Rise of the Runelords with a Twist

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

Khamul:
, second floorYep, surprise round and you even beat Ironbriar and his mooks in initiative, so you both go first, twice. There are a lot of bad guys though.

Khamul and Grenz prepare themselves for combat before opening the door to what appears to be a gathering of cultists in the machining room of the sawmill, with various saws and grinders currently inoperative on this level. The cultist walking towards the door looks up in surprise and immediately goes for his weapon, another large razor. Before he can announce your arrival, you act..

Radek and Jominda, outside:
As you discuss your plans, you decide that knocking the door down in complete silence is the best way to make an entry. The doors were indeed locked, but Radek’s blessings from Trudd make them nothing more than tinderwood as he crashes through them. Yet for all that destruction, outside of it, nothing is heard. Inside, you find it helpful to have dark vision, as it allows you to see into this room. It is mostly empty, save for a broken wagon and some busted crates. For a few more seconds, you hear nothing, but then the sound of movement on the wooden floor upstairs comes rushing into the collapsing bubble of magic.

I placed you on the first level of the map, Slide 10. I’m muddling the time a bit so as to get you all in around the same time.

Zarque, roof:
You find a perch up on the roof of the building and watch as two people come upon the pile of bodies and then turn back towards the front door. After some sort of prayer, the dwarven one goes running headlong towards the front door, the human a few paces behind him.

You take note of their progress, but decide to check out the top level for windows. There are a couple of them and one of them has a rope hanging halfway down out of it. Through one window you see a lot of activity, but the one with the rope has none that you can see from this vantage point.


M Halfling Medium (Fiendkeeper) 5

Urrgh, free form no grid, and a splash weapon that fills a 3X3 with caltrops...

*** Surprise round ***
Khamul whips his vial of shard gel into the mass of cultists, and steps back, to allow Grenz into the fray...
Standard action - attack blue with shard gel.
5' step sideways...

Grenz steps forward, and his eyes widen when he sees the horde of foes awaiting them. He gives himelf to fury and lashes out at the cultist in the door way.

Swift - activate dragon style
free - controlled bloodrage (+4 str) used 5/11
free - power attack (-2,+4)
standard - attack pink

Khamul Attack, shard gel: 3d6 + 3 + 3 + 4 + 1 + 1 + 1 ⇒ (1, 1, 1) + 3 + 3 + 4 + 1 + 1 + 1 = 16 vs FF
+3 Bab +3 Spirit Bonus +4 dex +1 PBS +1 profane (dark power)+1 bless

Damage, shard gel: 1d4 + 3 + 3 + 1 + 1 ⇒ (1) + 3 + 3 + 1 + 1 = 9
+3 spirit bonus +3 seance bonus+1 pbs +1 profane

Grenz Attack: 3d6 + 4 + 6 + 1 + 1 - 2 + 1 ⇒ (3, 5, 6) + 4 + 6 + 1 + 1 - 2 + 1 = 25 vs FF
+4 bab +6 str +1 WF unarmed strike +1 enhancement (amulet of mighty fists) -2 PA +1 bless

Grenz Damage: 1d6 + 9 + 1 + 4 ⇒ (1) + 9 + 1 + 4 = 15
+9 1.5*str (dragon style) +1 enhancement (amulet of mighty fists) +4 PA


M Halfling Medium (Fiendkeeper) 5

Oh hell, so the shard gel misses (nat 1 effective).
So grenade like missiles; where does it end up?. Put the 1 spot directly above blue on the map and go clockwise...

grenade like missile miss: 1d8 ⇒ 5

Edit, which puts it in the square directly below him (red dashed circle), and wastes a lot of caltrops... Boo!


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

"Looks like everything got smashed here already and the party is upstairs." Jominda comments. "After you." She points with her hand to the stairs.


M Halfling Medium (Fiendkeeper) 5

*** Round 1 ***
Grenz whips another couple of punches into the cultist, pauses a beat to let Khamul's slingstones whip past him, and then steps forward onto the body of his fallen foe...

Maintain Bloodrage - free action
Maintain Dragon Syle - free action
activate power attack - free action
activate-combat expertise
Swift action - use Fervor to cast Divine Favor
flurry of blows
5' step

Grenz Attack A: 3d6 + 4 + 6 + 1 + 1 - 2 - 2 + 1 + 1 ⇒ (5, 5, 6) + 4 + 6 + 1 + 1 - 2 - 2 + 1 + 1 = 26 vs FF
+4 bab +6 str +1 WF unarmed strike +1 enhancement (amulet of mighty fists) -2 PA -2 combat expertise +1 bless +1 divine favor

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

Grenz Attack B, Flurry: 3d6 + 4 + 6 + 1 + 1 - 2 - 2 + 1 + 1 ⇒ (4, 4, 1) + 4 + 6 + 1 + 1 - 2 - 2 + 1 + 1 = 19 vs FF

Grenz Damage B: 1d6 + 6 + 1 + 4 + 1 ⇒ (3) + 6 + 1 + 4 + 1 = 15
+6 str +1 enhancement (amulet of mighty fists) +4 PA +1 divine favor

"Damnit"
Khamul curses as he realises he's botched the initial throw. He doesn't let it slow him down, as he whips a pair of softstones at Ironbriar, and then takes a step to give him a better line of fire on the rest of the room...

full attack, rapid shot
5' step

Khamul Attack A: 3d6 + 3 + 3 + 4 + 1 + 1 - 2 + 1 + 1 ⇒ (6, 4, 3) + 3 + 3 + 4 + 1 + 1 - 2 + 1 + 1 = 25 vs FF
+3 Bab +3 Spirit Bonus +4 dex +1 Enhancement+1 PBS -2 rapid shot +1 profane (dark power) +1 bless

Damage, Khamul A: 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 + 1 ⇒ (4, 2, 4) + 3 + 3 + 4 + 1 + 1 - 2 + 1 + 1 = 22 vs FF
+3 Bab +3 Spirit Bonus +4 dex +1 Enhancement+1 PBS +1 profane +1 bless

Damage B: 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

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 grins at Jominda fiercely, waraxe clenched in one gnarled hand. "They'll know we be comin' now." And then the dwarf is headed up the steps, keeping an eye out for foes and wondering how he will be able to tell enemy from potential friend...


M Halfling Medium (Fiendkeeper) 5

I have taken the liberty of pulling cultist pink off the side of the map, as I really expect he's down...

Assorted Defense rolls:

Khamul:
defense roll, A: 3d6 + 4 + 6 + 1 + 1 + 1 ⇒ (3, 3, 6) + 4 + 6 + 1 + 1 + 1 = 25
+4 (Dex) +6 (Armor) +1 enhancement (armor)+1 (Size) +1 Profane
defense roll, B: 3d6 + 4 + 6 + 1 + 1 + 1 ⇒ (2, 4, 3) + 4 + 6 + 1 + 1 + 1 = 22
defense roll, C: 3d6 + 4 + 6 + 1 + 1 + 1 ⇒ (6, 5, 3) + 4 + 6 + 1 + 1 + 1 = 27

Grenz:
Scourge A, Bodyguard feat vs. AC10: 3d6 + 3 ⇒ (6, 4, 1) + 3 = 14
Scourge B, Bodyguard feat vs. AC10: 3d6 + 3 ⇒ (2, 3, 5) + 3 = 13
Scourge C, Bodyguard feat vs. AC10: 3d6 + 3 ⇒ (5, 3, 6) + 3 = 17

defense roll, A: 3d6 + 1 + 2 + 1 + 1 + 4 + 2 + 4 + 2 ⇒ (4, 5, 1) + 1 + 2 + 1 + 1 + 4 + 2 + 4 + 2 = 27
+1 deflection, +2 Dex, +1 dodge, +1 natural, +4 Wis +2 aid another (bodyguard) +4 Mage Armor +2 combat expertise

defense roll, B: 3d6 + 1 + 2 + 1 + 1 + 4 + 2 + 4 + 2 ⇒ (5, 1, 1) + 1 + 2 + 1 + 1 + 4 + 2 + 4 + 2 = 24

defense roll, C: 3d6 + 1 + 2 + 1 + 1 + 4 + 2 + 4 + 2 ⇒ (3, 6, 2) + 1 + 2 + 1 + 1 + 4 + 2 + 4 + 2 = 28

defense roll, D: 3d6 + 1 + 2 + 1 + 1 + 4 + 4 + 2 ⇒ (5, 5, 1) + 1 + 2 + 1 + 1 + 4 + 4 + 2 = 26
+1 deflection, +2 Dex, +1 dodge, +1 natural, +4 Wis +4 Mage Armor +2 combat expertise

defense roll, E: 3d6 + 1 + 2 + 1 + 1 + 4 + 4 + 2 ⇒ (2, 2, 6) + 1 + 2 + 1 + 1 + 4 + 4 + 2 = 25

defense roll, F: 3d6 + 1 + 2 + 1 + 1 + 4 + 4 + 2 ⇒ (1, 3, 6) + 1 + 2 + 1 + 1 + 4 + 4 + 2 = 25


M Halfling Medium (Fiendkeeper) 5

@Jominda, Radek,
You are on the map on slide 10. I'd suggest indicating where in fact you two are moving (ie. draw a path line for yourselves, and show how far you go).


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

Up the stairs. But I'm waiting for Radek to move first. Pink arrow added. Question is how far.

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

Yep, pink arrow works for me, looks like the only path, in fact. Radek moves at 20', and though there's no grid, if our icons are 5' squares I think Radek can reach the end of that last pink arrow with a double move? I went ahead and did that, but let me know if I'm mistaken about the scale.


F Kobald Incanter 4 / Monk 1

Zarque quietly pops through the open window and heads towards any noise she happens to hear (or if silence reigns, she’ll head for where she thinks the crazy gnome would be heading for.)


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

Jominda follows close behind Radek and takes a look over his shoulders to assess the situation. On one side a short guy that looks mostly like a miniature version of a human or an elf, together with a bulky human like guy with a green taint. On the other side a lot of guys, all with the same funny dress, a facemask and an oversized shaving tool as a weapon?

"Lucky us that the bad guys dressed up as clowns." Jominda tells Radek. "There is no guessing, who is fighting on what side."

As another small creature drops in through the open window Jominda jumps. "Gaaah!" She holds out the vial she has in hand in reflex as a threat for the Kobold* to stay away. Reflecting on her pose she thinks: Mental note - I need to put a dagger in my other hand. Bombs don't look threatening enough to the untrained eye.

Question: what information did we get about the former team? Would we recognize them?
* +11 Know(Arcana)


Savage Rifts RotRwT

Khamul and Grenz:
Grenz rushes forward to silence the first cultist, his fists and feet moving faster than the eye can see. The man doesn’t even let out a whimper as he collapses to the ground, nearly destroyed by Grenz’s superhuman power. Khamul’s first shot goes wide, bouncing across the floor before shattering into a thousand shards near the log riser. The cultist next to it grabs his weapon and begins muttering a prayer as Khamul turns his attention to Ironbriar himself, the two stones sailing across the room, both cutting wicked looking scrapes across the elf’s forehead. Turning to look at who threw them, he notes Khamul’s determined look. ”I knew you couldn’t leave well enough alone. DESTROY THEM!” He begins chanting a few words and a wall of energy coalesces around him as he fades from sight. The other cultists begin chanting the similar words and instead of disappearing Invisibility, a glow of red energy forms a barrier around them. Shield of Faith

I am going to have the others roll initiative and then join you for the second round.

Jominda, Radek, Zarque:
You rush up the stairs, trying to find out what’s going on and you hear the sound of combat beginning just down the hallway. As you turn to go find out who is fighting, a sudden POP occurs near an open window and a golden scaled kobold appears before you. I am going to have each of you roll for initiative to join in the second round of combat. Where you are at on the second floor is a good place to start.

For everyone:

Second Round Initiative
Grenz 17
Khamul 16
Ironbriar 16 (31 pts taken), Invisible, Shield of Faith Active)
Cultists 13 (Shield of Faith Active)
Jominda ???
Radek ???
Zarque ???

Addendum:, though they are in the middle of a fight, you would recognize them from their descriptions, including the kobold.


F Kobald Incanter 4 / Monk 1

No idea if you’ll recognize me, though I doubt it as my impression is that you were hired here in Magnimar, which if true would mean I would not be on the list. However, Zarque does know about you, both since she overheard you and Scraps, and because the GM specifically noted that I saw you enter from below. Thus…

Zarque puts a hand up in peace as Jominda notices her. ”I’m a friend. We can talk after dealing with the locals.”

Jominda would notice the kobold has wings and scales of gold color, and her voice, though high pitched, speaks common fluidly and more like a posh and educated human than how kobolds normally speak, though with an accent of those south of Magnimar. She also wears leather pants and coat, though nicely made leather and nicely decorated. She also has boots, a very unusual feature for kobolds, and a hat.


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

Initiative: 3d6 + 4 ⇒ (1, 2, 6) + 4 = 13

Jominda lowers the vial and turns most of her attention to the fight again. This sucks. She is incredibly bad at reading people, but with kobolds it doesn't work at all. She really hopes that this kobold won't use those sharp teeth to gnaw on her leg.

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

Initiative: 3d6 + 3 ⇒ (5, 3, 4) + 3 = 15

Though surprised by the appearance of the kobold, Radek scoots around the creature - certain he is one of those individuals they're here to help. He sees the others he was told about in the room, and launches himself into the room and at the nearest cultist, his waraxe held high!

Adamantine Waraxe Attack (two-handed Power Attack/Divine Favor): 3d6 + 9 - 1 + 3 ⇒ (1, 2, 3) + 9 - 1 + 3 = 17

Damage: 1d10 + 5 + 2 + 3 ⇒ (1) + 5 + 2 + 3 = 11 vs Green

Still finding my feet here on how you want us to post actions. I'm at 15, behind some allies but ahead of bad guys, so figured I'd post now rather than waiting. Should I wait to post defense rolls until after I know how many are attacking me?


M Halfling Medium (Fiendkeeper) 5

@ShadowBloodmoon - I have changed the opacity on Ironbriar to indicate his invisibility (and that his icon indicates his last known position, not his current one...). Also, I was firing softstones at Ironbriar, so the damage he took is non-lethal...

@Radek, I generally give @DM ShadowBloodmoon 3 defense rolls ahead of time, or 6 if I figure there's a lot flak incoming...

@Jominda, I'm leaving you green and blue as a cluster, because you have a splash weapon to hit both of them. Khamul should be enough blocker to stop them getting to melee with you...


M Halfling Medium (Fiendkeeper) 5

"Behind us!" warns Khamul as the newcomers show up, but then the dwarf makes it clear which side they're on, launching himself axe first at a cultist...

Grenz laughs, joyous in his rage and happy to see allies in this fraught situation, and throws himself forward at the nearest cultists...

Grenz
Maintain Bloodrage - free action used 7/11
Maintain Dragon Syle - free action
activate power attack - free action
activate-combat expertise
move 10' (not charging as he doesn't want to trade + to hit for - to AC)
standard action - attack orange Dashed

Grenz Attack: 3d6 + 4 + 6 + 1 + 1 - 2 - 2 + 1 + 1 ⇒ (1, 3, 2) + 4 + 6 + 1 + 1 - 2 - 2 + 1 + 1 = 16
+4 bab +6 str +1 WF unarmed strike +1 enhancement (amulet of mighty fists) -2 PA -2 combat expertise +1 bless +1 divine favor

Grenz Damage: 1d6 + 9 + 1 + 4 + 1 ⇒ (2) + 9 + 1 + 4 + 1 = 17
+9 1.5*str (dragon style) +1 enhancement (amulet of mighty fists) +4 PA +1 divine favor

Defense rolls are in a previous post, as none have been used...

"S%@%, where did Ironbriar go?" barks Khamul, even as he steps forward and launches another volley, this time of real bullets...

Khamul
5' step
full attack, rapid shot, targeting yellow

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

Damage, Khamul A: 1d6 + 1 + 3 + 3 + 1 + 1 + 1 ⇒ (2) + 1 + 3 + 3 + 1 + 1 + 1 = 12
+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 + 1 ⇒ (6, 4, 5) + 3 + 3 + 4 + 1 + 1 - 2 + 1 + 1 = 27
+3 Bab +3 Spirit Bonus +4 dex +1 Enhancement+1 PBS -2 rapid shot +1 profane +1 bless

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


Female Human Alchemist (5) - AC17/12/15 F+7/R+7/W+2 Init+4 Perc+8
Khamul Froghoth wrote:
@Jominda, I'm leaving you green and blue as a cluster, because you have a splash weapon to hit both of them. Khamul should be enough blocker to stop them getting to melee with you...

I added a splash frame for explosive bombs to the map. I could attack blue and splash green, green, orange and yellow. But if I find no line to throw without -4 for soft cover and miss, then you'd all be rolling reflex saves.

Or are you all short enough, that you don't give cover? :D


M Halfling Medium (Fiendkeeper) 5

Don't use explosive bombs? If you do, aim deep at solid orange or dashed pink (who would also likely get Ironbriar in the radius (as he has probably moved somewhere - and I doubt it was into melee...)). Also, nobody ever claimed it was really safe around an alchemist, even if they are nominally on your side...

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

Sounds good, thanks Khamul. I'll go ahead and make 6 defense rolls. I'll outline the breakdown, let me know if I'm missing anything obvious. Still trying to get used to this...

Defense Roll #1 (Armor, Dex, Protect vs Evil): 3d6 + 10 + 1 + 2 ⇒ (2, 2, 1) + 10 + 1 + 2 = 18
Defense Roll #2 (Armor, Dex, Protect vs Evil): 3d6 + 10 + 1 + 2 ⇒ (1, 6, 5) + 10 + 1 + 2 = 25
Defense Roll #3 (Armor, Dex, Protect vs Evil): 3d6 + 10 + 1 + 2 ⇒ (1, 6, 4) + 10 + 1 + 2 = 24
Defense Roll #4 (Armor, Dex, Protect vs Evil): 3d6 + 10 + 1 + 2 ⇒ (1, 3, 6) + 10 + 1 + 2 = 23
Defense Roll #5 (Armor, Dex, Protect vs Evil): 3d6 + 10 + 1 + 2 ⇒ (4, 3, 1) + 10 + 1 + 2 = 21
Defense Roll #6 (Armor, Dex, Protect vs Evil): 3d6 + 10 + 1 + 2 ⇒ (6, 3, 5) + 10 + 1 + 2 = 27

Not counting buckler this round, as he made a two-handed attack.


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

Jominda moves past Khamul into the room and throws a bomb at the cultist before her.

Precise Explosive Bomb vs. Touch AC: 3d6 + 8 ⇒ (3, 3, 3) + 8 = 173d6 + 4 ⇒ (5, 5, 3) + 4 = 17
Main target Red. Exclude Grenz, Radek and Jominda from Splash. DC15 Ref save or 6 Splash damage for dotted blue, green, pink. On a hit red catches fire for 1d6 every round.

An explosion makes your ears ring, followed by a wave of fire, that almost fills the whole room.


Savage Rifts RotRwT

Khamul, thanks for doing all the updates to the map, it is appreciated.

Grenz, in his savage glee, rushes into the fray, determined to down more of the cult before they can mount a strong defense. While his attacks are ferocious, the cultist is able to hold him back, but only by a hair’s breadth.

Turning behind him, Khamul notices another cultist trying to edge closer to him and let’s lose with his sling, sending two fast stones directly into the man’s forehead. He goes down quickly, his weapon sliding across the floor and his body’s momentum carrying him forward over a table and crashing into it. Khamul turns to find another target.

Radek, without so much as an introduction, crashes past Khamul and joins the fight, sending his war axe into the surprised cultists reactionary block and causes him to stumble backwards, barely able to stay on his feet.

Jominda enters the party with a bang, tossing a volatile mixture into the group and suddenly setting one of the cultists and one of the machines on fire.

You can hear Ironbriar’s disembodied voice casting more magic somewhere in the room.

@Jominda, normally I also have you roll for the effect on the bad guys too, so you would roll 3d6+5 for their saves. I’ll do that here.

Jominda’s Bomb:

Dash Blue: 3d6 + 5 ⇒ (3, 1, 2) + 5 = 11
Pink: 3d6 + 5 ⇒ (4, 2, 6) + 5 = 17
Green: 3d6 + 5 ⇒ (4, 6, 2) + 5 = 17
Ironbriar: 3d6 + 5 ⇒ (6, 2, 4) + 5 = 17

@Zarque, I didn’t see an initiative roll, so I put you in at your average, 14. You still have your actions this round, as talking is free. After you go then I will have the cultists go and then it will be third round.

Second Round Initiative
Grenz 17- attacks orange dashed, Defenses (27, 24, 28, 26, 25, 25)
Khamul 16- attack yellow, Defenses (25, 22, 27)
Radek 15- attack dashed green, Defenses (18, 25, 24, 23, 21, 27)
Ironbriar 16 (31 pts nonlethal taken), Invisible, Shield of Faith, Cat’s Grace Active)
Zarque 14 <—— Here
Jominda 13- throws bomb at red, etc.
Cultists 13 (8 remain, Shield of Faith Active, dashed green has taken 11 pts, red is on fire and taken 17 points of damage, green has taken 6 pts, pink has taken 6 pts)


F Kobald Incanter 4 / Monk 1

Zarque moves up behind Khamul, out of sight of those on the topside of the map, and it looks like gold seems from her scales to form a golden spear in her hand, which she throws at the solid pink cultist.

Need to finish fixing the numbers on my sheet, but the choices I made are already in the profile, including three new magic talents, Crafted blast which lets me pick bludgeoning, slashing, and piercing and make the minimum roll of each die be 3 if I don’t use a blast type talent, Focused blast, which +1 to the damage of each die if I don’t have a blast shape, and gather energy which lets me reduce the spell point cost by one by increasing casting time one step. Thus using Crafted blast and Focused blast, minimum damage is 4 per die.

Using crafted blast for piercing, and focused blast, since I took a move action, I spent a spellpoint for 4 dmg dice.
Cast dc 14/17: 3d6 + 12 ⇒ (6, 4, 5) + 12 = 27
rta: 3d6 + 6 ⇒ (5, 2, 2) + 6 = 15
dmg: 4d6 + 3 ⇒ (6, 6, 3, 4) + 3 = 22
spellpoint: 1d6 ⇒ 1


Savage Rifts RotRwT

Zarque’s sudden bolt of golden energy takes the next cultist by surprise. Its power skewers the man and he drops covered in golden residue.

It takes the rest of the cultists a moment before they can organize a defense. ”There’s more of them!” One of them yells to the others as he gets behind cover. They quickly start swinging large razor blades at those closest to them. Moving carefully through the green shards on the floor for those in the southern part of the room.

Grenz’s assailants drop the body they are holding and attack the monk with all they have, but his Dragon Tail Moves Through the Mist Technique keeps him from harm.

Radek still has one remaining standing near him that lets out a cry and attacks with all his might, but Radek’s axe is stronger than the razor and with an ear twisting scraping of steel on steel, the blow is turned away. Another comes from the side and the dwarf turns in time to dodge his strike as well.

The cultist with the red wrapping on his leather forearm greaves drops to the floor, trying to put out the fire that is surrounding him and that has taken the sawdust in the mill as fuel. The fire begins to spread and he dies screaming in agony.

Zarque has two that come from behind the machinery to attack, both trying to cut the little kobold into ribbons.

@Zarque, I don’t see defensive rolls so I will need two of them v. DC 16 or take 2pts slashing each, and then two Will saves (depending on how many hit) DC 12 or take 7 pts of negative energy damage. You are also down to 1d4 spell points.

Grenz, Khamul and Radek are up!


Third Round Initiative
Grenz 17- Defenses (28, 26, 25, 25) <—— Here
Khamul 16- Defenses (25, 22, 27)
Radek 15- Defenses (24, 23, 21, 27)
Ironbriar 16 (31 pts nonlethal taken), Invisible, Shield of Faith, Cat’s Grace Active)
Zarque 14
Jominda 13-
Cultists 13 (6 remain, Shield of Faith Active, dashed green has taken 11 pts, green has taken 6 pts.)


M Halfling Medium (Fiendkeeper) 5

Grenz's fists fly and he pummels a cultist...

Grenz
Maintain Bloodrage - free action 8/11 rounds
Maintain Dragon Syle - free action
activate power attack - free action
activate-combat expertise
flurry of blows targeting Dashed Orange
5' step

Grenz Attack A: 3d6 + 4 + 6 + 1 + 1 - 2 - 2 + 1 + 1 ⇒ (2, 1, 4) + 4 + 6 + 1 + 1 - 2 - 2 + 1 + 1 = 17
+4 bab +6 str +1 WF unarmed strike +1 enhancement (amulet of mighty fists) -2 PA -2 combat expertise +1 bless +1 divine favor

Grenz Damage A: 1d6 + 9 + 1 + 4 + 1 ⇒ (5) + 9 + 1 + 4 + 1 = 20
+9 1.5*str (dragon style) +1 enhancement (amulet of mighty fists) +4 PA +1 divine favor

Grenz Attack B, Flurry: 3d6 + 4 + 6 + 1 + 1 - 2 - 2 + 1 + 1 ⇒ (6, 5, 4) + 4 + 6 + 1 + 1 - 2 - 2 + 1 + 1 = 25

Grenz Damage B: 1d6 + 6 + 1 + 4 + 1 ⇒ (5) + 6 + 1 + 4 + 1 = 17
+6 str +1 enhancement (amulet of mighty fists) +4 PA +1 divine favor

"S#%@! Put out the damn fire! We need the evidence!" shouts Khamul, even as he hurls more sling bullets...

Khamul
5' step
full attack, rapid shot, targeting solid blue

Khamul Attack A: 3d6 + 3 + 3 + 4 + 1 + 1 - 2 + 1 + 1 ⇒ (2, 6, 6) + 3 + 3 + 4 + 1 + 1 - 2 + 1 + 1 = 26
+3 Bab +3 Spirit Bonus +4 dex +1 Enhancement+1 PBS -2 rapid shot +1 profane (dark power) +1 bless

Damage, Khamul A: 1d6 + 1 + 3 + 3 + 1 + 1 + 1 ⇒ (2) + 1 + 3 + 3 + 1 + 1 + 1 = 12
+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 + 1 ⇒ (6, 2, 4) + 3 + 3 + 4 + 1 + 1 - 2 + 1 + 1 = 24
+3 Bab +3 Spirit Bonus +4 dex +1 Enhancement+1 PBS -2 rapid shot +1 profane +1 bless

Damage B: 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


M Halfling Medium (Fiendkeeper) 5

Updated Defense rolls for Grenz, because Scourge can bodyguard some more this round:

Grenz:
Scourge A, Bodyguard feat vs. AC10: 3d6 + 3 ⇒ (4, 3, 2) + 3 = 12
Scourge B, Bodyguard feat vs. AC10: 3d6 + 3 ⇒ (3, 3, 2) + 3 = 11
Scourge C, Bodyguard feat vs. AC10: 3d6 + 3 ⇒ (4, 4, 5) + 3 = 16

defense roll, A: 3d6 + 1 + 2 + 1 + 1 + 4 + 2 + 4 + 2 ⇒ (2, 5, 2) + 1 + 2 + 1 + 1 + 4 + 2 + 4 + 2 = 26
+1 deflection, +2 Dex, +1 dodge, +1 natural, +4 Wis +2 aid another (bodyguard) +4 Mage Armor +2 combat expertise

defense roll, B: 3d6 + 1 + 2 + 1 + 1 + 4 + 2 + 4 + 2 ⇒ (2, 3, 1) + 1 + 2 + 1 + 1 + 4 + 2 + 4 + 2 = 23

defense roll, C: 3d6 + 1 + 2 + 1 + 1 + 4 + 2 + 4 + 2 ⇒ (5, 2, 6) + 1 + 2 + 1 + 1 + 4 + 2 + 4 + 2 = 30

defense roll, D: 3d6 + 1 + 2 + 1 + 1 + 4 + 4 + 2 ⇒ (6, 1, 5) + 1 + 2 + 1 + 1 + 4 + 4 + 2 = 27
+1 deflection, +2 Dex, +1 dodge, +1 natural, +4 Wis +4 Mage Armor +2 combat expertise

defense roll, E: 3d6 + 1 + 2 + 1 + 1 + 4 + 4 + 2 ⇒ (2, 1, 2) + 1 + 2 + 1 + 1 + 4 + 4 + 2 = 20

defense roll, F: 3d6 + 1 + 2 + 1 + 1 + 4 + 4 + 2 ⇒ (2, 5, 1) + 1 + 2 + 1 + 1 + 4 + 4 + 2 = 23


Savage Rifts RotRwT

Grenz all but destroys another cultist, sending him backwards to join the already eviscerated body on the floor. He turns towards the last one in his sight, violence in his eyes.

Meanwhile, Khamul’s shots are deadly accurate, despite the flames and Radek being near Khamul’s target. The cultist relinquishes his hold on his blade and stumbles backwards into machinery before expiring.

That leaves Radek with only one cultist to face..

@Khamul, even with the -4 firing into melee, you still hit them.

@Radek, you are up!


Third Round Initiative
Grenz 17- Defenses (26, 23, 30, 27, 20, 23)
Khamul 16- Defenses (25, 22, 27)
Radek 15- Defenses (24, 23, 21, 27) <—- Here
Ironbriar 16 (31 pts nonlethal taken), Invisible, Shield of Faith, Cat’s Grace Active)
Zarque 14
Jominda 13-
Cultists 13 (6 remain, Shield of Faith Active, dashed green has taken 11 pts, green has taken 6 pts.)


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

A song comes to Jominda's mind and she starts whistling the tune. She doesn't think she could bluff her way out of this though.


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

On second thought, Jominda changes the song to one with a more believable lyric and sings it silently to herself.

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 swings at the foe in front of him.

Adamantine Waraxe Attack (two-handed Power Attack/Divine Favor): 3d6 + 9 - 1 + 3 ⇒ (4, 6, 3) + 9 - 1 + 3 = 24

Damage: 1d10 + 5 + 2 + 3 ⇒ (1) + 5 + 2 + 3 = 11 vs Green

Dang, that's the second '1' I've rolled on the damage die!


Savage Rifts RotRwT

Radek’s opponent desperately tries to stop the dwarven steel from cleaving him, but the smaller and thinner razor blade is no match for a solid dwarven axe. It shatters as the axe finds its mark in the cultists’s neck, sending him crashing to the ground.

At that moment a sudden burst of dark energy erupts from behind the flames. Out of the corner of your eye you spot a small creature come out of the flames and then leap towards the ceiling, but you are too busy looking for your next target to identify it.

@Zarque, I will still need those defensive rolls before your turn.
@Zarque and @Jominda, you are up!!


Third Round Initiative
Grenz 17- Defenses (26, 23, 30, 27, 20, 23)
Khamul 16- Defenses (25, 22, 27)
Radek 15- Defenses (24, 23, 21, 27)
Ironbriar 16 (31 pts nonlethal taken), Invisible, Shield of Faith, Cat’s Grace Active)
Zarque 14 <—- Here
Jominda 13-
Cultists 13 (6 remain, Shield of Faith Active, green has taken 6 pts.)


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

Jominda moves past Radek "Excuse me.", to get to a place where she has an unobstructed view on the remaining cultists.

Bomb use last round: 1d8 ⇒ 5
Bomb use this round: 1d8 ⇒ 1
Bomb Orange: 3d6 + 8 ⇒ (3, 6, 6) + 8 = 233d6 + 4 ⇒ (6, 3, 3) + 4 = 16
Splash Green: 3d6 + 5 ⇒ (5, 5, 5) + 5 = 206 = 6

She makes sure not to hit Zarque.


F Kobald Incanter 4 / Monk 1

AC: 3d6 + 8 ⇒ (6, 4, 5) + 8 = 23
AC: 3d6 + 8 ⇒ (4, 2, 2) + 8 = 16
AC: 3d6 + 8 ⇒ (3, 4, 5) + 8 = 20
AC: 3d6 + 8 ⇒ (3, 5, 2) + 8 = 18
AC: 3d6 + 8 ⇒ (3, 6, 2) + 8 = 19
AC: 3d6 + 8 ⇒ (5, 6, 4) + 8 = 23

Cast dc 14/17: 3d6 + 12 ⇒ (2, 2, 4) + 12 = 20
rta: 3d6 + 6 ⇒ (5, 2, 1) + 6 = 14
dmg, min 3/die: 4d6 + 4 ⇒ (5, 4, 4, 1) + 4 = 18

Zarque takes a short step back as she builds up a bit of golden magic before she throws another golden spear at the cultist closest to her companions that she can see.

5’ step if a cultist is in range for an aoo, then she uses gather energy to negate spending a point on her destructive blast with crafted and focused.


Savage Rifts RotRwT

Jominda’s bomb goes off as the two cultists attack Zarque, throwing off their aim and allowing the small kobold time to move away and fire off another golden bolt. In her desperation, she manages to finish off the cultist with the orange scarf around his neck. The remaining one in front of Zarque also takes a step back and fades from view as a veil of shadows envelops him.

Meanwhile, Grenz’s last opponent does the same, shifting into shadow and disappearing from view. Even though you see no more combatants, you feel they are here somewhere and with the smoke and haze from the growing fires, they will be even harder to find.

@Khamul, @Grenz, @Radek are up!

I know Khamul is traveling, so if Radek is finished up and they haven’t posted, I’ll bot them and we’ll move on from there.


Fourth Round Initiative
Grenz 17- Defenses (26, 23, 30, 27, 20, 23) <—- Here
Khamul 16- Defenses (25, 22, 27)
Radek 15- Defenses (24, 23, 21, 27)
Ironbriar 16 (31 pts nonlethal taken), Invisible, Shield of Faith, Cat’s Grace Active)
Fiendish Summon 16 (hidden)
Zarque 14- Defenses (20, 18, 19, 23)
Jominda 13
Cultists 13 (6 remain, Shield of Faith Active, green has taken 12 pts. Green and Dashed Orange Invisible)


M Halfling Medium (Fiendkeeper) 5

Denied targets, Grenz's fury falters. Weary, but trying to stay wary, he calls on Irori for aid in controlling the fires...

Grenz
Cease Bloodrage - free action used 8/11, now fatigued for 8 rounds
Maintain Dragon Syle - free action
Standard action - cast defensively, Create Water Cantrip on fire(green border)

Concentration, take 10: 10 + 1 + 4 = 15 vs DC 15
+1 cl +4 wis

Khamul's eyes sweep around the room, looking for enemies, and the buckets of sand that are hopefully being kept around for firefighting...

Perception: 3d6 + 5 + 3 + 1 ⇒ (4, 2, 3) + 5 + 3 + 1 = 18 and an additional +4 to spot the summon from Detect Danger
5 ranks +3 trained+1 Trait

Khamul - perception check, actions not taken. If I spot the ?Fiendish summon?, I am going to shoot it. If I don't Khamul will act to fight the fires (somehow...hopefully, with a bucket of sand or three)


M Halfling Medium (Fiendkeeper) 5

Updated Defense rolls for Grenz, because no combat expertise:

Grenz:
Scourge A, Bodyguard feat vs. AC10: 3d6 + 3 ⇒ (5, 3, 6) + 3 = 17
Scourge B, Bodyguard feat vs. AC10: 3d6 + 3 ⇒ (5, 4, 3) + 3 = 15
Scourge C, Bodyguard feat vs. AC10: 3d6 + 3 ⇒ (4, 4, 3) + 3 = 14

defense roll, A: 3d6 + 1 + 2 + 1 + 1 + 4 + 2 + 4 ⇒ (4, 5, 5) + 1 + 2 + 1 + 1 + 4 + 2 + 4 = 29
+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 ⇒ (1, 4, 6) + 1 + 2 + 1 + 1 + 4 + 2 + 4 = 26

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

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 stands his ground, staying watchful and attacking anything that moves in close...

Perception Check: 3d6 + 4 ⇒ (2, 1, 6) + 4 = 13

Adamantine Waraxe Attack (two-handed Power Attack/Divine Favor): 3d6 + 9 - 1 + 3 ⇒ (3, 6, 3) + 9 - 1 + 3 = 23
Damage: 1d10 + 5 + 2 + 3 ⇒ (7) + 5 + 2 + 3 = 17

Taking a look around, if I spot something then move to attack as above. If not, ready an attack if anything moves to within melee range as above.


Savage Rifts RotRwT

Grenz, tired and worn out from his violent combat, turns to more pressing matters, the flames that threaten to burn the place down. Concentrating, he summons a small cloud of rain from the ceiling that helps to douse some of the flames.

Khamul searches frantically for something to help Grenz and spots a water pump and bucket on the north wall by where the sacrifice took place. Out of the corner of his eye, he also sees movement on the ceiling, crawling towards where Jominda is standing.

Radek also scans the room and only sees flames working their way around the mill, burning any evidence that may still be here.

@Khamul, you have a chance to shoot the creature before it makes its attack.


Fourth Round Initiative
Grenz 17- Defenses (29, 26, 26)
Khamul 16- Defenses (25, 22, 27) <—-Here
Radek 15- Defenses (24, 23, 21, 27)
Ironbriar 16 (31 pts nonlethal taken), Invisible, Shield of Faith, Cat’s Grace Active)
Fiendish Summon 16 (hidden)
Zarque 14- Defenses (20, 18, 19, 23)
Jominda 13
Cultists 13 (6 remain, Shield of Faith Active, green has taken 12 pts. Green and Dashed Orange Invisible)


M Halfling Medium (Fiendkeeper) 5
DM ShadowBloodmoon wrote:

....

Khamul searches frantically for something to help Grenz and spots a water pump and bucket on the north wall by where the sacrifice took place. Out of the corner of his eye, he also sees movement on the ceiling, crawling towards where Jominda is standing.
...
[/ooc]

"Look out!"

Khamul calls a warning and lets fly a pair of bullets...

Khamul will take a 5' step if that gives him a better LOS to the summon (if he can/needs to; I don't see the summon on the map)
full attack, rapid shot, targeting summon

Khamul Attack A: 3d6 + 3 + 3 + 4 + 1 + 1 - 2 + 1 + 1 ⇒ (5, 5, 3) + 3 + 3 + 4 + 1 + 1 - 2 + 1 + 1 = 25
+3 Bab +3 Spirit Bonus +4 dex +1 Enhancement+1 PBS -2 rapid shot +1 profane (dark power) +1 bless

Damage, Khamul A: 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 + 1 ⇒ (1, 3, 5) + 3 + 3 + 4 + 1 + 1 - 2 + 1 + 1 = 21
+3 Bab +3 Spirit Bonus +4 dex +1 Enhancement+1 PBS -2 rapid shot +1 profane +1 bless

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

@DDM ShadowBloodmoon - no penalties for being in melee; I got Precise Shot at lvl 5. Life was far too annoying without it.


Savage Rifts RotRwT

The creature, using its feet to grip the ceiling, extends two tentacled arms towards Jominda, ready to grab her about the neck. Just before it reaches her, two stones from Khamul’s well placed throw nail it in the head and it falls from its perch and lands in front of the woman. It slowly begins to dissolve into nothingness.

Once she recovers from the shock, Jominda and most of her companions can barely make out the sound of someone running across the floor, but a sudden crash of a window and the resulting splash in the river below tell you what happened: someone escaped.

@Jominda and @Zarque, you are up!


Fourth Round Initiative
Grenz 17- Defenses (29, 26, 26)
Khamul 16- Defenses (25, 22, 27)
Radek 15- Defenses (24, 23, 21, 27)
Ironbriar 16 (31 pts nonlethal taken), Invisible, Shield of Faith, Cat’s Grace Active)
Zarque 14- Defenses (20, 18, 19, 23) <—- Here
Jominda 13
Cultists 13 (2 remain, Shield of Faith Active, green has taken 12 pts. Green and Dashed Orange Invisible)


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

Jominda moves to the window, checking if she can see who left and where to, but still a bomb at the ready, in case one shows their ugly head.

Perception: 1d20 + 8 ⇒ (7) + 8 = 15
Readied Bomb: 1d20 + 8 ⇒ (17) + 8 = 253d6 + 4 ⇒ (5, 6, 4) + 4 = 19

Defense: 1d20 + 7 ⇒ (19) + 7 = 26
Defense: 1d20 + 7 ⇒ (5) + 7 = 12
Defense: 1d20 + 7 ⇒ (18) + 7 = 25


Savage Rifts RotRwT

Jominda runs to the window, heedless of the growing fire near her and looks for her quarry. The telltale splashing of water directs her to a spot in the river and she throws her bomb with all her might. It goes off, sending a gush of water skyward, but she is unable to see if it had any effect on whoever was down there.

You hear more footsteps shuffling around and owl your head to find where they might be coming from.

@Jominda, I made some adjustments to your rolls, as they should be 3d6, not 1d20. I know it is a big change.

@Zarque, you are still up!


Fourth Round Initiative
Grenz 17- Defenses (29, 26, 26)
Khamul 16- Defenses (25, 22, 27)
Radek 15- Defenses (24, 23, 21, 27)- Readied
Ironbriar 16 (31 pts nonlethal taken), Invisible, Shield of Faith, Cat’s Grace Active)
Zarque 14- Defenses (20, 18, 19, 23) <—- Here
Jominda 13- Defenses (24, 12, 23)
Cultists 13 (2 remain, Shield of Faith Active, green has taken 12 pts. Green and Dashed Orange Invisible)


Savage Rifts RotRwT

I’m going to move us ahead. The rest of the combatants are fleeing and if Zarque wants to chime in before they do, we can retcon that. In the meantime, I am wondering how you are going to deal with the fire..

Soon the sounds of invisible feet fade and you are left with a growing fire and several dead bodies, one of which was not your doing. If you don’t move fast, the fire will consume any evidence and the mill will fall into the river.


M Halfling Medium (Fiendkeeper) 5

"Get the fire out, any way you can! Use a body to beat it out, whatever..."

Khamul sprints to the water pump, and thrusting a bucket beneath the spout, starts pumping...

@DM Shadowbloodmoon, I am guessing you will want a str check...

Str Check: 3d6 + 1 + 3 ⇒ (6, 4, 5) + 1 + 3 = 19
+1str+3 spirit bonus

@Party, Assuming I can get the pump running, someone grab the bucket and start flinging.

Grenz, meanwhile, concentrates on calling more divine rain...
Will cast his create water cantrip repeatedly...

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 joins Grenz in summoning magical rain, dumping about 12 gallons of water over the hotspots over a span of five or six seconds repeatedly...

Casting Create Water cantrip repeatedly.


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

Jominda supports Khamul at the water pump. She looks for a second container, so she can pour water at the fire while Khamul fills the other one.

Perception: 3d6 + 8 ⇒ (1, 6, 3) + 8 = 18

"Why can't we let that burn down?" she asks whoever finds putting the fire out important.


M Halfling Medium (Fiendkeeper) 5

"Because we want the evidence to put paid to the rest of their cabal. That includes identifying their cult leader, who pulled a fade when we busted in here, while leaving the mooks to delay us. The cult leader, Justice Ironbriar, who's supposedly incorruptible. If we don't get that evidence, he can probably frame us well enough to get us hanged... Not to mention there might be some nice loot, which the fire would wreck."


F Kobald Incanter 4 / Monk 1

Sorry, been a crazy week.

Zarque blinks around moving stuff away from the fire, especially evidence and the more flammable of things. Any papers or light items that serve as evidence she will put in her pocket dimension.

Then she will help with the water. She even has a pot if it will help.


Savage Rifts RotRwT

Between the pumping of river water and the judicious application of divine rainwater, the fire is eventually put out. The party is rewarded with choking and blinding smoke, but the windows being open helps to clear out enough to leave a slight haze in the air. Zarque managed to save some of the evidence left behind, at least in this main room. There are still other parts of the mill you haven’t looked at yet. The gathered things amounts to mostly a collection of leather masks and large razor weapons, unless you wanted to take their armor as well, which, by Khamul’s eyes, is enchanted. It seems that for the most part, the cultists didn’t carry any damning evidence other than their collective outfits. Their faces however do. As you look at them, you recognize a few from around the city. Clerks, city guardsmen, merchants and then there is the sacrifice, one that Khamul and Grenz recognize immediately, despite the large gaping wound in her chest. Maeve.

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