RotRL: The Alkenstar Expedition
(Inactive)
Game Master
drbuzzard
Guns vs. Magic in Rise of the Runelords.
Current map
Xin Shalast Map
Loot List
Now that Bander is visible, thanks to Yap, she decides to toss a spell at him.
He can give me a DC 25 fort save or be blind.
PCs are up.
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
I think the map looks weird on my phone - are the squares 5 or 10 feet across?
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10 Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
1d20 + 8 ⇒ (17) + 8 = 25 Fort
HEY! WHATS THE IDEA?
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10 Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
Bander moves so his invis can take effect again
Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste
Obi fires 3 times at the bad guy.
shot #1: 1d20 + 19 + 2 ⇒ (9) + 19 + 2 = 30
shot #2: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23
shot #3: 1d20 + 9 + 2 + 2 ⇒ (19) + 9 + 2 + 2 = 32
The first two rounds are tracer bullets, causing the bad guy to glow for either 1d4 ⇒ 4 or 1d4 ⇒ 1 rounds. <- 4 rounds of faerie fire.
The third is an Evil Outsider Bane round doing 1d10 + 1 + 2 + 2d6 ⇒ (4) + 1 + 2 + (2, 6) = 15
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Why use tracer rounds when invis purge is up.. Sry btw Bander.. I keep forgetting that hits allies too..
Likely because they were already loaded.
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Jan will charge the creature and try to bull rush it into the wall (with Shield Slam).
Attack (Heavy Shield): 1d20 + 29 ⇒ (8) + 29 = 37
Damage (Heavy Shield): 2d6 + 15 ⇒ (4, 4) + 15 = 23
Attack (Shield Slam): 1d20 + 29 ⇒ (9) + 29 = 38
Yep, rolling high again.
Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste
Buzz wrote: Likely because they were already loaded. Bingo, besides faerie fire gives a bonus to hit for other attacks
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Fully loaded Bo uses his last Bane of the day and fires a salvo at the creature.. Using a grit as well. Smite active on target as well..
Attack 1: 1d20 + 23 ⇒ (17) + 23 = 40 all steel
Attack 2: 1d20 + 23 ⇒ (3) + 23 = 26
Attack 3: 1d20 + 18 ⇒ (4) + 18 = 22
Attack 4: 1d20 + 13 ⇒ (20) + 13 = 33
Confirm 4: 1d20 + 13 ⇒ (18) + 13 = 31
Dam 1: 1d8 + 23 + 10 + 2d6 ⇒ (7) + 23 + 10 + (3, 3) = 46
Dam 2: 1d8 + 23 + 10 + 2d6 ⇒ (6) + 23 + 10 + (1, 2) = 42
Dam 3: 1d8 + 23 + 10 + 2d6 ⇒ (5) + 23 + 10 + (6, 1) = 45
Dam 4: 1d8 + 23 + 10 + 2d6 ⇒ (6) + 23 + 10 + (3, 4) = 46
Dam Crit: 3d8 + 69 + 30 ⇒ (3, 8, 7) + 69 + 30 = 117
He is slightly disturbed by the carnage his pistol does..
And the 'lady' dies. Combat over.
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
"Well that was unpleasant.. Let's camp here for the night and have a look around. We should probably go release the man from the cage and try to cure him.."
Bo inspects the bodies for gear before heading back to release the man..
Who said he was a mage?
The lady demon thingies all have:
masterwork ranseur, belt of mighty constitution +2, bracers
of armor +3, jewelry worth 8,000 gp
Boss lady has:
+2 glamered mithral chain shirt, sadist’s lash, +1 dagger, belt of physical might +4 (Dex, Con)
A DC 20 Perception check reveals something hidden under the southernmost bed: a handy haversack that contains a tome of understanding +1, six potions of cure moderate wounds, a potion of remove disease, and a potion of remove paralysis.
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Typo.. I meant to say man..
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Ooooo, I'll take the bracers if no one else wants them?
They don't work with armor you know.
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Bo wouldn't mind upgrading to the +4 belt, however if Obi needs it I can stick with my +2 one.. He will take a Cure Mod pot for sure.. THe rest he is not interested in.
Yap has plenty of level 1 and 2 cure to top the party off if we're sleeping here.. I dont think there's a need to roll unless you want me too.. Its over 150 hps healed just from level mod, not counting dice..
You are able to get rested up and healed here without any unpleasant interruptions.
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
drbuzzard wrote: They don't work with armor you know. D'oh. Then I'll just take a cut of the loot.
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10 Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
i will snag one of those belts of constitution
let yap carry all the potions, who needs wisdom?
Assuming you folks want to help out the caged man, Yap with his healing skill and a Thasselonian translator figures out he's not sound of neither mind nor body and will need a heal spell to be brought back to coherency.
Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste
The boss ladies belt would be a big improvement for Obidiah.
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Go ahead Obi..
Yap notifies the group that he will not be using his remaining heal scroll on the man so he wil have to wait till he's a bit more powerful..
Spells and all reset so we can continue... Everyone take a cure mod pot and Yap will handle the rest of the potions.. He'll also wear one of those belts..
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Bo will recast extended heroism and extended see invis, as well as heightened awareness..
"Where to next?"
Way this place works is you always pick a new place off the central hub. To simplify, each one is based on Thasselonian 'Virtues' (you got that from Thasselonian decodings).
You have been through:
Pride (first one)
Envy (second one)
Lust (current one)
There remain:
Greed
Gluttony
Wrath
Sloth
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10 Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
You head down a long corridor.
A large iron door studded with dozens of colorful gemstones stands in the eastern wall (bottom of map is east) at the end of this corridor. Although the door appears to have no latch, a depression in the center contains a keyhole.
Bander notices that the door is obviously trapped. You almost feel insulted that it was hidden so poorly (of course that is a function of your perception more than the hiding).
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10 Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
Back up folks. Let me take care of this embarrassment to the word trap
1d20 + 26 ⇒ (8) + 26 = 34 disable
uh oh.
trying again
1d20 + 26 ⇒ (18) + 26 = 44 disable
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Bo sets back and watches the halfling work..
Yap moves and casts Freedom of Movement on Jan.. Thats 110 minutes of FoM Jan!
Your first attempt was sufficient to disable it. As it turns out, it is just a trap with a false door.
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Robert "Bo" Hardin wrote: Bo sets back and watches the halfling work..
Yap moves and casts Freedom of Movement on Jan.. Thats 110 minutes of FoM Jan!
Aw yeah.
I need perception checks from everyone.
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10 Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
1d20 + 25 ⇒ (2) + 25 = 27
Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste
perception: 1d20 + 23 ⇒ (7) + 23 = 30
Obi notices a secret door at the end of the corridor.
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Perception: 1d20 + 23 ⇒ (9) + 23 = 32
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Everyone who notices the door that Bander missed gets to mock him.
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Bo Perc: 1d20 + 24 ⇒ (20) + 24 = 44 See Invis up as well
Yap Perc: 1d20 + 16 ⇒ (8) + 16 = 24
"Pfffttt... AHAHHAAA.. I thought you were the secret door detector Bander.. There might as well be a sign pointing to it.."
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10 Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste
Obidiah readies his rifle in case something pops out of the door.
Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots
Eh, don't be like that. We all make mistakes sometimes - like getting tricked by demons into thinking we're attacking a clown.
Damn clowns and their big feet.
So you can sit and grow cobwebs or open the door.
Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10 Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]
Since no one else does, bander opens the door
A beautiful tunnel of polished wood inlaid with silver and gold runes stretches for at least a hundred feet before ending at a wall of greenish mist sparkling with silver motes of light.
Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste
"Nice tunnel. Do you figure it's trapped?"
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Bo casts detect magic and scans out in front..
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