Rise of the Runelords with a Twist (Inactive)

Game Master Shadow Bloodmoon

Rise of the Runelords Anniversary Edition with some Variant Rules in Play

Maps, etc.


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Savage Rifts RotRwT

Roll Intelligence to see if you “remembered” to do that.


M Halfling Medium (Fiendkeeper) 5

Int: 3d6 + 1 ⇒ (1, 4, 4) + 1 = 10
+1 int

Int, Grenz: 3d6 + 1 ⇒ (2, 5, 3) + 1 = 11
+1 int


Savage Rifts RotRwT

The idea of buying a few more ‘useful’ magic items pops into the investigators’ heads, but unfortunately it is too late, unless they decide to wait another day before infiltrating the sawmill.


M Halfling Medium (Fiendkeeper) 5

Sorry, I really should have got to this much earlier

"Damnit, we should have thought this through more, but still, we can do this...We can hit each pair of roaming guards separately. If we're good, they shouldn't get a chance to make much noise..."

Khamul then leads Grenz off to the first ambush site (Patrol A at the 4 o'clock position). He helps Grenz pick a good hiding spot to jump out from, and then secretes himself in a position to take a back shot on the patrol as it comes up to Grenz's hiding spot...

stealth, aid another - find Grenz a good jumping out spot: 3d6 + 3 + 3 + 4 + 4 + 1 ⇒ (2, 2, 3) + 3 + 3 + 4 + 4 + 1 = 22 vs dc 10
3 ranks +3 trained + 4 Dex+4 Small+1 Trait

Both he and Grenz steel themselves for the encounter (cast guidance) and take up their hiding spots, ready to jump the patrol as it comes to them...

Stealth, Khamul: 3d6 + 3 + 3 + 4 + 4 + 1 ⇒ (2, 2, 3) + 3 + 3 + 4 + 4 + 1 = 22
3 ranks +3 trained + 4 Dex+4 Small+1 Trait

stealth, Grenz: 3d6 + 2 + 2 + 1 ⇒ (6, 6, 6) + 2 + 2 + 1 = 23
+2 dex +2 aid another +1 guidance

init, Khamul: 3d6 + 4 ⇒ (6, 1, 2) + 4 = 13
+4 dex

Init, Grenz: 3d6 + 2 + 4 ⇒ (2, 6, 1) + 2 + 4 = 15
+2 dex+4 improved init


Savage Rifts RotRwT

Grenz and Khamul ready themselves, not sure what they might be facing as they prepare a tactical stealth assault. As the two men round the corner, you can hear them muttering before they reach your chosen point. …master of blades, killer in the night, make our eyes keen to those who would harm us, allow us to see those who you would have silenced in your name, sacred Skinsaw Man.” It appears their short prayer did not help them as the two of you easily come within striking distance.

Surprise round and both of you go first in the first combat round!


M Halfling Medium (Fiendkeeper) 5

*** Surprise Round ***

Khamul rises from the bushes behind the patrol like a vengeful ghost, his staff slinging whipping as he hurls his first bullet at the back man of the pair...

5' step closer to cutting them off from the path backwards
standard action - attack

Khamul Attack: 3d6 + 3 + 3 + 4 + 1 + 1 ⇒ (1, 6, 4) + 3 + 3 + 4 + 1 + 1 = 23 vs ?FF?
+3 Bab +3 Spirit Bonus +4 dex +1 Enhancement+1 PBS

Damage: 1d6 + 1 + 3 + 3 + 1 + 1 ⇒ (2) + 1 + 3 + 3 + 1 + 1 = 11
+1 str +3 spirit bonus +3 seance bonus+1 enhancement+1 pbs

After Khamul initiates the ambush, Grenz bursts out from cover, rushing the front man.

Swift action - activate dragon style
Standard action - partial charge

Grenz Attack: 3d6 + 4 + 4 + 1 + 1 - 2 + 2 ⇒ (1, 5, 3) + 4 + 4 + 1 + 1 - 2 + 2 = 19 vs ?FF?
+4 bab +4 str +1 WF unarmed strike +1 enhancement (amulet of mighty fists) -2 PA +2 charge

Grenz Damage: 1d6 + 6 + 1 + 4 ⇒ (1) + 6 + 1 + 4 = 12
+6 1.5*str (dragon style) +1 enhancement (amulet of mighty fists) +4 PA


M Halfling Medium (Fiendkeeper) 5

*** Round 1 ***

Grenz eels a sidestep past the man he just struck, trying to get within reach of both men, as he lashes out with a flurry of strikes...

5' step
full attack - flurry of blows... Targeting first the guy he attacked in the surprise round, and if that guy falls, then the guy Khamul shot at.

Grenz Attack A: 3d6 + 4 + 4 + 1 + 1 - 2 ⇒ (1, 3, 6) + 4 + 4 + 1 + 1 - 2 = 18 vs ?FF?
+4 bab +4 str +1 WF unarmed strike +1 enhancement (amulet of mighty fists) -2 PA

Grenz Damage A: 1d6 + 6 + 1 + 4 ⇒ (5) + 6 + 1 + 4 = 16
+6 1.5*str (dragon style) +1 enhancement (amulet of mighty fists) +4 PA

Grenz Attack B, Flurry: 3d6 + 4 + 4 + 1 + 1 - 2 ⇒ (3, 4, 2) + 4 + 4 + 1 + 1 - 2 = 17 vs ?FF?
+4 bab +4 str +1 WF unarmed strike +1 enhancement (amulet of mighty fists) -2 PA

Grenz Damage B: 1d6 + 4 + 1 + 4 ⇒ (3) + 4 + 1 + 4 = 12
+4 str +1 enhancement (amulet of mighty fists) +4 PA

Khamul takes another step, this time onto the path back to the main group of guards. His staff sling spins furiously, as he launches another pair of bullets...

5' step
full attack, rapid shot ... Targeting priority: first the front man (who Grenz was also starting with), and then shifting back to the man he shot in the surprise round...

Khamul Attack A: 3d6 + 3 + 3 + 4 + 1 + 1 - 2 ⇒ (5, 6, 6) + 3 + 3 + 4 + 1 + 1 - 2 = 27 vs ?FF?
+3 Bab +3 Spirit Bonus +4 dex +1 Enhancement+1 PBS -2 rapid shot

Damage: 1d6 + 1 + 3 + 3 + 1 + 1 ⇒ (4) + 1 + 3 + 3 + 1 + 1 = 13
+1 str +3 spirit bonus +3 seance bonus+1 enhancement+1 pbs

Khamul Attack: 3d6 + 3 + 3 + 4 + 1 + 1 - 2 ⇒ (4, 1, 6) + 3 + 3 + 4 + 1 + 1 - 2 = 21 vs ?FF?
+3 Bab +3 Spirit Bonus +4 dex +1 Enhancement+1 PBS

Damage: 1d6 + 1 + 3 + 3 + 1 + 1 ⇒ (3) + 1 + 3 + 3 + 1 + 1 = 12
+1 str +3 spirit bonus +3 seance bonus+1 enhancement+1 pbs


M Halfling Medium (Fiendkeeper) 5

Defense Rolls, Khamul:

defense roll, A: 3d6 + 4 + 6 + 1 + 1 ⇒ (4, 3, 3) + 4 + 6 + 1 + 1 = 22
+4 (Dex) +6 (Armor) +1 enhancement (armor)+1 (Size)

defense roll, B: 3d6 + 4 + 6 + 1 + 1 ⇒ (1, 5, 4) + 4 + 6 + 1 + 1 = 22

defense roll, C: 3d6 + 4 + 6 + 1 + 1 ⇒ (4, 6, 4) + 4 + 6 + 1 + 1 = 26

Defense Rolls, Grenz:

Scourge A, Bodyguard feat vs. AC10: 3d6 + 3 ⇒ (4, 5, 3) + 3 = 15
Scourge B, Bodyguard feat vs. AC10: 3d6 + 3 ⇒ (1, 6, 5) + 3 = 15
Scourge C, Bodyguard feat vs. AC10: 3d6 + 3 ⇒ (1, 6, 2) + 3 = 12

defense roll, A: 3d6 + 1 + 2 + 1 + 1 + 3 + 2 ⇒ (5, 4, 3) + 1 + 2 + 1 + 1 + 3 + 2 = 22
+1 deflection, +2 Dex, +1 dodge, +1 natural, +3 Wis +2 aid another (bodyguard)

defense roll, B: 3d6 + 1 + 2 + 1 + 1 + 3 + 2 ⇒ (1, 2, 1) + 1 + 2 + 1 + 1 + 3 + 2 = 14

defense roll, C: 3d6 + 1 + 2 + 1 + 1 + 3 + 2 ⇒ (2, 3, 5) + 1 + 2 + 1 + 1 + 3 + 2 = 20


I am back, so just throwing out some added details about the results of the rolls Khamul kindly did for me (thanks by the way). Also Grenz would cast Mage Armor from his wand and Rage.

Combat adjustments and such:
All hit numbers are correct, since the Rage offsets my Combat Expertise. Damage should be:

Attack from surprise = 15 points of damage.

Round 1
Attack A: 21 points of damage
Attack B: 14 points of damage.

Defense Rolls should have an extra +6 from Mage Armor and Combat Expertise. So:

+1 Dodge
+2 Dex
+1 Natural
+1 Deflection
+3 Wisdom
+4 Mage Armor
+2 Combat Expertise
+2 Bodyguard
+16 Total

Final defense rolls should be:
A = 28
B = 20
C = 26


Savage Rifts RotRwT

Wow! Great first volley!

Slingstones and fists fly in mere seconds, the two men never knowing what hit them. Before they can even mount a response, they lie unconscious on the ground in a heap, one of them clutching a sort of leather mask in his hand. You don’t have long before the other patrol will make its way around to you.


M Halfling Medium (Fiendkeeper) 5

"Quick, up the path to the next hide site! We can search them later..."

Khamul uses his psychic powers to communicate with Grenz (Casts Message, yes, I forgot to do it beforehand), as he slips back up the perimeter path to the next ambush point (Patrol B, 3 O'clock position), as quickly and quietly as he can. Once there, he points out a good spot for Grenz to lurk, and then conceals himself as well...

stealth, aid another - find Grenz a good jumping out spot: 3d6 + 3 + 3 + 4 + 4 + 1 ⇒ (2, 3, 3) + 3 + 3 + 4 + 4 + 1 = 23 vs dc 10
3 ranks +3 trained + 4 Dex+4 Small+1 Trait

Stealth, Khamul: 3d6 + 3 + 3 + 4 + 4 + 1 ⇒ (4, 6, 2) + 3 + 3 + 4 + 4 + 1 = 27
3 ranks +3 trained + 4 Dex+4 Small+1 Trait +1 guidance

Having hidden himself, he messages to Grenz, "Same plan. I let them pass and then hit them from behind. Then you rush them...". Ambush ready, he focuses his mind on what lies ahead. (Casts Guidance)

init, Khamul: 3d6 + 4 ⇒ (5, 2, 6) + 4 = 17
+4 dex


Stealth: 3d6 + 5 ⇒ (5, 6, 5) + 5 = 21

Initiative: 3d6 + 6 ⇒ (2, 4, 2) + 6 = 14


Savage Rifts RotRwT

Leaving the two men on the ground, Grenz and Khamul take a moment to focus before getting ready to strike the next patrol as it passes. They come closer, peering into the night as they talk. ”… but he’s real upset about something. He said two investigators have been nosing around recently. He is planning on putting them on the list, but he wants to figure out who really sent them first… “

Aaand… it’s time to strike. Same deal, you win surprise and initiative for the first full round.


M Halfling Medium (Fiendkeeper) 5

*** Surprise Round ***

The second verse is the same as the first, Khamul rises from the underbrush after the patrol passes, and hurling a bullet from his sling staff.

5' step closer to cutting them off from the path backwards
standard action - attack

Khamul Attack: 3d6 + 3 + 3 + 4 + 1 + 1 ⇒ (1, 5, 4) + 3 + 3 + 4 + 1 + 1 = 22 vs ?FF?
+3 Bab +3 Spirit Bonus +4 dex +1 Enhancement+1 PBS

Damage: 1d6 + 1 + 3 + 3 + 1 + 1 ⇒ (5) + 1 + 3 + 3 + 1 + 1 = 14
+1 str +3 spirit bonus +3 seance bonus+1 enhancement+1 pbs

*** First Round ***

And he continues his attack, stepping further out of cover and blocking the path back to the main entrance, while he whips more bullets downrange.

5' step
full attack, rapid shot

Khamul Attack A: 3d6 + 3 + 3 + 4 + 1 + 1 - 2 ⇒ (4, 3, 5) + 3 + 3 + 4 + 1 + 1 - 2 = 22 vs ?FF?
+3 Bab +3 Spirit Bonus +4 dex +1 Enhancement+1 PBS -2 rapid shot

Damage: 1d6 + 1 + 3 + 3 + 1 + 1 ⇒ (3) + 1 + 3 + 3 + 1 + 1 = 12
+1 str +3 spirit bonus +3 seance bonus+1 enhancement+1 pbs

Khamul Attack B: 3d6 + 3 + 3 + 4 + 1 + 1 - 2 ⇒ (6, 4, 2) + 3 + 3 + 4 + 1 + 1 - 2 = 22 vs ?FF?
+3 Bab +3 Spirit Bonus +4 dex +1 Enhancement+1 PBS

Damage B: 1d6 + 1 + 3 + 3 + 1 + 1 ⇒ (4) + 1 + 3 + 3 + 1 + 1 = 13
+1 str +3 spirit bonus +3 seance bonus+1 enhancement+1 pbs


M Halfling Medium (Fiendkeeper) 5

At least temporarily, Grenzbot.

Again, Grenz charges out from cover, rushing the front man,

Surprise round
Swift action - activate dragon style
Standard action - partial charge

Grenz Attack: 3d6 + 4 + 4 + 1 + 1 - 2 + 2 ⇒ (4, 3, 1) + 4 + 4 + 1 + 1 - 2 + 2 = 18 vs ?FF?
+4 bab +4 str +1 WF unarmed strike +1 enhancement (amulet of mighty fists) -2 PA +2 charge

Grenz Damage: 1d6 + 6 + 1 + 4 ⇒ (2) + 6 + 1 + 4 = 13
+6 1.5*str (dragon style) +1 enhancement (amulet of mighty fists) +4 PA

and continues with a brutal assault...

Round 1
5' step
full attack - flurry of blows...

Grenz Attack A: 3d6 + 4 + 4 + 1 + 1 - 2 ⇒ (4, 6, 3) + 4 + 4 + 1 + 1 - 2 = 21 vs ?FF?
+4 bab +4 str +1 WF unarmed strike +1 enhancement (amulet of mighty fists) -2 PA

Grenz Damage A: 1d6 + 6 + 1 + 4 ⇒ (6) + 6 + 1 + 4 = 17
+6 1.5*str (dragon style) +1 enhancement (amulet of mighty fists) +4 PA

Grenz Attack B, Flurry: 3d6 + 4 + 4 + 1 + 1 - 2 ⇒ (2, 5, 5) + 4 + 4 + 1 + 1 - 2 = 20 vs ?FF?
+4 bab +4 str +1 WF unarmed strike +1 enhancement (amulet of mighty fists) -2 PA

Grenz Damage B: 1d6 + 4 + 1 + 4 ⇒ (5) + 4 + 1 + 4 = 14
+4 str +1 enhancement (amulet of mighty fists) +4 PA


M Halfling Medium (Fiendkeeper) 5

Probably unnecessary Defense Rolls:

Khamul:
defense roll, A: 3d6 + 4 + 6 + 1 + 1 ⇒ (1, 1, 5) + 4 + 6 + 1 + 1 = 19
+4 (Dex) +6 (Armor) +1 enhancement (armor)+1 (Size)

defense roll, B: 3d6 + 4 + 6 + 1 + 1 ⇒ (3, 5, 6) + 4 + 6 + 1 + 1 = 26

defense roll, C: 3d6 + 4 + 6 + 1 + 1 ⇒ (4, 4, 3) + 4 + 6 + 1 + 1 = 23

Grenz:
Scourge A, Bodyguard feat vs. AC10: 3d6 + 3 ⇒ (2, 5, 5) + 3 = 15
Scourge B, Bodyguard feat vs. AC10: 3d6 + 3 ⇒ (6, 3, 1) + 3 = 13
Scourge C, Bodyguard feat vs. AC10: 3d6 + 3 ⇒ (4, 6, 4) + 3 = 17

defense roll, A: 3d6 + 1 + 2 + 1 + 1 + 3 + 2 + 4 ⇒ (3, 5, 3) + 1 + 2 + 1 + 1 + 3 + 2 + 4 = 25
+1 deflection, +2 Dex, +1 dodge, +1 natural, +3 Wis +2 aid another (bodyguard) +4 Mage Armor

defense roll, B: 3d6 + 1 + 2 + 1 + 1 + 3 + 2 + 4 ⇒ (5, 1, 6) + 1 + 2 + 1 + 1 + 3 + 2 + 4 = 26

defense roll, C: 3d6 + 1 + 2 + 1 + 1 + 3 + 2 + 4 ⇒ (6, 1, 6) + 1 + 2 + 1 + 1 + 3 + 2 + 4 = 27


Savage Rifts RotRwT

At this moment, they are definitely unnecessary, but always appreciated as they may come up later..

Grenz and Khamul, now having a set pattern for how these silent assault work, easily take the next group of two down, leaving them in a heap on the ground. So far, the 4 at the front of the building haven’t made any indication of noticing their friends are missing.

I am willing to keep this going, I don’t mind running solo games. I wasn’t planning on adding more people. If you are willing to bot Grenz until this scene is over, we can finish with that and then go from there.


M Halfling Medium (Fiendkeeper) 5

Khamul reviews the plan, whispering to Grenz: "Ok, we got a minute or so to get in position before the remaining guards get suspicious. I sneak up, trying to cut them off from the front door of the old sawmill. You cut round that building over there, and come up the street pretending to be a drunk like you did last night. Draw as many of them as you can to you, and then start fighting. When you kick it off, I'll take the ones still the door. Whoever finishes first comes to help the other one. Try and make it as quick and quiet as possible..."

Focusing his psychic abilities (casts guidance), Khamul disappears into the night...

Stealth, Khamul: 3d6 + 3 + 3 + 4 + 4 + 1 + 1 ⇒ (2, 2, 1) + 3 + 3 + 4 + 4 + 1 + 1 = 21
3 ranks +3 trained + 4 Dex+4 Small+1 Trait +1 guidance

Grenz nods, nervous about possibly needing acting lessons, and runs off quickly around the next building. Just before stepping onto the street, he whispers a prayer to Irori for fortune Casts Guidance. Then he rounds the corner and starts stumbling his way down the street towards the guards...

Bluff, Grenz: 3d6 + 1 + 1 ⇒ (2, 1, 6) + 1 + 1 = 11
+1 cha +1 guidance

Things we are going to need one way or another:

Once Khamul has found his hiding spot, he focuses his mind Casts Guidance. Once he spots Grenz coming down the street, he opens himself to the darkness inside...

Cha Check, Dark Communion for Dark Power: 3d6 + 2 ⇒ (6, 4, 4) + 2 = 16 vs DC 10
if failed, gain a point of influence

init, Khamul: 3d6 + 4 ⇒ (6, 6, 6) + 4 = 22
+4 dex

Init, Grenz: 3d6 + 2 + 4 ⇒ (1, 6, 5) + 2 + 4 = 18
+2 dex+4 improved init


Savage Rifts RotRwT

”Oy! Didn’t I run you off the other night!”, one of the guards from the front of the building comes walking toward Grenz, oblivious to the dark halfling hidden in the shadows. His companion comes with him, already drawing what appears to be a weapon. ”Apparently, he didn’t learn his lesson.” A faint nimbus of energy surrounds the two men as they approach Grenz, dark and crackling. The other two men stand up and wait to see what happens, but their hands on on their weapons as well.

You have the initiative!


M Halfling Medium (Fiendkeeper) 5

"And I'm a gonna lesson you for that!" Grenz stays in character (angry drunk), and unleashes his inner fury, stepping into the loudmouth guard with a flurry of punches...

Bloodrage - free action
activate power attack - free action
swift - activate dragon style
5' step
flurry of blows

Grenz Attack A: 3d6 + 4 + 6 + 1 + 1 - 2 ⇒ (2, 4, 2) + 4 + 6 + 1 + 1 - 2 = 18 vs ?FF?
+4 bab +6 str +1 WF unarmed strike +1 enhancement (amulet of mighty fists) -2 PA

Grenz Damage A: 1d6 + 9 + 1 + 4 ⇒ (2) + 9 + 1 + 4 = 16
+9 1.5*str (dragon style) +1 enhancement (amulet of mighty fists) +4 PA

Grenz Attack B, Flurry: 3d6 + 4 + 4 + 1 + 1 - 2 ⇒ (5, 4, 5) + 4 + 4 + 1 + 1 - 2 = 22 vs ?FF?
+4 bab +6 str +1 WF unarmed strike +1 enhancement (amulet of mighty fists) -2 PA

Grenz Damage B: 1d6 + 6 + 1 + 4 ⇒ (6) + 6 + 1 + 4 = 17
+6 str +1 enhancement (amulet of mighty fists) +4 PA

When the fists start flying, so do the sling bullets; Khamul stepping out of the shadows, in front of the doors to the sawmill, staff-sling whistling around his head.

5' step
full attack, rapid shot

Khamul Attack A: 3d6 + 3 + 3 + 4 + 1 + 1 - 2 + 1 ⇒ (5, 2, 3) + 3 + 3 + 4 + 1 + 1 - 2 + 1 = 21 vs ?FF?
+3 Bab +3 Spirit Bonus +4 dex +1 Enhancement+1 PBS -2 rapid shot +1 profane (dark power)

Damage: 1d6 + 1 + 3 + 3 + 1 + 1 + 1 ⇒ (6) + 1 + 3 + 3 + 1 + 1 + 1 = 16
+1 str +3 spirit bonus +3 seance bonus+1 enhancement+1 pbs +1 profane

Khamul Attack B: 3d6 + 3 + 3 + 4 + 1 + 1 - 2 + 1 ⇒ (5, 6, 4) + 3 + 3 + 4 + 1 + 1 - 2 + 1 = 26 vs ?FF?
+3 Bab +3 Spirit Bonus +4 dex +1 Enhancement+1 PBS +1 profane

Damage B: 1d6 + 1 + 3 + 3 + 1 + 1 + 1 ⇒ (3) + 1 + 3 + 3 + 1 + 1 + 1 = 13
+1 str +3 spirit bonus +3 seance bonus+1 enhancement+1 pbs +1 profane

Defense Rolls:

Khamul:
defense roll, A: 3d6 + 4 + 6 + 1 + 1 + 1 ⇒ (5, 6, 3) + 4 + 6 + 1 + 1 + 1 = 27
+4 (Dex) +6 (Armor) +1 enhancement (armor)+1 (Size) +1 Profane
defense roll, B: 3d6 + 4 + 6 + 1 + 1 + 1 ⇒ (4, 2, 2) + 4 + 6 + 1 + 1 + 1 = 21

defense roll, C: 3d6 + 4 + 6 + 1 + 1 + 1 ⇒ (3, 5, 6) + 4 + 6 + 1 + 1 + 1 = 27

Grenz:
Scourge A, Bodyguard feat vs. AC10: 3d6 + 3 ⇒ (5, 5, 4) + 3 = 17
Scourge B, Bodyguard feat vs. AC10: 3d6 + 3 ⇒ (3, 2, 1) + 3 = 9
Scourge C, Bodyguard feat vs. AC10: 3d6 + 3 ⇒ (6, 2, 2) + 3 = 13

defense roll, A: 3d6 + 1 + 2 + 1 + 1 + 3 + 2 + 4 ⇒ (3, 3, 3) + 1 + 2 + 1 + 1 + 3 + 2 + 4 = 23
+1 deflection, +2 Dex, +1 dodge, +1 natural, +3 Wis +2 aid another (bodyguard) +4 Mage Armor

defense roll, B: 3d6 + 1 + 2 + 1 + 1 + 3 + 4 ⇒ (6, 1, 3) + 1 + 2 + 1 + 1 + 3 + 4 = 22
+1 deflection, +2 Dex, +1 dodge, +1 natural, +3 Wis +4 Mage Armor

defense roll, C: 3d6 + 1 + 2 + 1 + 1 + 3 + 2 + 4 ⇒ (5, 5, 5) + 1 + 2 + 1 + 1 + 3 + 2 + 4 = 29


Savage Rifts RotRwT

Grenz wastes no time in destroying the first assailant, his fists laying into the man heavily with satisfying crunches. Even as his companion moves to attack the wild fighter, Khamul’s stones find his head and he collapses to the ground, blood running from the back of his head.

The two men near the door recover from their shock and point their weapons at Khamul and Grenz and utter a divinely powered unholy command. ”KILL HIM!” , as they point to the two adventurers. Then, they move towards the doors, as if to open them.

Going to need Will saves from both of you or you spend the next turn trying to kill each other. Murderous Command


M Halfling Medium (Fiendkeeper) 5

Minor corrections, I was attacking the pair by the door, and Grenz was fighting the pair who moved to run him off, so Grenz now has 1 assailant close by, and there is one by the door. Sorry I didn't make that clear. Also, vs what DC? I am assuming a 13 for this post; lvl 1 spell +2 wis.

Will Save, Khamul: 3d6 + 4 + 1 + 1 ⇒ (6, 4, 3) + 4 + 1 + 1 = 19
+4 (Medium 5) +1 Racial +1 resistance

Will save, Grenz: 3d6 + 4 + 2 + 2 + 2 + 1 ⇒ (1, 2, 3) + 4 + 2 + 2 + 2 + 1 = 17
+4 Wis +2 familiar + 0 (U-Monk 2) + 0 (Fighter 1) + 0(bloodrager 1) + 2(Warpriest 1)+2 luck (sacred tattoo + fates favored)+1 resistance


M Halfling Medium (Fiendkeeper) 5

I am pretty sure we both made it, so...

Both warriors shrug off the dark magic and continue their assault. Grenz stepping up to the second man come out to run him off and pummeling him,

Maintain Bloodrage - free action
activate power attack - free action
Maintain Dragon Syle - free action
5' step
flurry of blows

Grenz Attack A: 3d6 + 4 + 6 + 1 + 1 - 2 ⇒ (1, 1, 2) + 4 + 6 + 1 + 1 - 2 = 14
+4 bab +6 str +1 WF unarmed strike +1 enhancement (amulet of mighty fists) -2 PA

Grenz Damage A: 1d6 + 9 + 1 + 4 ⇒ (5) + 9 + 1 + 4 = 19
+9 1.5*str (dragon style) +1 enhancement (amulet of mighty fists) +4 PA

Grenz Attack B, Flurry: 3d6 + 4 + 6 + 1 + 1 - 2 ⇒ (6, 4, 1) + 4 + 6 + 1 + 1 - 2 = 21
+4 bab +6 str +1 WF unarmed strike +1 enhancement (amulet of mighty fists) -2 PA

Grenz Damage B: 1d6 + 6 + 1 + 4 ⇒ (6) + 6 + 1 + 4 = 17
+6 str +1 enhancement (amulet of mighty fists) +4 PA

And Khamul launching a salvo of bullets at the other door warden as he closes in...

5' step
full attack, rapid shot

Khamul Attack A: 3d6 + 3 + 3 + 4 + 1 + 1 - 2 + 1 ⇒ (6, 3, 3) + 3 + 3 + 4 + 1 + 1 - 2 + 1 = 23
+3 Bab +3 Spirit Bonus +4 dex +1 Enhancement+1 PBS -2 rapid shot +1 profane (dark power)

Damage: 1d6 + 1 + 3 + 3 + 1 + 1 + 1 ⇒ (5) + 1 + 3 + 3 + 1 + 1 + 1 = 15
+1 str +3 spirit bonus +3 seance bonus+1 enhancement+1 pbs +1 profane

Khamul Attack B: 3d6 + 3 + 3 + 4 + 1 + 1 - 2 + 1 ⇒ (2, 2, 2) + 3 + 3 + 4 + 1 + 1 - 2 + 1 = 17
+3 Bab +3 Spirit Bonus +4 dex +1 Enhancement+1 PBS +1 profane

Damage B: 1d6 + 1 + 3 + 3 + 1 + 1 + 1 ⇒ (3) + 1 + 3 + 3 + 1 + 1 + 1 = 13
+1 str +3 spirit bonus +3 seance bonus+1 enhancement+1 pbs +1 profane


M Halfling Medium (Fiendkeeper) 5

And Defense rolls:

Khamul:
defense roll, A: 3d6 + 4 + 6 + 1 + 1 + 1 ⇒ (4, 3, 2) + 4 + 6 + 1 + 1 + 1 = 22
+4 (Dex) +6 (Armor) +1 enhancement (armor)+1 (Size) +1 Profane
defense roll, B: 3d6 + 4 + 6 + 1 + 1 + 1 ⇒ (2, 5, 3) + 4 + 6 + 1 + 1 + 1 = 23

defense roll, C: 3d6 + 4 + 6 + 1 + 1 + 1 ⇒ (1, 2, 6) + 4 + 6 + 1 + 1 + 1 = 22

Grenz:
Scourge A, Bodyguard feat vs. AC10: 3d6 + 3 ⇒ (2, 6, 2) + 3 = 13
Scourge B, Bodyguard feat vs. AC10: 3d6 + 3 ⇒ (4, 2, 2) + 3 = 11
Scourge C, Bodyguard feat vs. AC10: 3d6 + 3 ⇒ (4, 1, 4) + 3 = 12

defense roll, A: 3d6 + 1 + 2 + 1 + 1 + 4 + 2 + 4 ⇒ (1, 5, 2) + 1 + 2 + 1 + 1 + 4 + 2 + 4 = 23
+1 deflection, +2 Dex, +1 dodge, +1 natural, +4 Wis +2 aid another (bodyguard) +4 Mage Armor

defense roll, B: 3d6 + 1 + 2 + 1 + 1 + 4 + 2 + 4 ⇒ (4, 4, 5) + 1 + 2 + 1 + 1 + 4 + 2 + 4 = 28
+1 deflection, +2 Dex, +1 dodge, +1 natural, +3 Wis +2 aid another (bodyguard)+4 Mage Armor

defense roll, C: 3d6 + 1 + 2 + 1 + 1 + 4 + 2 + 4 ⇒ (6, 6, 6) + 1 + 2 + 1 + 1 + 4 + 2 + 4 = 33


Savage Rifts RotRwT

15 actually, but you made it nonetheless. I had thought that was going to be the case as far as who you were attacking, but I must have misread the actual attacks.

Grenz’s dance partner notices that the spell did not seem to work and prepares to strike the man with his blade. However, Grenz is faster and hits him square in the chest, sending him backwards a bit. He only barely recovers as he holds a hand over his heart. ”You’ll never get to him! They won’t let you. You can’t beat us all.” He then turns to get away from Grenz. Withdrawal, 17 damage taken.

Meanwhile, Khamul reacts quickly to the guard running to get help. He barely gets the door open as he is hit with sharp edged rocks in his head and stumbles to the ground. So far, no one has come to see about the ruckus.

You can either let the last guy go or chase him. he is going to round a corner and disappear into the night.


M Halfling Medium (Fiendkeeper) 5

Not sure if you mean the last guy has already rounded the corner (and thus no shooting him), or will next round. So you get conditional spoilers...

If he's still in Line of sight:

The thug was quick on his feet, but Khamul was about to prove to him that sling bullets were faster...

5' step
full attack, rapid shot

Khamul Attack A: 3d6 + 3 + 3 + 4 + 1 + 1 - 2 + 1 ⇒ (6, 5, 1) + 3 + 3 + 4 + 1 + 1 - 2 + 1 = 23
+3 Bab +3 Spirit Bonus +4 dex +1 Enhancement+1 PBS -2 rapid shot +1 profane (dark power)

Damage: 1d6 + 1 + 3 + 3 + 1 + 1 + 1 ⇒ (4) + 1 + 3 + 3 + 1 + 1 + 1 = 14
+1 str +3 spirit bonus +3 seance bonus+1 enhancement+1 pbs +1 profane

Khamul Attack B: 3d6 + 3 + 3 + 4 + 1 + 1 - 2 + 1 ⇒ (3, 1, 6) + 3 + 3 + 4 + 1 + 1 - 2 + 1 = 21
+3 Bab +3 Spirit Bonus +4 dex +1 Enhancement+1 PBS +1 profane

Damage B: 1d6 + 1 + 3 + 3 + 1 + 1 + 1 ⇒ (4) + 1 + 3 + 3 + 1 + 1 + 1 = 14
+1 str +3 spirit bonus +3 seance bonus+1 enhancement+1 pbs +1 profane

If he's out of line of sight:

Khamul hisses a whisper (message) to Grenz "Get him, quick!

Grenz is after the thug in a flash...

Ok, I plan not playing this out, as it gets messy in mechanics. Grenz will let go of bloodrage, and is thus fatigued (and can't charge). But he does have a 40' move rate that should allow him to catch the thug pretty easily (assuming a normal 30' rate for the thug)... but then Grenz can't attack as he takes a double move to keep up with the thugs withdraw actions...

About thirty seconds later, Grenz jogs back up, a body over his shoulder.

Khamul slips up to the door and listens carefully, hoping not to hear a hot reception being prepared...

stealth: 3d6 + 3 + 3 + 4 + 4 + 1 ⇒ (3, 4, 1) + 3 + 3 + 4 + 4 + 1 = 23
3 ranks +3 trained + 4 Dex+4 Small+1 Trait

Perception: 3d6 + 5 + 3 + 1 + 4 ⇒ (6, 3, 2) + 5 + 3 + 1 + 4 = 24
5 ranks +3 trained+1 Trait+4 Racial to detect danger


Savage Rifts RotRwT

Khamul’s sling stones find their mark and the last thug goes down in a heap. Quickly taking stock of the situation, the two of them determine that so far, there is no reception waiting for them. Listening intently at the door, Khamul can hear what sounds like a droning chant coming from deep inside the sawmill. It is muffled however, as there may be walls or machinery blocking the sound. It sounds as if there is a large number of voices and Khamul’s skin crawls a bit with the feeling of some sort of energy permeating the building.

I am going to tell you now, in honor of GM to player(s) fairness, that the upcoming battle, should you choose to take the frontal assault approach, will be deadly. However, if you have another plan..


M Halfling Medium (Fiendkeeper) 5

Clearly, Grenz needs to go out in a blaze of glory...

Grenz bodly strides up to the front door, and kicks it in, shouting out "I'm here to drink beer and kick ass, and I'm all out of beer!"

The actual plan:

Khamul whispers (message) to Grenz "I hear a lot of voices chanting, I think, so let's not just stick our dicks in the knothole... First, let's make sure we ain't interrupted. let's hauls the bodies off the street, around the corner where we left the others. Maybe find some more information..."

Some huffing and puffing later, there's a pile of 8 bodies, and the two investigators take a second to look for clues (and valuables)...

search the bodies (with detect magic)
These are clearly divine casters, so I'm figuring we might find some holy symbols... Thus:

K religion, Grenz: 3d6 + 1 + 3 + 1 + 1 ⇒ (5, 5, 3) + 1 + 3 + 1 + 1 = 19
1 rank +3 trained +1 int +1 guidance

@Gm ShadowBloodmoon, I've scouted around the sawmill a couple of times now, are there any windows or doors besides the front door? Also, is there a decent way to climb up the outside?


Savage Rifts RotRwT

After moving the bodies and searching them, Grenz and Khamul take a quick inventory. Each one was armed with a war razor of excellent manufacturing, so you now have eight of them. You also have their eight leather masks which look to be made from the skin of several creatures. On top of that, you find 16 scrolls with unholy runes on them, and each one also had a pouch containing a sparkling powder that tingles to the touch. The armor they are wearing has unholy runes upon it as well, telling you that it might be blessed. Finally, between them you collect 156 gold pieces in various denominations.

Putting away thoughts of living richly for a while, Khamul goes over the outside of the saw mill. There are two stories and there are at least three windows on the first floor and two more on the upper floors. To get to the upper floor without going through the building would require a significant amount of jumping power or at least a rope that can attach to the roof or window. The side of the mill facing the river has an open area where logs are brought into the mill itself, but it also open to the upper floors, where anyone could spot someone coming in who doesn’t belong. Only the door that Khamul and Grenz removed the guards from seems to be the other way in, unless one were to risk a first floor window. Those three look in on various saws and other machinery for cutting up logs and any number of things could be hiding there.

It’s basically a crowded two-level series of machines with lots of places to hide behind, but also wide open spaces to cross into said hiding places.


M Halfling Medium (Fiendkeeper) 5

So, the face masks aren't radiating magic? Also, did Grenz get anywhere looking for unholy symbols with his K religion check?

If they aren't radiating magic:

Khamul looks at the leather masks thoughtfully: "You know, whats going on in there sounds like some sort of a ritual. I figure these masks are cult identifiers and I'd bet they're all wearing them in there. The cultist gotta be on some sort of a cell system, so only the top guys might know about all the members... We put these on, we could probably walk right on in." He pauses and continues "Call that a back up plan for now...". He hands Grenz one of the masks, and takes another for himself. (Note, not putting them on yet, just available.)

If they are radiating magic:

Khamul looks at the leather masks thoughtfully: "You know, whats going on in there sounds like some sort of a ritual. I figure these masks are cult identifiers and I'd bet they're all wearing them in there. The cultist gotta be on some sort of a cell system, so only the top guys might know about all the members... He pauses and continues "But the masks are magical, and no doubt dedicated to whatever creepazoid these twits are worshipping; they'd probably eat our faces if we put them on."


M Halfling Medium (Fiendkeeper) 5

Grenz looks at Khamul and observes: "I don't see any lights in the upper floor windows... I have a grappling hook, and we have plenty of rope..."

Khamul flashes an urchin's grin back, "You're learning quick for a guy who disapproves of breaking and entering...", and promptly grabs a jerkin from a thug who no longer needs it, to muffle the grappling hook.

The hook padded, picking the window farthest from where Khamul heard the chanting, Grenz tosses it up to the window. Khamul focuses his mind (casts guidance) and shimmies up, to peek stealthily over the edge of the window...

Climb, Khamul, take 10: 10 + 1 + 3 - 1 = 13
+1str +3 champion spirit -1 ACP

Stealth: 3d6 + 3 + 3 + 4 + 4 + 1 - 1 ⇒ (1, 2, 1) + 3 + 3 + 4 + 4 + 1 - 1 = 18
3 ranks +3 trained + 4 Dex+4 Small+1 Trait -1 acp

Perception: 3d6 + 5 + 3 + 1 + 4 ⇒ (3, 4, 3) + 5 + 3 + 1 + 4 = 23
5 ranks +3 trained+1 Trait+4 Racial to detect danger

Guidance is still in reserve


Savage Rifts RotRwT

The masks do not radiate magic, but they are the divine focus for the thugs.

Khamul climbs up the side of the building, peering ever so slightly over the edge of the window sill. It is dark inside, save for a flickering of what is probably candle light coming from underneath a door just down the hallway Khamul is looking into. The chanting seems to emanate from that room and it is noticeably louder. They seem to be coming to the end, as an all too familiar voice rises above them, it sounds vaguely like Ironbriar’s condescending timbre.

Unless you speak Abyssal, you won’t understand the words.


M Halfling Medium (Fiendkeeper) 5

No abyssal here.
Is it practical to have a map (rough sketch is fine)? I am not visualizing this well - eg. I thought the chanting was occurring on the first floor, not up here on the 2nd...

Khamul looks up and down the hallway, are their other doorways off of it? He whispers to Grenz (Message) "Come on up, but as quiet as you can...".

With a whispered prayer to Irori Casts Guidance, Grenz begins muscling his way up...

Climb: 3d6 + 1 + 3 + 4 ⇒ (6, 6, 2) + 1 + 3 + 4 = 22
1 rank +3 trained +4 str

Stealth, take 10: 10 + 2 + 1 = 13
+2 dex +1 guidance

As Grenz climbs, Khamul catfoots down to the door where the chanting is, and listens closely, trying to guess how many are involved in the ceremony...

Stealth: 3d6 + 3 + 3 + 4 + 4 + 1 - 1 ⇒ (6, 3, 3) + 3 + 3 + 4 + 4 + 1 - 1 = 26
3 ranks +3 trained + 4 Dex+4 Small+1 Trait -1 acp

Perception, listen: 3d6 + 5 + 3 + 1 + 4 + 1 ⇒ (2, 3, 5) + 5 + 3 + 1 + 4 + 1 = 24
5 ranks +3 trained+1 Trait+4 Racial to detect danger +1 guidance

He also takes a peek at the door itself to see if it is trapped and/or locked.

Perception, door traps check: 3d6 + 5 + 3 + 1 + 4 ⇒ (3, 3, 4) + 5 + 3 + 1 + 4 = 23
5 ranks +3 trained+1 Trait+4 Racial to detect danger


Savage Rifts RotRwT

I will see about making a map for you. I know, I haven’t done that in a bit, as I have been relying on descriptive skills. Let me work on that later and then I’ll adjudicate the next part.


Savage Rifts RotRwT

Okay, map done. You are currently on slide 11.

Khamul tiptoes towards the door as Grenz takes his time, listening after every creak to make sure he doesn’t make the nearby cultists aware of their presence. As Khamul scans the door, he noticed that there is indeed a silver wire across the bottom few inches and a door that has a double lock, as in it needs a key from either side to open it. The chanting inside reaches a crescendo and one recognizable name escapes the room. Norgorber, patron god of killers, thieves and other undesirables. It is difficult to tell just how many voices joined in, but there are at least ten distinct voices that Khamul is able to pick out.


Savage Rifts RotRwT

Had a little extra time today.

New Crew:
You have been in Magnimar for longer than you care to, and frankly, can’t wait to leave. Though the City of Monuments certainly has its splendors, it also has the shadows to match. Here in the darker side of the city, crime is rampant and the guards are either too drunk or too heavy with coin to care about what goes on. Still, you are not here for them.

Instead, you are here on behest of the mayor of Magnimar, Haldemeer Grobaras, at least according to your contact, who was quite clear about the secrecy required to perform this mission. As you stalk through the streets, you go over in your mind what you were asked to do:

”A team of investigators stumbled upon something in the small town of Sandpoint and rumors have been spreading of it being related to an old empire thought long gone. They have gone to Magnimar to chase down more leads, but it seems they have run into some dead ends and bodies are starting to pile up with the amount of murders happening in and around the city. The mayor requested that you track down this team and join forces to stop these killings and find out just what is happening with this so-called ancient empire.”

While you followed dead end after dead end, a young man who called himself Scraps was quite helpful when he found out who you were looking for and the little bit of coin you put in his hand helped as well. He mentioned something about an old sawmill on Kyver’s Iselet. It’s been abandoned for sometime, but rumor has it that it is not really all that empty.

You find yourself standing outside of it, and so far, from the street and this late at night, it looks as it was described to you. Old and abandoned.


M Halfling Medium (Fiendkeeper) 5

Ok, so I am listening at pink oval, blue oval is the window we came in and green oval is a door we haven't investigated. Why can't I see what's under the yellow blotch? Is it just the wall of the hallway? (I can see the rest of those walls on the map, In particular, I can see the corner (the orange circle)...)

Khamul whispers to Grenz "Lots, 10+ guys. Hope it's not a summoning or a sacrifice because it's coming to a crescendo... and this door is locked and trapped, so it's not going to be fast..."

Taking a moment to focus himself, he starts figuring out what he trip wire does.

casts guidance,
Disable device on the trip wire. I'm assuming it's a trap. If whatever it is will hit the other side of the door (the red blotch), I do not disarm it. If it will hit this side, I do...

Disable device, trap: 3d6 + 5 + 3 + 4 + 1 + 1 + 2 ⇒ (3, 3, 5) + 5 + 3 + 4 + 1 + 1 + 2 = 27
5 ranks +3 trained +4 Dex+1 Trait+1 guidance +2 MW tools

and then continues, working on the double lock...

casts Guidance
Disable device on the lock, unlocking but not opening the door

Disable device, lock: 3d6 + 5 + 3 + 4 + 1 + 1 + 2 ⇒ (4, 6, 1) + 5 + 3 + 4 + 1 + 1 + 2 = 27
5 ranks +3 trained +4 Dex+1 Trait+1 guidance +2 MW tools


M Halfling Medium (Fiendkeeper) 5

Grenz, upon hearing the odds, considers what if they have to run away...

He figures he can jump from the window (+14 jump check), but Khamul is a little on the short side for that. He pulls up the rope (halfway), and hangs it over the windowsill, so Khamul could grab it and go into a controlled slide while rolling out the window.

Then he focuses himself, waiting patiently for Khamul to finish with the door...

Casts guidance

Grand Lodge

NG Male Dwarf | Warpriest 5 (Trudd) | Perception: +4, Darkvision (60') | Init: +3 | HP: 48 (of 48) | Defense Check: 3d6+13 | Speed: 20' | Fort: +6, Reflex: +2, Will: +8
Abilities Used:
0 (of 5 Blessings); 0 (of 5 rounds of Sacred Weapon); 0 (of 6 Fervor [2d6])
Buffs/Conditions*:
None

Radek gazes at the building for a long moment. Sneaking up is not really an option, his plate armor might as well be an alarm gong. Though he does have a spell he could cast that would help with that problem... But it would keep him from casting any other spells at all for the duration. The dwarf turns to his companion, shifting his bulk so that he remains at least somewhat crouched behind whatever cover they've used to avoid being seen - presuming the moonlight isn't glinting off his armor for all to see anyway.

"What do ye think? Unless ye can get us inside with magic or somethin', I might as well just head up te the front door an' knock it down. And without knowin' who all is in there, it might be better for us to wait an' keep watch for comin's and goin's. Maybe get some idea of the numbers we're dealin' with, if'n there's anyone in there at all. 'Course, I do have a spell that'd make me silent as a mouse, an' anyone close te me. But if'n ye need te cast a useful spell, ye'd 'ave te get some distance away first."

Greetings all! As a frontal assault was not so subtly warned against, though that's really all Radek has in his arsenal, I'm thinking we'll watch the place from afar for a bit to see if we detect any movement or catch anyone going in or coming out. I've got the Silence spell memorized, which would the armored dwarf in quietly, but would keep him from casting any further spells...


Female Human Alchemist (5) - AC17/12/15 F+7/R+7/W+2 Init+4 Perc+8

I guess introductions are a thing of the past then.

[In brackets means dwarven]
"[We need a chisel not a pickaxe.]" Jominda replies. "We have no clue how many bad guys are in there, or if any at all. But we can't wait for the morning, because if there are more than us, and they see us, we're dead. I don't mind about a silence spell, my magic is for imbibing. But before we do anything, I need a minute."

Jominda puts her backpack down and pulls out some flasks and powders. "We got a little starlight here, but once we move in I bet it is as dark as in a bear's ass. I'd be at a significant disadvantage there." She keeps on blabbering for the full minute, and you start to wonder, if your creaking armor is the real problem here.

Once finished, Jominda drinks whatever she cooked up and puts the materials in the backpack again. You can see that the magic changed her eyes. "Ready. I can take a quick quick walk around the mill and check if I see something that gives away how many folks to expect inside?"

Grand Lodge

NG Male Dwarf | Warpriest 5 (Trudd) | Perception: +4, Darkvision (60') | Init: +3 | HP: 48 (of 48) | Defense Check: 3d6+13 | Speed: 20' | Fort: +6, Reflex: +2, Will: +8
Abilities Used:
0 (of 5 Blessings); 0 (of 5 rounds of Sacred Weapon); 0 (of 6 Fervor [2d6])
Buffs/Conditions*:
None

Radek grunts. "Yer feet be lighter'n mine, lass. Go, but don't 'ead inside without lettin' me know first, aye? I'll not need light once we're inside, did all those powders n' potions give ye the ability te see in the dark yerself? Yer eyes look different anyway."

Not sure how we came together or how long we've been traveling, but I figured our characters would already know each other without introductions. I've got a bio in my profile, feel free to consider you know that much about Radek. As far as appearance, he's well groomed, with red hair and beard. He is clad in plate armor and carries an adamantine dwarven waraxe and cold iron warhammer. He is a warpriest of Trudd (the youngest son of Torag), so he has some healing magic, but most of his spellcasting is meant to give himself the edge in battle.


Savage Rifts RotRwT

Khamul:
You’re right, when I was putting the LOS blocks on there, I didn’t realize one of those was an overlook into the floor below. It should be fixed now.

Khamul takes a moment and disconnects the wire from the door frame, allowing the tiny silver bell to fall silently in his hand. You feel a wash of magic come over you as you do so, but it soon passes. The lock itself takes some time, as it is very well made, strange for a simple sawmill, but Khamul’s skill is better than any lock here and you easily unlatch it.

As you do so, the chanting stops and you hear the sound of Ironbriar’s voice again. ”Brothers and sisters, this sacrifice to our great patron is but one of the many that will bring us to glory in His Name. Soon, I will have full control of the court circuit and we will be able to explained our activities further. Now, you two, prepare to remove the body and get this cleaned up. The patrols will start again soon and we need to be gone before they do. Now go!” You then hear the sound of many people moving about quickly, some of them sounding like they are coming closer to the door.

Jominda and Radek:
I presumed to start in media res as I wanted to get you guys into the action right away. As far as knowing each other, I figure that will come out in game as we go along. As Radek and Jominda ponder what to do about getting into the building, they notice that it is awfully quiet here. Though it is late at night, the city sounds seem to be muffled, as if from a distance and you haven’t seen a night patrol in quite some time.

If Jominda takes a walk:
As you creep towards the sawmill, you start walking around the outside and once you get to the river side of the building, you spot something piled up near some shrubbery, as if to hide it. Getting closer, you realize that the pile is actually several bodies, haphazardly thrown together.


Female Human Alchemist (5) - AC17/12/15 F+7/R+7/W+2 Init+4 Perc+8

"Yep. Darkvision." Jomanida sneaks out of the cover. Everything seems louder at night than it would be perceived at day. But as Jominda is wearing only light armor that is hidden under her normal clothes, being quiet isn't an issue. The only thing making noise is her mouth and she is able to keep that under control for now.
Stealth: 3d6 + 2 ⇒ (2, 1, 1) + 2 = 6
Mostly.

Walking around the mill she looks out for tracks, to get an idea how many people come and go here during the day.
Survival: 3d8 + 5 ⇒ (5, 2, 7) + 5 = 19

Looking carefully she finds fresh tracks of someone dragged over the ground peppered with spots of blood here and there. The metallic smell of the still wet drops is a dead giveaway for someone of her profession. Only a short distance later she finds the corpses and with them a conundrum.

Jominda looks back and waves with both hands above her head to get Radek's attention. She can see some bushes, but can't remember which one it is he sits behind. So she has no idea, if the dwarf can still see her, or if she is swallowed in darkness from his position. It is really hard for her, but she refrains from calling him over. She moves back some more and tries again, but finally walks back to find the right bush with Radek behind.

"There are four corpses. Freshly murdered. Those don't look like the murders we're investigating as far as I can tell from a first glance. But I would really like to know, if those are the guys we're supposed to help and we are too late, or someone is doing our job already."


M Halfling Medium (Fiendkeeper) 5
DM ShadowBloodmoon wrote:


...
Khamul takes a moment and disconnects the wire from the door frame, allowing the tiny silver bell to fall silently in his hand. You feel a wash of magic come over you as you do so, but it soon passes. The lock itself takes some time, as it is very well made, strange for a simple sawmill, but Khamul’s skill is better than any lock here and you easily unlatch it.

As you do so, the chanting stops and you hear the sound of Ironbriar’s voice again. ”Brothers and sisters, this sacrifice to our great patron is but one of the many that will bring us to glory in His Name. Soon, I will have full control of the court circuit and we will be able to explained our activities further. Now, you two, prepare to remove the body and get this cleaned up. The patrols will start again soon and we need to be gone before they do. Now go!” You then hear the sound of many people moving about quickly, some of them sounding like they are coming closer to the door.
...

I guess we're a mite late for somebody...

Khamul whispers to Grenz "Get ready!" as he calls on the darkness within him (Dark Communion), and palms a vial (shard gel) from his belt, holding his sling-staff in the other hand...

Cha Check, Dark Communion for Dark Power: 3d6 + 2 ⇒ (4, 2, 2) + 2 = 10 vs DC 10
if failed, gain a point of influence

init, Khamul: 3d6 + 4 ⇒ (2, 4, 6) + 4 = 16
+4 dex

Grenz calls on Irori to support the pair of them...

Casts Bless

Init, Grenz: 3d6 + 2 + 4 ⇒ (2, 6, 3) + 2 + 4 = 17
+2 dex+4 improved init

Then Khamul toes the door open...

Surprise round?

Grand Lodge

NG Male Dwarf | Warpriest 5 (Trudd) | Perception: +4, Darkvision (60') | Init: +3 | HP: 48 (of 48) | Defense Check: 3d6+13 | Speed: 20' | Fort: +6, Reflex: +2, Will: +8
Abilities Used:
0 (of 5 Blessings); 0 (of 5 rounds of Sacred Weapon); 0 (of 6 Fervor [2d6])
Buffs/Conditions*:
None

"Good." Radek grunts as Jominda confirms she can see in the dark, then he watches her go.

Perception Check: 1d20 + 3 ⇒ (18) + 3 = 21

He sees her wave her hands, but dares not make any movement himself if there's no need for it. He watches the human make her way tentatively in his direction, but merely bides until she seems to figure out where he's hidden and moments later she is telling him what she saw. The dwarf grunts again, a communication that she has likely figured out could mean mild surprise, agreement, annoyance, or that he's considering something - depending on his tone. In this case, she believes it's the last option, as he takes a long minute or so before responding in his growling voice.

"Alright, let's go see, then. I'll cast me spell, but I'll be entirely deaf so ye'll need te do the listenin' for both of us. I'll keep an eye out though, an' if ye see or hear somethin' I don't, just point te yer eyes or ears an' gesture. I'll cast a spell o' silence on a coin..."

He grunts again as he shifts and digs a copper out of his belt pouch, ... so's I can pitch it away if'n I need to. Stay about twenty feet away from me at all times unless ye want to go deaf and quiet yerself. Aye? Oh, an' did ye see if'n there were other doors into the buildin'? Other than the front door, that is? Windows? Mebee opened up or broken? Unless ye got a concoction that'll make me fly though, I can't do much other than break through a door on the first floor. But we'll 'ave less than 'alf a minute te get inside, if I'm gonna go bashin' through a door without makin' a noise louder'n a mouse fart."

Unless there's anything more to discuss, Radek will cast his Silence spell on a copper coin and keep it clenched in his left hand as he draws his waraxe with his right.

The Silence will only last for five rounds, hopefully long enough to get to the building and go through a ground floor door without making any noise. If that's the plan?


Female Human Alchemist (5) - AC17/12/15 F+7/R+7/W+2 Init+4 Perc+8

Jominda looks surprised when Radek asks about the entrances. She shrugs and makes her 'sorry' face. She forgot to check.

"Ok." she replies. Dwarves are funny folks. They hew halls inside mountains and do all that calculations about statics so they don't crumble. But when it comes to the odds of winning a fight, they seem to have a bad case of dyscalculia. There are four corpses and somewhere there are guys who killed them, and who knows how many more. We are only two. What shall we do? Kick in the front door! On the other hand, you have a strong fighter, and one that wouldn't run away easily.

Jominda decides to take her chances and not hear what happens. She walks closely behind Radek, hiding behind him in regards to the mill. Well, mostly, as she is a head larger than him, but with the hood of her cloak drawn into her face she should be good. She uses the time to talk a lot to herself to experiment with the magical silence that she hasn't experienced before.

Kick away at the probably unlocked door.

Grand Lodge

NG Male Dwarf | Warpriest 5 (Trudd) | Perception: +4, Darkvision (60') | Init: +3 | HP: 48 (of 48) | Defense Check: 3d6+13 | Speed: 20' | Fort: +6, Reflex: +2, Will: +8
Abilities Used:
0 (of 5 Blessings); 0 (of 5 rounds of Sacred Weapon); 0 (of 6 Fervor [2d6])
Buffs/Conditions*:
None

Radek nods with a final grunt and after another moment's thought he speaks. "If'n there's fresh corpses out front, likely there's evil folk in there. Either the ones who killed 'em, if the bodies are th' ones we're lookin' fer, or mebbee more of 'em if th' ones we're lookin' fer be inside already." As if coming to a decision, he casts a few spells before casting Silence on the coin. Then, gripping his axe in his right hand and the silenced coin in his left, heads swiftly toward the building and putting the coin in his mouth to clench it between his teeth, tries the handle to see if it opens easily. If not, he'll put his shoulder into it to try and force it. If it resists, he smashes into it with his heavy axe using both hands, hoping the silence lasts until he busts it down...

STR check: 1d20 + 4 ⇒ (12) + 4 = 16 to force open the door if needed...

1st Attack Door with Adamantine Waraxe (two-handed Power Attack/Divine Favor): 1d20 + 9 - 1 + 3 ⇒ (4) + 9 - 1 + 3 = 151d10 + 5 + 2 + 3 ⇒ (7) + 5 + 2 + 3 = 17 to break down the door (ignoring hardness less than 20) if needed... Heeere's Johnny!!

2nd Attack Door with Adamantine Waraxe (two-handed Power Attack/Divine Favor): 1d20 + 9 - 1 + 3 ⇒ (9) + 9 - 1 + 3 = 201d10 + 5 + 2 + 3 ⇒ (5) + 5 + 2 + 3 = 15 to break down the door if needed...

3rd Attack Door with Adamantine Waraxe (two-handed Power Attack/Divine Favor): 1d20 + 9 - 1 + 3 ⇒ (12) + 9 - 1 + 3 = 231d10 + 5 + 2 + 3 ⇒ (3) + 5 + 2 + 3 = 13 to break down the door if needed...

Cast Bear's Endurance (+4 to CON for 5 minutes), then Protection from Evil (+2 to AC and Saves vs evil for 5 minutes), and finally Divine Favor (+3 luck bonus to attack/damage rolls for 1 minute) before the Silence spell. Made a few rolls in case the door is locked or barred or what-have-you. Figuring a round (maybe two at most?) to run to the door, then I'd have at least three rounds and maybe four to get in without any noise. After that, figure another six or seven rounds of Divine Favor remaining if I manage to bust down the door quickly (or just open it with the first attempt).


F Kobald Incanter 4 / Monk 1

Zarque comes gliding in out of the gloom above, landing lightly on the roof to look around for any guards. The dead bodies laying around tell her that one or both of the other groups have probably arrived. It was pure luck, or fate, that she overheard those newcomers getting info from that boy. Probably fate since she seems to arrived while things are underway. She looks for a good spot to see the interior from up here.


Female Human Alchemist (5) - AC17/12/15 F+7/R+7/W+2 Init+4 Perc+8

Perception: 3d6 + 8 ⇒ (4, 4, 4) + 8 = 20
Once the silence ends Jominda points out to Radek "Something like a mini dragon has landed on the roof!"

Grand Lodge

NG Male Dwarf | Warpriest 5 (Trudd) | Perception: +4, Darkvision (60') | Init: +3 | HP: 48 (of 48) | Defense Check: 3d6+13 | Speed: 20' | Fort: +6, Reflex: +2, Will: +8
Abilities Used:
0 (of 5 Blessings); 0 (of 5 rounds of Sacred Weapon); 0 (of 6 Fervor [2d6])
Buffs/Conditions*:
None

Rerolls for above, if needed: STR Check: 3d6 ⇒ (3, 3, 5) = 11
Attack #1?: 3d6 ⇒ (4, 3, 4) = 11
Attack #2?: 3d6 ⇒ (5, 6, 4) = 15
Attack #3?: 3d6 ⇒ (2, 1, 6) = 9

Feel free to substitute these four rolls in order for the ones I made above using a d20 by mistake. At this point, I'm going to wait for a GM post to figure out where everything stands when Zarque lands on the roof and Jominda speaks. There's just too many variables for me to make a post on Radek's actions. For instance, if he walks through the door in that first round (if the door is unlocked), then he's going to have about 4 rounds of Silence left to start looking around without making a clatter in a building occupied by bad guys. And assuming Jominda saw him at that point, she wouldn't be able to speak until those 4 rounds of exploration are past.

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