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

I agree Dorin, but beyond consecrating it, a great deal of holy water could possibloy work. We should ask Danaris.


Male Human - Varisian Wizard 1 - Universalist
Dorin Zstel wrote:
"Malcolm," Dorin asked, "didn't the sinspawn come from that pool? It might be a summoning pool. Wouldn't it be a good idea to destroy it? Keep other demon-creatures from being summoned? What do you think, Zees?"

"Um. Sure." Not that it'll make a difference. This whole town is doomed.


In fact , it functions as a magical item . The best way to desactivate it is to drain his charges


Male Human (Chelaxian) Cleric 2

Knowledge:Religion 1d20 + 4 ⇒ (6) + 4 = 10
"It doesn't really appear to be an unholy shrine, so I'm not sure that consecrating it would do much good. It's more like a magic item. I worry about leaving it here where that demon can use it again, but I'm not sure how to disarm it."

Danaris then prays for a few moments over Ameiko's body. "Erastil, please help guide Ameiko on to the next life." And he then prays over Tsuto's body:"I fear that this man, Erastil, never found his way into a community that could help him grow into his potential. I hope he find his just reward in the next life."

"We need to get going," Danaris says to the others. "I'm not sure when that demon will return."


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'm not so sure we want to leave quickly. From my point of view, that demon gets a lot of power from this area. From this shrine, actually and from the statue outside. It has power from summons and from it's god. Seems to me, that if we can destroy or consecrate this place, we will eliminate those abominations."

Kast looks sadly upon Ameiko.

"We need not rush for her. Danaris, how much holy water do you have? Any?"

Kast looks at his sword.

"This sword is insufficient to break up rocks or stone. Do any of you have a pick or crowbar or the like? I'll pound this place to dust, if given the chance."


Male Human (Varisian) Sorcerer 2D6
robin wrote:
In fact , it functions as a magical item . The best way to desactivate it is to drain his charges

Dorin tried to remember what the quasit did to make the pool summon the sinspawn. He had been too far away, and the light too dim, for him to see what the imp did. "Did she say anything to get the sinspawn?" he asked the others. "Did she do anything? How does this pool work?" (Knowledge: Arcana 1d20 + 5 ⇒ (3) + 5 = 8) (It's getting worse and worse! Help! Additional rolls needed! How do we "drain" this thing?)


Male Human - Varisian Wizard 1 - Universalist

Zees limps over to the water.
1d20 + 9 ⇒ (13) + 9 = 22 knowledge arcana

"Bashing it sounds good Kast. I wouldn't touch it directly though."

Zees takes a seat and continues to look through the journal while those with some strength deal with the item.


Since you lack tools to break the basin , what do you want to do ?


robin wrote:

Now that there is no fight , you can look better at the pool and you are soon able to see that the walls have for effect to gather rage and wrath . In effect when a wrathful creature dies within one mile , his death powers the pool . The pool can then be used to create a sinspawn. Touching the "water" in the pool can be dangerous as it will hurt you and also enrage you beyond reason .

I think I was not clear enough , Zees know how to activate this (the first effect (creating the sinspawn) is by letting a drop of blood fall in the water , the second ( being hurt and filled by rage) is by just touching the water


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

"Uh Zees. Since you think you can activate the basin, do you think you can control the beings that escape? If so, let's get one to go. I have blood to spare if you want it. Heck, take some of my drippings."

If not, let's get in formation (SPREAD OUT) and try to make our way out.


Zees rather doubt it .


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
robin wrote:
Zees rather doubt it .

Of course not. No solutions at all. *sigh*

"Let's go back"

Making sure that Ameiko is accounted for, the loot is taken, Kast opens the door slightly and leaves.


Male Human (Varisian) Sorcerer 2D6

(If Zees will verbalize how to "drain" the pool so it is common knowledge, then I think we have a Plan for Part III of this "clear the dungeon" scenario. Come back when we are healed and magicked up to destroy the pool by creating sinspawn...until the pool is "out"?)

Seeing Kast leave as Gar held Ameiko's body, Dorin added "Yes. We have little to show for our efforts, but it's best to go back now." Dorin helped carry the loot out of the room. He cast a Dancing Lights as he crossed the doorway, even as he held the still-burning torch. "Let's get out of here before that quasit comes back." Dorin added, his voice hollow with grief.


Male Human - Varisian Wizard 1 - Universalist

Zees tucks away the journal, pulls out his cold iron dagger and follows Kast out of the room.

"Perhaps Gandethus will have some solutions for us or Dorin can inquire at the church. Even Gar might know some people in the construction trade who could tell us how to collapse this room and make it unusable."

"For now though. We need healing and greater magics, armor, and weapons. We should at least be able to receive the healing in town."


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

"Aye." Gar adds sadly and sets to move out.


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

Indeed gentlemen, let us get moving.


If only it was so easy ...
Bless and protection of evil are over (in fact all spells under minutes/level duration are )

I'll assume that Malcolm still detect evil so once the door is reopened , he will be able to say there are evil in the room .

Take your positions please in either of the two rooms
Undersandpoint map


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 is positioned. Kast only opened one door.


Male Human - Varisian Wizard 1 - Universalist

Zees would be about 10' behind Kast. Make it AP26.


Male Human (Varisian) Sorcerer 2D6

(Grumble...that was going to be my spot. Oh well. Let's make it AM27 on the map. Let's stay out of Lightning Bolt formation.)

(If we're talking spell duration, then Malcolm and Gar still have a three-hour Mage Armor spell for +4 to AC. It doesn't stack with regular armor, however.)


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

Encumbered as he is, Gar waits back from the door till the 'all clear' is given. Gar in AP-30


Male Human (Chelaxian) Cleric 2

Put Danaris at AM25.

We had two potions of Cure Light Wounds. Has anyone used one? Perhaps one of our wounded should take a moment to quaff one.


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

Malcolm at AN24, right beside Kast peering in the door to detect the evil presence.

Quasit at far side of room just at corner to hallway.I would have definitely quaffed a potion - what is the die roll for that healing?


Apparently you wait for Malcolm to detect the quasit's presence which is still at the same place it was when you closed the doors
you did not thought he fled , did you ?

He does not react for the moment ...


Male Human (Chelaxian) Cleric 2

I assume it is 1d8+1. Not sure of the caster level of the brewer.


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

Potion of Cure Light: 1d8 + 1 ⇒ (1) + 1 = 2


Male Human (Varisian) Sorcerer 2D6

"So what do we do?" Dorin asked warily. "Run past it, or try to kill it? Should I load my crossbow?"


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

"Why don't you stay here by the door, Malc? Tell me if that thing is nearby and where it might be. I'll go get it alone. Keep the door closed as much as possible...keep everyone else out of it's blasts."

Kast looks serious.

"If you want, I'll sing for you so when I stop singing you'll know that the next should come out and fight it. I don't fear it's physical attacks any more than I fear a housecat. But the negative energy...that is something different. Either way, if only one of us gets hit by that each time, so be it. It can't keep that up forever."

Kast thinks more, drawing upon his study of battle & strategy.

"It's needs to get us in it's bursts to really hurt us. Let us not give him that."

"Malc, tell me where it is and try to keep this door closed as possible."

Kast will slip out the door, keeping it as closed as possible.


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

Ok, Kast, you try first, and may Abadar go with you!

Malcolm pinpoints its exact location for Kast and the others.


Malcolm , if you pinpoint the quasit for Kast , you'll be in range of the channel ...


Male Human - Varisian Wizard 1 - Universalist
robin wrote:
Malcolm , if you pinpoint the quasit for Kast , you'll be in range of the channel ...

Unless the quasit is different, channel is 30' and detect evil is 60'.


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

If no one want that other potion Gar will drink it.

cure light -> 1d8 + 1 ⇒ (6) + 1 = 7

Up to 12 hp


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

Well, if I am in range, then that is qui9te a long burst, and Kast and others would also be in range.


Zees wrote:
robin wrote:
Malcolm , if you pinpoint the quasit for Kast , you'll be in range of the channel ...
Unless the quasit is different, channel is 30' and detect evil is 60'.

Indeed but then you keep the doors open ...


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
robin wrote:

Unless the quasit is different, channel is 30' and detect evil is 60'.

Indeed but then you keep the doors open ...

If robin is saying that you can't have the door partially open, then leave it closed and stay inside. It's more important to keep the burst damage to a minimum than anything else.

This is what Kast intends to do unless he is attacked, spoken to, or engaged. At such times, Kast will change to an appropriate response.

After slipping out the door, Kast will draw his chalk, waterskin, and morningstar and place them near the statue, talking and chanting as he does.

"Ohm...by Irori's calm and unflinching nature, I now dedicate this statue to calm and peace. Ohm." (repeat as necessary)

Using chalk, Kast will be begin to draw the symbols of Irori on and around the statue.

Kast will set his waterskin to drip (refilling with Create Water, as necessary), to enhance a calm and rhythmic counterpoint to Kast's chants.

"Ohm...by Irori's calm and unflinching nature, I now dedicate this statue to calm and peace. Ohm." (repeat as necessary)

I have more actions to post, but want to start with this.


The problem is that if the door is partially open , a tiny creature like the quasit can easily pass through it and if Malcolm stay near the door and in line of sight of the quasit , then he is with the reach of the channels

Kast begins to chant and then a tiny dagger flee from the hands of a suddenly appearing Quasit to strike him
1d20 + 12 ⇒ (8) + 12 = 201d2 ⇒ 2
Once the dagger has struck , it returns to the hand of the quasit who is shouting dire words about what she is going to do to Kast.

Well done , Kast


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 move to the now visible quasit and attempt a steal (or disarm) combat maneuver to take the Quasit's (un)holy symbol.

1d20 + 5 ⇒ (18) + 5 = 23 CMB vs. Quasit's CMD

Quasit gets an AoO. Damage get's added to it's CMD.

If this is successful (and it probably is), Kast will yell for Malc and Gar to come retrieve the dropped/stolen item.


Male Human (Chelaxian) Cleric 2

Can I cast guidance on Kast before he leaves? It will give him a +1 bonus on his attack roll (or a saving throw or skill check). It is not much but . . . Assuming I can . . .

Danaris mutters a prayer to Erastil, asking Old Deadeye to guide the warrior,as Kast enters the other room.

Even if Danaris cannot cast the spell, he still mutters the prayer.


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

Upon hearing Kast's call, malcolm rushes to his aid and retrieves the unholy symbol.

Great work, Kast!


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

Thanks, Malc. However, there is a huge *IF* in front of that statement before I call out. I'd hold off on doing actions until that is resolved. Keep the door shut if possible.


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 am also pretty confident with that roll. I can retro if not enough.


Since you do not have improved disarm the quasit has an AoO against you :
1d20 + 11 ⇒ (4) + 11 = 151d3 - 1 ⇒ (1) - 1 = 0
Ok time for the CMD 1d20 + 13 ⇒ (15) + 13 = 28
The quasit prove to elusive for Kast to succeed in his attack
GOOD TRY
and furious at this , let loose with a channel
2d6 ⇒ (3, 5) = 8 DC 14


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

A correction there Robin that might save Kast's skin. The CMD is not a contested roll. Kast just has to beat the CMD value. That is why CMB (bonus) are listed as a modifer (+4 for example) but the CMD (Defense) is a static value that that is not modified and is usually a much higher number than the CMB for this very reason. It will probably change things there.


You are right,Gar! Seems too easy but you are right
The unholy symbol flees out of the quasit's hand and land to AN17 . Alerted by Kast , Malcom reopens the door
Malcolm has only a move left , the others have their full move available .


Male Human (Varisian) Sorcerer 2D6

Round 02? map is undersandpoint round

Stats-Temp Effects:

HP=12/12 points, AC=13 (touch 13, flat-footed 10), no armor, holding lit torch, 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 2/6
Dancing Lights at the doorway with Kast (3/10 rounds, at AN23).

Dorin moved to the doorway (to AO24) to get a look at the thing that had killed Ameiko, and dropped his torch at his feet. Via a mental command, he moved the Dancing Lights to where the quasit was flying (AM17). With a snarl, Dorin took his crossbow off of his backpack and began loading it with another cold iron bolt.


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

Malcolm will rush to AN20 in preparation to pick up the unholy symbol.

Robin: If I can run (Double Move) on my move action, I will proceed to AN17 and stand on the unholy symbol to pick up next turn or get an AoO when the Quasit tries to do so.


Male Human - Varisian Wizard 1 - Universalist

It appears Zees will at least have line of effect to the quasit.

status:

HP 2/16
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. Magic missle this round.
Hand of the apprentice used: 3

Zees catches a glimpse of the quasit and casts his last real spell, sending a magic missle that pierces the creature's resistances.

1d20 + 2 + 5 + 2 ⇒ (20) + 2 + 5 + 2 = 29 - SR check
1d4 + 1 ⇒ (3) + 1 = 4 - damage


You can only run in a straigth line as a full round action and only if there is no obstacles on the line aka Kast


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
robin wrote:
You can only run in a straigth line as a full round action and only if there is no obstacles on the line aka Kast

Well, Kast limps quickly in a straight line. :)

And I am hopeful that Gar can get to the holy symbol. He'll have the movement easily.


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 am here, just not sure I was expected to run out there as I was hanging back. Some confusion as Malcolm mispoke with his "run" comment, as he put in parentheses 'double move'. If he has a full action he can just move twice, not needed to be a straight line (that is for actually running at X4 which he does not need to do). So Malc should be able to move out there 35' by moving twice and at least step on it.

BIG EDIT: Was just looking up weather Kast could steal or disarm the symbol. Found it has to be Disarm if the item is held. So here is the interesting bit. Kast takes a -4 on the attack for not using a weapon and just grabbing. but if he succeeds, he gets to retrieve the item for free.

Disarm Rule:
Disarm

You can attempt to disarm your opponent in place of a melee attack. If you do not have the Improved Disarm feat, or a similar ability, attempting to disarm a foe provokes an attack of opportunity from the target of your maneuver. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack.

If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your attack exceeds the CMD of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm. If you successfully disarm your opponent without using a weapon, you may automatically pick up the item dropped.

Seems with the -4, Kast still disarms the item, so he should be holding it. The things I learn when I take the time to look them up :-)

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