eight empty cells; clearly, this was a prison of some type, though it looks as though it hasn't been used in many years. To the southwest, you see a door, and you realize it likely links up to where you initially came in to this level.

There is a hall to the east; you can explore there, or continue back to where you came; there's still an eastern path near the pottery room.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

"Apparently they needed prisons in ancient Thassilon too... though I imagine that the punishments might be a bit worse from what I have read of the place."

Gesturing to the hall, Asa cocks her head to the side. "Shall we continue forward here, or double back to that pathway down the other tunnel?"


Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

"Since we're here, we may as well continue."


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

Eloisa's face still a little red tries to recover, "I wonder if we're going to find any more statues or artifacts. Maybe some that aren't broken." She lines up in the middle of the group.


You continue to the east. You come across a room that contains several ancient relics of what appear to be torture implements, though their function and style seem strange and archaic. In one corner sits a cage with spikes protruding inward from it's iron bars. In another stands what appears to be a star shaped wooden frame, it's surface studded with hooks. In the center of the room is a long table covered with leather straps and a number of cranks that seem designed to rotate and swivel.

There are closed doors to the south and east.


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

The Desna Knight averts his eyes from the sight "Danm, this looks like a torture chamber. I never thought something like this was hiding under Sandpoint, I wonder if the glasswork has always hidden this."
"I really don't want to linger in this room, but better have a quick search."

Perception: 1d20 + 8 ⇒ (13) + 8 = 21

While he is search he says. "I say we finish this room quickly, this is not a place I want to be in."


Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

Merrick opens the southern doors assuming Shae checks for traps.


The crumbling remnants of several chairs and a long table clutter the floor of this room. To the south stand three stone doors, each bearing a strange symbol that resembles a seven-pointed star. You recognize it as the same rune you saw in the pottery room.

Among the rubble are books and pages of writing, but all are severely faded; nothing meaningful can be gleaned.

DC 20:
Under a broken chair, you find a scroll of flaming sphere, CL 5.


Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

Perception: 1d20 + 5 ⇒ (3) + 5 = 8

I don't see nuthin'!

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)

In the torture chamber "I fear I am going to become more and more accustom to this sort of thing. Terrible what man can do to man."

In the next room
Perception: 1d20 + 4 ⇒ (6) + 4 = 10 Rast appears to know he is in a room.


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

with nothing to bother us can we take 20? if so my perception is a 28

"indeed Rast, looking at these... grisly things doesnt turn my stomach like i thought it would. A terrible thing indeed."

He began. He paused at the room with the rubble and the stone doors frowning, This was all beyond his understanding at least.

perception if we cant take 20: 1d20 + 8 ⇒ (3) + 8 = 11


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Perception: 1d20 ⇒ 4

"Damn, it has just been too long since these were cared for... all that knowledge, lost." She glances back at the torture room. "Well, perhaps some knowledge is best left lost..."


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased
Rast Cobble wrote:
"I fear I am going to become more and more accustom to this sort of thing. Terrible what man can do to man."

"You may be right," Shae says softly in reply, "or maybe these torture devices belong to those sinspawn things...although they look awful old...."

If Calin's taking 20 to search the room, Shaedeen will use the time to take 20 to search for traps on the leftmost stone door (Perception total = 26); then she'll start in on taking 20 to examine the middle door, leaving Door #1 for the others to deal with as they see fit.


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

Perception: 1d20 + 9 ⇒ (11) + 9 = 20

Eloisa spends time looking through the rubble. She picks each book and paper examines it and then tosses it when nothing can be gleaned. Suddenly with a cry she dives under a chair, and comes up with a prize. A scroll. "I found a scroll of Flaming Sphere. That's going into the spell book."


Your taking 20 can cover all three doors; they're close together.

The doors, once they are open, were clearly once prison cells. Each one houses the skeleton of a badly deformed humanoid; one has three brittle arms, another has an enormous misshapen skull, and the third has a rib cage that goes all the way down to it's pelvis- a pelvis with stunted leg bones strewn below its strangely flat girth.

There seems to be nothing else in the cells or the chamber.

I'm going to assume you continue east. When you open up the doors, you find a relatively large room. The ceiling of this strangely cold chamber arches to a vaulted height of twenty feet . The floor contains eleven wooden lids strewn haphazardly over eleven five-foot-wide pits in the ground. From the darkness within these pits echo up strange shuffling sounds and, every so often, a low moan.

To the south of the room, two grotesque creatures await you. At first glance, they appear to be Goblins, but they are far larger than normal (Medium size). Upon closer inspection, you can see that their bodies are twisted and misshapen; both have three arms. One of them wields a long sword, a handaxe and a dagger. The other has a mace, a flail and a heavy shield. As you enter the room, they spring towards you!

Kurasaviel will slice back with his own blade, putting the weight of his body behind his blow.

Calin Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Rast Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Shae Initiative: 1d20 + 8 ⇒ (18) + 8 = 26
Asa Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Eloisa Initiative: 1d20 + 7 ⇒ (5) + 7 = 12
Desna Knight Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Merrick Initiative: 1d20 + 5 ⇒ (7) + 5 = 12
Bad Guys Initiative: 1d20 + 2 ⇒ (6) + 2 = 8

Wow! What poor initiative rolls for me lately! You all go before the baddies.


Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

Merrick will do what Merrick does; two shots. He'll shoot both at the one with three weapons.
"Well that is a whole new kind of ugly!"

Attack: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d8 + 6 ⇒ (7) + 6 = 13


Male Human Paladin (Oathbound) 3 | HP 34/34 | AC 18 Touch 15 FF 13 | Fort +8 Ref +8 Will +7 | Init +5 Perception +7 | Lay on Hands 5/Day, Smite Evil 1/Day

Guessing the 12 will miss

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)

"What in the name of the lady are those."

Know Religion: 1d20 + 5 ⇒ (17) + 5 = 22 worth a shot.

Rast recovers from his shock at the sight quickly and advances on the fiend holding the shield with his own mace and shield in hand.

H. Mace: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d8 + 2 ⇒ (3) + 2 = 5


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Knowledge: Dungeoneering: 1d20 + 9 ⇒ (7) + 9 = 16

Asa attempts to discern what on Golarian these creatures are.


Asa, they are still, at a base level, Goblins; something of a magical nature has mutated them.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

"Not sure exactly what caused it, but mutated goblins as far as I can tell. Probably die the same as normal ones, but be careful. No telling how else they have been changed."

So saying, she closes in with the goblinoid that Merrick was using for target practice and attempts to hack of one its extra arms with her falcata.

Attack: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d8 + 2 ⇒ (3) + 2 = 5


Male Half elf Male Half Elf Fighter 20 AC , touch 12, flat-footed 18 HP 17/24, Initiative +2

He moved forward torwards the one with the shield, if only becuase Asa and Merrick seemed well on the way to try to pincushion it out of existance. He struck hard and fast, but in a way to make sure he had his shield in optimal position.

combat expertise,fighting defensively: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20
damage: 1d8 + 3 ⇒ (8) + 3 = 11

AC is at 22


You all hit, dealing damage!


Male Half-elf Vigilante, HP 29/29, AC16, T13, FF13, Fort: +4, Ref: +6, Will: +5, +2 vs. enchantments/ +3 init / CMD 18
Skills:
Athletics/acrobatic +8, diplomacy +6, disable device 8, disguise +8, perception +9, escape artist +8, dungeoneering +6, local +8, stealth +9, sense motives +10, intimidate +8

"That are some ugly creatures even for a goblin. But still a good goblin is a dead goblin."

The Desna Knight moves to the nearest goblin thing, using acrobatics to jump around obstacles.
acrobatics: 1d20 + 7 ⇒ (5) + 7 = 12
attack: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 1d10 + 4 ⇒ (10) + 4 = 14


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased

Shae puts her quick reflexes on display, firing her crossbow as soon as she's within point blank range.

light crossbow: 1d20 + 5 ⇒ (20) + 5 = 25 for piercing damage: 1d8 ⇒ 6
crit confirmation: 1d20 + 5 ⇒ (15) + 5 = 20 for piercing damage: 1d8 ⇒ 1
sneak attack precision damage: 1d6 ⇒ 2

Not sure if Shae would've had to move forward to get into SA range. If so, that's her move action. If she could sneak attack immediately, she'll drop her crossbow and draw her rapier instead.


Spells Prepared:
8/day—force missile (1d4+1) 2nd - Protection From Evil, Communal, Spontaneous Immolation x2 1st— mage armor X2, Burning Hands, summon monster I, Ray of Enfeeblement, Ray of Frost, detect magic, light, Message
Init +7; Senses Perception +10 hp 21/21 Fort +2, Ref +4, Will +4 AC 13, touch 13, flat-footed 10 (+3 Dex)

Eloisa fires a Force Missile at the goblin thing. "Interesting. I wonder what kind of magic caused this?"

Damage: 1d4 + 1 ⇒ (2) + 1 = 3


I know we're doing theater of the mind, but do your best to specify which enemy you are attacking, please! I will assume Shae hits the one that Merrick shot; that one falls, a quarrel in it's throat. Eloisa, the Desna Knight and Calin take out the other one, the mutated Goblins mowed down before they could even act.

Great job being murder machines!

The path continues to the east; however, you do hear, underneath some of the wooden tiles in the room, an occasional, low-pitched moan.

What do you do?

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)

Perception: 1d20 + 4 ⇒ (1) + 4 = 5 ROFL

Rast makes an effort to search the bodies for any important clues or useful items.

I am guessing, as is his nature it seems, he finds nothing. It is becoming clear that Rast is the sad sack of the group.


Female Dhampir Magus (Bladebound Kensai) / 3 | AC 18 T 17 F 11 | HP 15/18 | F +3 R +4 W +3 | Init +3 | Perc +2 | 4 / 4 Arcane Pool

Asa will take a 10 on Perception while examining the bodies... for a total of 10.

Turning to Eloisa, Asa shrugs as she wipes the blood off of her blade. "Who knows, we have a moment to examine them and find out."

Knowledge: Arcane: 1d20 + 10 ⇒ (11) + 10 = 21

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