Robin's Rise of the Runelords

Game Master robin

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Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

@Robin: I believe that by now, Round 3, my Detect Evil should be able to pinpoint the exact location of the quasit, at which time I will shout.

There's the Quasit - directly behind Ameiko!


You are right . In Fact , you already did know the case it was on last round . It is the moderate evil you saw last round . The other three are the two sinspawn and the entire room and antechamber (faint evil)


using Dorin's declared intentions
Dorin fires at C2 and then reloads
1d20 + 4 - 4 ⇒ (17) + 4 - 4 = 171d8 ⇒ 8
A solid hit !

C1 attacks Gar
1d20 + 4 ⇒ (20) + 4 = 241d6 + 1 ⇒ (3) + 1 = 4
1d20 + 4 ⇒ (11) + 4 = 151d4 + 1 ⇒ (4) + 1 = 5
1d20 + 4 ⇒ (10) + 4 = 141d4 + 1 ⇒ (2) + 1 = 3
Possible crit on Gar
1d20 + 4 ⇒ (6) + 4 = 101d6 + 1 ⇒ (1) + 1 = 2 and a fortitude save
C2 attacks Malcolm
1d20 + 4 ⇒ (11) + 4 = 151d6 + 1 ⇒ (2) + 1 = 3
1d20 + 4 ⇒ (18) + 4 = 221d4 + 1 ⇒ (3) + 1 = 4
1d20 + 4 ⇒ (9) + 4 = 131d4 + 1 ⇒ (4) + 1 = 5

Zees to act and then the quasit


Male Dwarf Rogue(Unchained)1 | HP 11/11 | AC (20)16, Touch 13, Flatfooted 13 CMD 14 | Saves F 2, R 6, W 0 | Darkision; Perception +4, Sense Motive +0; Init +3 | Status: Normal

Gar hit for 4 and fort save -> 1d20 + 3 ⇒ (12) + 3 = 15 and can add +2 if that was poison, spell, or spell-like effect for a 17 save


Male Human - Varisian Wizard 1 - Universalist

Round 3

Zees sends his mighty club at C1.

There must be an anti-magic field here.

1d20 + 5 + 2 - 4 ⇒ (1) + 5 + 2 - 4 = 4


Gar save

The quasit finish his spell and a fiendish hyena appear next to (1d6 ⇒ 5) Gar in AO28 . It attacks Gar with Smite
1d20 + 3 ⇒ (7) + 3 = 101d6 + 5 ⇒ (6) + 5 = 11
The quasit begins another spell , most certainly another summon ( and it is STILL invisible )

Round 4
Gar
Malcom
Kast
Dorin
Danaris
C1
C2
Zees
Quasit

Map


Male Human (Varisian) Sorcerer 2D6

(Even though Dorin fired his crossbow at C2, he was using Detect Magic to try and find the quasit and move the Dancing Lights with the imp. Did that work? Or should Dorin try again?)


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

That should have worked Dorin, I told you its exact location.


Sorry Dorin , you DO know the case the quasit is in


Male Dwarf Rogue(Unchained)1 | HP 11/11 | AC (20)16, Touch 13, Flatfooted 13 CMD 14 | Saves F 2, R 6, W 0 | Darkision; Perception +4, Sense Motive +0; Init +3 | Status: Normal

Round 4

"Odds are swinging. We need to drop these creatures."

Still attacking same sinspawn

flanking short sword attack -> 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14
flanking short sword SA damage -> 1d6 + 2 + 1d6 ⇒ (2) + 2 + (1) = 5


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

Round 4

Stats:

Spoiler:
HP: 2/27, AC: 15 (10 + 1 Dex + 4 Mage Armor)Long Sword (+6 ATT/1d8+6 DAM), Flask of Oil, Blessed (+1 ATT and Saves)

Malcolm takes a two-handed swing at C1 with his Long Sword!

LS ATT: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
LS DAM: 1d8 + 6 ⇒ (6) + 6 = 12


Male Human (Varisian) Sorcerer 2D6

(Sorry for the interrupt. Do NOT forget the Bless from Danaris in effect!)


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

I didn't...that's the +1 to ATT - CRAP!


Male Dwarf Rogue(Unchained)1 | HP 11/11 | AC (20)16, Touch 13, Flatfooted 13 CMD 14 | Saves F 2, R 6, W 0 | Darkision; Perception +4, Sense Motive +0; Init +3 | Status: Normal

I missed that too. A '15' has a better shot, but still little damage.

Status:
18 AC, 7/20 HP; hit for four, healed for one
Effects: Bless


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

I meant that I actually DID include it, and it still did not matter - big whiff! I am in trouble.


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

Kast will swing at C1.

1d20 + 6 + 2 + 1 ⇒ (7) + 6 + 2 + 1 = 16 to hit; (flank, bless)
1d8 + 4 ⇒ (5) + 4 = 9 damage.

Kast Stats:

AC = 19
HP = 18/18
Spells cast = 3/4
Effects = Mage Armor, not sure about Prot from Evil
Weapon = Cold Iron


Male Human (Varisian) Sorcerer 2D6

(Anybody else getting a weird "double" effect on the last page when you read it? As in, the last page is duplicated after the last post?)

Round 04, init=After Kast and before Danaris, map is undersandpoint round

Stats-Temp Effects:

HP=12/12 points, AC=13 (touch 13, flat-footed 10), no armor, wearing both gauntlets, speed=30 ft.
Fort=+1, Ref=+3, Will=+4
Spells: inf/1 for 0th/1st; Acid Splash is 1/1; Heavenly Fire is 6/6
Active: Dancing Lights (3/10 rounds)
Lit torch at Dorins' feet to give light in the corner of the room.
Bless from Danaris (+1 to Attack and against fear-causing effects)(3/10 rounds)

Dorin put another cold iron crossbow bolt in the crossbow and worked the lever to arm the weapon. I hope Ameiko's still alive! The others can heal her! he thought furiously as he mentally kept the Dancing Lights in the same area where he had sensed the quasit, even though he had dropped the sensing spell.

What is that thing casting? Is there a limit? How long will the animals last? Dorin asked himself. (Spellcraft check: 1d20 + 8 ⇒ (4) + 8 = 12 - to explain if Dorin can guess how long the Summon Monster will last)

I need something that does more damage. Dorin thought as he raised the crossbow and aimed at the sinspawn Malcolm was fighting (C2). "Come now, witch-thing!" the youth called out to the quasit. "Is this the game you wanted? Each of us fighting as you sit back? Where is the fun in that? Show yourself!" So we can net you. Dorin fired the crossbow.

Ranged Attack: 1d20 + 4 - 4 + 1 ⇒ (20) + 4 - 4 + 1 = 21 (With firing into melee penalty and Bless)
Crossbow Damage: 1d8 ⇒ 5
(In case the sinspawn is subject to critical hits)
Ranged Attack: 1d20 + 4 - 4 + 1 ⇒ (3) + 4 - 4 + 1 = 4 (Looks like it does not confirm.)

Dorins next actions for everybody:

Reload and fire the crossbow again at C2. If the quasit appears, fire the crossbow at it instead.


Male Human (Chelaxian) Cleric 2

Danaris moves from AK29 to AM31. He has the net ready to throw at the quasit if she reveals herself.

I guess that is a readied action? Can Danaris move and then ready an action?

Again, how long should Danaris wait for this net plan. I feel that we are getting hammered. Danaris could be shoot arrows or using the spear to help Malcolm flank. Is that a better use of our resources?


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

If I get hit well enough this round, then there may not be much of me left to help.


Dorin strikes again ( and yes it is a critical )

C1 (17hp taken) attacks Gar
1d20 + 4 ⇒ (19) + 4 = 231d6 + 1 ⇒ (5) + 1 = 6
1d20 + 4 ⇒ (2) + 4 = 61d4 + 1 ⇒ (3) + 1 = 4
1d20 + 4 ⇒ (5) + 4 = 91d4 + 1 ⇒ (3) + 1 = 4
The doughty dwarf is still up . New fortitude save Gar
C2 (21hp taken) attacks Malcolm
1d20 + 4 ⇒ (15) + 4 = 191d6 + 1 ⇒ (2) + 1 = 3
1d20 + 4 ⇒ (3) + 4 = 71d4 + 1 ⇒ (1) + 1 = 2
1d20 + 4 ⇒ (4) + 4 = 81d4 + 1 ⇒ (3) + 1 = 4
Malcolm goes down ...

Zees and then the quasit and the Hyena
(normally a summon monster stays for 1 round by caster lever)

new map


Male Human (Varisian) Sorcerer 2D6

(I think Malcolm needs the flank. Edit: or...he could use a channel...)


Male Human - Varisian Wizard 1 - Universalist

Round 4

Zees moves up to AP28 the long way to avoid the AoO and casts color spray (DC 16 will) defensively to the southwest. This should get the quasit based on the dancing lights.
It gets C1 and C2, but I'm guessing they're immune.
1d20 + 9 ⇒ (14) + 9 = 23

So familiar. Look there's a hyena to rip me apart again. Maybe my mighty club will stop it.


Zees vs fiendish Hyena SR 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19
Hyena will save 1d20 + 1 ⇒ (6) + 1 = 7
Quasit will save 1d20 + 6 ⇒ (15) + 6 = 21

The Hyena falls down unconscious but the quasit continue his casting.
1d5 ⇒ 5 and a hyena appear in AQ31 to attack Kast with smite
1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 191d6 + 5 ⇒ (3) + 5 = 8

The quasit cackle its hideous laughter and begins yet AGAIN another summon . It is STILL invisible

Round 5
Gar
Malcom (down : stabilization check needed)
Kast
Dorin
Danaris
C1 (17hp taken)
C2 (21hp taken)
Zees
Quasit
H1 sleeping
H2

map


Male Human (Varisian) Sorcerer 2D6

(Grumble....so much for the plan of "take the sinspawns down quick and concentrate on the quasit". C'mon Gar, hit that sinspawn!)


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

Round 5

Stats:

Spoiler:
HP -1/27, unconscious

CON Check to Stabilize: 1d20 + 1 - 1 ⇒ (10) + 1 - 1 = 10

Stable!


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

Kast grumbles as he sees Malcolm fall.

He swings his CI longsword at C1.

1d20 + 6 + 2 + 1 ⇒ (19) + 6 + 2 + 1 = 28 to hit;
1d8 + 4 ⇒ (4) + 4 = 8 damage.

EDIT: Potential Crit:

1d20 + 6 + 2 + 1 ⇒ (2) + 6 + 2 + 1 = 11 to hit;
1d8 + 4 ⇒ (5) + 4 = 9 damage.

If C1 is still up (25 damage on him!), he will stay in place to hold flank for Gar.

If C1 is down, Kast will move to AM30 (provoking only from hyena) to give him flank there.

Kast Stats:

AC = 19
HP = 10/18
Spells cast = 3/4
Effects = Mage Armor, not sure about Prot from Evil
Weapon = Cold Iron


Male Dwarf Rogue(Unchained)1 | HP 11/11 | AC (20)16, Touch 13, Flatfooted 13 CMD 14 | Saves F 2, R 6, W 0 | Darkision; Perception +4, Sense Motive +0; Init +3 | Status: Normal

Round 5

Gar hopes to bring the Sinspawn down (if it already is, he instead goes for the hyena with Kast's flank)

Blessed flanking short sword attack -> 1d20 + 3 + 2 + 1 ⇒ (10) + 3 + 2 + 1 = 16
flanking short sword SA damage -> 1d6 + 2 + 1d6 ⇒ (4) + 2 + (1) = 7


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20
'Gar' Duncrick wrote:

Round 5

Gar hopes to bring the Sinspawn down (if it already is, he instead goes for the hyena with Kast's flank)

Blessed flanking short sword attack -> 1d20 + 3 + 2 +1
flanking short sword SA damage -> 1d6 + 2 + 1d6

Hmm...I don't think that works Gar. I think you need to attack C2 (with 5' step) with flank if C1 is taken down by Kast.


Male Dwarf Rogue(Unchained)1 | HP 11/11 | AC (20)16, Touch 13, Flatfooted 13 CMD 14 | Saves F 2, R 6, W 0 | Darkision; Perception +4, Sense Motive +0; Init +3 | Status: Normal

I guess I am confused, was your attack in round 4, or did you go before me in round 5?


Male Human
Stats:
AC 33/25/22 ; Perc +0; Dip +19; Heal +5,Arc+23,Dung+18,Eng/Geog+13,Hist/Local+17,Nat+23,Planes+23,Rel+23,SpllCr+ 20

I think I posted before you as I was going to be gone much of the day. I just don't think I'll be moving into a place where you'll have flank on a hyena.


Male Dwarf Rogue(Unchained)1 | HP 11/11 | AC (20)16, Touch 13, Flatfooted 13 CMD 14 | Saves F 2, R 6, W 0 | Darkision; Perception +4, Sense Motive +0; Init +3 | Status: Normal

On my phone, so hard to see the map, but if we count your attack first, I will try to finish off C1 if needed, otherwise Gar will swing at C-2 but not have flank (I don't see where a 5' step gives him a flank) so -2 to hit and -1 damage.

Low hits on a 1 -> 1d2 ⇒ 2


Gar did hurt C1 before Kast but it took Kast attack to bring it down . Dorin and Danaris to go


Male Human (Varisian) Sorcerer 2D6

Round 05, init=After Kast and before Danaris, map is undersandpoint round

Stats-Temp Effects:

HP=12/12 points, AC=13 (touch 13, flat-footed 10), no armor, wearing both gauntlets, speed=30 ft.
Fort=+1, Ref=+3, Will=+4
Spells: inf/1 for 0th/1st; Acid Splash is 1/1; Heavenly Fire is 6/6
Active: Dancing Lights (4/10 rounds)
Lit torch at Dorins' feet to give light in the corner of the room.
Bless from Danaris (+1 to Attack and against fear-causing effects)(4/10 rounds)

Don't worry about Ameiko. Dorin thought, almost panicking. Don't worry about Malcolm. He fitted another cold iron bolt into the crossbow and cocked it. Kill the whatever-they-are, then the invisible witch-thing. Dorin almost cheered when Gar and Kast brought the other sinspawn down before he fired. "Don't forget to follow-up on them!" he called out.

Ranged Attack: 1d20 + 4 - 4 + 1 ⇒ (17) + 4 - 4 + 1 = 18 (With firing into melee penalty and Bless)
Crossbow Damage: 1d8 ⇒ 7

Dorins next actions for everybody:

It might be time for another Detect Magic on the quasit. Otherwise, reload and fire the crossbow again at C2.


And C2 goes down !


Male Human (Chelaxian) Cleric 2

"We've asked too much of him," Danaris thinks as Malcolm falls. "As usual, it appears that Desna frowns on us today, but perhaps Erastil will guide us, despite fate's fickleness."

"Do do not depart your champions, ancient defender!" Danaris proclaims, flourishing the symbol of Erastil, which gleams with holy light.

Channel, exclude the creatures.
1d6 ⇒ 2

One channel remains, one spell remains


Malcolm regains consciousness and can act this round since he has not already done so


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

Round 5

Stats:

Spoiler:
HP: 1/27, AC: 15 (10 + 1 Dex + 4 Mage Armor)Long Sword (+6 ATT/1d8+6 DAM), Flask of Oil, Blessed (+1 ATT and Saves)

Malcolm riuses and attacks C1, determined to finish off the Sinspawn that he has been locked in mortal combat with.

Abadar, grant me the perfection I seek!

LS ATT: 1d20 + 6 ⇒ (6) + 6 = 12
LS DAM: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15


forgot to say that as C1 and C2 are out of the battle it is Zees'time


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

What do you mean C1 is out of the battle? I just attacked him. he is not alive? If not, I will retro my action.


Malcom , you were fighting C2 since the beginning of the battle , just look at the map and C2 has just been downed by Danaris


Male Human (Chelaxian) Cleric 2

Actually, Dorin took out C2. But I'll take the credit. I rule.


oops , sorry , Dorin :)


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

Retro Round 5

Malcolm gains consciousness, climbs to the level of the Quasit and attempts to grapple the little bastard, taking an AoO.

Grapple Attempt: 1d20 + 6 ⇒ (7) + 6 = 13


Male Human (Varisian) Sorcerer 2D6

(I don't CARE who gets the credit, as long as we live through this! And Malcolm, you'd have a better chance against the summoned hyenas than the still-invisible quasit.)


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

Dude...Detect Evil at will gives me an aura to attempt to grapple.

Not sure if there is still a 50% miss chance on a grapple, but if there is.

High Hits: 1d100 ⇒ 69


Malcolm , this won't work this round : Move action ; stand up from prone , move action to get to the quasit. No more action left


Male Human (Varisian) Paladin/9 Warrior of the Holy Light/HP: 90/93/AC: 21(22)/CMB: 15/CMD: 27/Init: 2/Perc: 7

I thought as much...place me as near as I can get without incurring an AoO then so that I can attack next round with a five foot step, if I am still standing. Thanks.


Zees , your turn


Male Human - Varisian Wizard 1 - Universalist
robin wrote:
forgot to say that as C1 and C2 are out of the battle it is Zees'time

Ooops. Somehow missed this one.

Round 5

status:

HP 16/16
AC 16 (mage armor)
CM Bonus = 0
CM Defense = 12
Fortitude = +2
Reflex = +2
Will = +3

Cantrips - (4 per day)
- Daze (DC 15 Will)
- Flare (DC 15 FORT)
- Spark
- Ray of Frost
1st Level spells (4 prepared per day + bonded object)
- Color Spray (DC 16 Will: +1 level 1 spell, +5 INT)
- Grease* (DC 18 REF, +1 level 1 spell, +5 INT, +1 from focus, +1 from tattoo)
- Magic Missle
- Ear-piercing Scream
Spells used: Grease, ear-piercing scream, bonded object, color spray.
Hand of the apprentice used: 2

Zees takes a 5' step back to AQ27 and aims for the space where Dorin's dancing lights are and hopes his mighty club will somehow hit something.

1d100 ⇒ 15 - High good. This roll bad.


The quasit in common
no one kills my slaves but me !

It finishes its incantation and a fiendish dire rat appear next to Dorin and attacks it 1d20 + 1 ⇒ (3) + 1 = 41d4 + 1 ⇒ (1) + 1 = 2
Evil Channel 2d6 ⇒ (5, 2) = 7 Will Save DC 14 to halve the damage
Gar and Malcolm go down whatever happen

H1 will save 1d20 + 1 ⇒ (14) + 1 = 15
H2 will save 1d20 + 1 ⇒ (17) + 1 = 18
Ameiko will save 1d20 ⇒ 3

H2 despite its wounds continue attacking Kast and also brings him down
1d20 + 3 ⇒ (17) + 3 = 201d6 + 5 ⇒ (6) + 5 = 11

Round 6
Gar (need to stabilize)
Malcom (need to stabilize)
Kast (need to stabilize)
Dorin
Danaris
C1 (out)
C2 (out)
Zees
Quasit NOW Visible
H1 (3hp taken and sleeping)
H2 (3hp taken )

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