RotRL: The Alkenstar Expedition (Inactive)

Game Master drbuzzard

Guns vs. Magic in Rise of the Runelords.

Current map

Xin Shalast Map

Loot List


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Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Will: 1d20 + 25 ⇒ (4) + 25 = 29
Yap Will: 1d20 + 23 ⇒ (3) + 23 = 26

[ooc]If it's fear everyone on the carpet get +4.. Bo is immune.


Looks like Yap is shaken then (since he flies along the carpet not on it). Failed save just means shaken.


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

1d20 + 20 + 4 ⇒ (9) + 20 + 4 = 33 will

Boom checks his magazine, making sure it is loaded with one that is all scatter


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

Will Save: 1d20 + 15 ⇒ (17) + 15 = 32 +4 vs Fear


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, sheepishly, stops panicking.

[b]G-g-g-g-g-gods damned...ghosts[/ooc]

HP 75/169


Ok, only Yap is shaken (which matters little).

You head down the cliff for a while, but have to take your time about it since you can't see any distance with the blizzard going so hard. Eventually you get to the base.

Out of the torrent of snow, which has visibility down to jack, some weird creature swoops taking a swipe at Jan.

to hit: 1d20 ⇒ 17 damage: 2d8 + 9 ⇒ (8, 5) + 9 = 22 cold: 4d6 ⇒ (4, 6, 4, 1) = 15

grab: 1d20 ⇒ 18 grappled and you are pulled off the carpet into its grasp.

init: 1d20 + 13 ⇒ (9) + 13 = 22

(knowledge planes to identify)


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

initiative: 1d20 + 7 ⇒ (16) + 7 = 23


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

1d20 + 10 ⇒ (5) + 10 = 15 init


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

Initiative: 1d20 + 9 ⇒ (5) + 9 = 14 Hooray.

38/169 HP. Little help?


Waiting on Bo.


175/175 | AC 42 | T 28 | FF 27 | CMD 37 | Fort +19 | Ref +30 | Will +23 | Init +12 | Perc +23
Active Spells:

It's hard for me to know when healing is needed as noone ever updates their header bar for hp.. Why even have it? Obviously we would have not headed down with people at 1/2 health..

Yap and Bo would use wands to heal folks..

Heal Obi: 18d8 + 27 ⇒ (6, 5, 8, 6, 8, 1, 3, 2, 1, 5, 6, 4, 4, 3, 3, 7, 8, 7) + 27 = 114 9 charges from cure mod wand
Heal Jan: 17d8 + 17 ⇒ (5, 7, 5, 5, 1, 1, 2, 6, 6, 6, 2, 7, 6, 1, 6, 8, 3) + 17 = 94 17 charges from cure light wand

Heal Bo: 10d8 + 10 ⇒ (8, 2, 1, 4, 1, 4, 1, 2, 1, 4) + 10 = 38 10 charges from cure light wand

Puts Obi 3 points off full, Jan full, Bo 4 points off full..


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Init: 1d20 + 13 ⇒ (20) + 13 = 33
Yap Init: 1d20 + 12 ⇒ (20) + 12 = 32 some wasted crtis there lol..

Know Planes: 1d20 + 20 ⇒ (7) + 20 = 27
Yap: 1d20 + 17 ⇒ (15) + 17 = 32


You both figure it it is a Wendigo. Yap gets a question.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Defenses, If need narrower Damage Reduction?


Defenses? Gee, why don't you just ask for the whole stat block? People expecting encyclopedic outlays of information for a single skill check counts as one of my peeves- particularly when it comes to knowledge Planes where somehow you manage to have knowledge of every critter across dozens of universes. It's bloody ridiculous

DR cold iron and magic.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

"Use cold iron if you have it!"

Is the creature still there or did it move out of sight after grabbing Jan?


It didn't actually move yet, it can be seen for the moment.


Bo, Obi and Yap are all up.


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

Activate Haste and Challenge, shoot wendigoo

haste shot: 1d20 + 22 + 1 + 1 ⇒ (11) + 22 + 1 + 1 = 35 (seeking, deadly aim, challenge, steel,pbs)
shot#1: 1d20 + 22 + 1 + 1 ⇒ (7) + 22 + 1 + 1 = 31
shot#2: 1d20 + 17 + 1 + 1 ⇒ (14) + 17 + 1 + 1 = 33
shot#3: 1d20 + 12 + 1 + 1 ⇒ (9) + 12 + 1 + 1 = 23

haste damage: 1d10 + 30 + 1 ⇒ (5) + 30 + 1 = 36
damage#1: 1d10 + 30 + 1 ⇒ (9) + 30 + 1 = 40
damage#2: 1d10 + 30 + 1 ⇒ (8) + 30 + 1 = 39
damage#3: 1d10 + 30 + 1 ⇒ (8) + 30 + 1 = 39


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Activate smite evil and fire.. Use grit for focused aim as well.

Attack 1: 1d20 + 22 ⇒ (4) + 22 = 26 steel vs FF.
Attack 2: 1d20 + 22 ⇒ (6) + 22 = 28
Attack 3: 1d20 + 17 ⇒ (17) + 17 = 34
Attack 4: 1d20 + 12 ⇒ (20) + 12 = 32

Confirm 4: 1d20 + 12 ⇒ (8) + 12 = 20

Dam 1: 1d8 + 21 + 10 + 10 ⇒ (5) + 21 + 10 + 10 = 46 smite evil for bypass
Dam 2: 1d8 + 21 + 10 ⇒ (4) + 21 + 10 = 35
Dam 3: 1d8 + 21 + 10 ⇒ (3) + 21 + 10 = 34
Dam 4: 1d8 + 21 + 10 ⇒ (8) + 21 + 10 = 39

Crit Dam: 3d8 + 63 + 30 ⇒ (2, 8, 7) + 63 + 30 = 110


175/175 | AC 42 | T 28 | FF 27 | CMD 37 | Fort +19 | Ref +30 | Will +23 | Init +12 | Perc +23
Active Spells:

Yap will cast freedom of movement and fly over to touch Jan with it..

Concentration: 1d20 + 21 ⇒ (12) + 21 = 33


It drops with large chunks of its torso blown off.

Jan staggers out of its grasp.

and we are not doing rewind healing...if someone doesn't mention they are wounded and get patched up and it kills them next combat- tough.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Ok.. I'll use the rolls post this combat then. Jan is at 132 instead of full.


Sometimes things are happening and a pause to heal actually matters timewise.

The body of the Wendigo quickly gets covered in snow as the blizzard continues.


You continue your flight back to the mining base with the remains of the dwarf. This takes a number of minutes just because the blizzard is so bad and finding your way is no picnic.

Eventually you get there and head inside. What now?


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

Thanks YaaP.

Perception: 1d20 + 18 ⇒ (14) + 18 = 32


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Yapp will finish topping everyone off before moving in..

Heal Jan: 8d8 + 8 ⇒ (6, 4, 4, 1, 2, 2, 3, 6) + 8 = 36

We might shoulda bought another wand or two lol.. 8 more charges off.

"We carry the body back and he tells us where to go. Best to let Yap go first incase the haunts have re-manifested.."

Yap moves 20' ahead of the group, keenly searching for haunts where they were before..

Perc: 1d20 + 23 ⇒ (1) + 23 = 24 He recasts Detect Undead to aid the effort..


When the PCs return to the cabin with Karivek’s bones, a strange sense of calm seems to fill the structure. Even the howling sounds of the blizzard outside seem muted and quiet.

You head into the location you met the friendly dwarf ghost, and set down the remains.

Silas Vekker appears again, an expression of sadness and forgiveness on his face. Yet Karivek is not yet quite ready to accept his brother. The cannibal ghost manifests as well, his bones crumbling to dust and reforming his ghostly incarnation. The two ghosts silently face off against each other, seemingly caught in a struggle of wills as wispy strings of ectoplasm and wafts of ghostly presence lash out and coil about one another.

You hear another howl from right outside (more fear based will saves) and something starts slamming on the walls of the cabin.


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

1d20 + 20 + 4 ⇒ (18) + 20 + 4 = 42

Boom turns about leveling his shotgun ready to fire, and looking for cover


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Yap Will: 1d20 + 23 + 4 ⇒ (14) + 23 + 4 = 41

"Reload for cold iron in case it's another one of those things.."

Bo casts divine favor..


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

will: 1d20 + 8 ⇒ (10) + 8 = 18 (+4 vs fear, +5 vs magic)


You are panicked for 1d4 + 4 ⇒ (3) + 4 = 7 rounds (DC 28 will to avoid).


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

Run upstairs and hide


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

Will Save: 1d20 + 15 ⇒ (1) + 15 = 16 +4 for fear.


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

Oh for heaven's sake.


You go running upstairs to hide as well.


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

"You take the wardrobe, I'll hide under the bed!"


You hear loud cracks from the walls as the timbers shatter under impact.

The ghosts continue to struggle.


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

Good idea Obi!

Can Obi and I roll something to do a Scooby Doo style door montage?


Sure, though I have no idea what you would roll for that.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Bo tries to find some cover that would allow for shooting when/if the wall gets knocked down..

Does her think the whole place might collapse?

Know Engin: 1d20 + 11 ⇒ (20) + 11 = 31


Nah, this is a very sturdy building, no way it will collapse. As it is, breaking in the wall will take at least a few more rounds as stout as the walls are.

You can pile up some furniture for cover if you want.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

In that case Yap flies up and casts Remove Fear on the Scooby Doo gang while Bo makes himself a makeshift duck blind for when the wall comes down..


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 is embarrassed from running - twice - from what was a roar and returns to take up a position behind cover. +2 to AC in cover


While Yap is chasing down Scooby and Shaggy, the wall ruptures in front of Boom and Bo.

init: 1d20 + 13 ⇒ (4) + 13 = 17

You get a surprise round of shooting since you were waiting for this to happen.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Assuming it is the same thing from outside.. Smite Evil and fire..

Attack: 1d20 + 28 ⇒ (12) + 28 = 40 steel
Dam: 1d8 + 21 + 10 + 10 ⇒ (1) + 21 + 10 + 10 = 42

Init: 1d20 + 13 ⇒ (14) + 13 = 27

Round 1:

Use bane as a swift, and grit..

Attack 1: 1d20 + 28 ⇒ (3) + 28 = 31 vs FF, Steel
Attack 2: 1d20 + 28 ⇒ (6) + 28 = 34
Attack 3: 1d20 + 23 ⇒ (10) + 23 = 33
Attack 4: 1d20 + 18 ⇒ (16) + 18 = 34

Dam 1: 1d8 + 27 + 2d6 + 10 ⇒ (7) + 27 + (4, 2) + 10 = 50 smite evil for bypass..
Dam 2: 1d8 + 27 + 2d6 + 10 ⇒ (7) + 27 + (6, 4) + 10 = 54
Dam 3: 1d8 + 27 + 2d6 + 10 ⇒ (3) + 27 + (3, 2) + 10 = 45
Dam 4: 1d8 + 27 + 2d6 + 10 ⇒ (8) + 27 + (4, 4) + 10 = 53


Sure looks like the thing from outside.


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

Attack (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d20 + 24 ⇒ (1) + 24 = 25
Attack (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d20 + 24 ⇒ (8) + 24 = 32
Attack (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d20 + 19 ⇒ (20) + 19 = 39
Attack (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d20 + 14 ⇒ (9) + 14 = 23

Damage (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d10 + 29 ⇒ (10) + 29 = 39
Damage (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d10 + 29 ⇒ (3) + 29 = 32
Damage (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot): 1d10 + 29 ⇒ (1) + 29 = 30

Initiative: 1d20 + 9 ⇒ (5) + 9 = 14

Attack (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot, Confirm): 1d20 + 19 ⇒ (15) + 19 = 34
Damage (Lever-Action Rifle, Rapid Shot, Deadly Aim, Point-Blank Shot, Confirm Damage): 3d10 + 87 ⇒ (2, 1, 1) + 87 = 91


Well there's two problems with all that.

First off, this thing broke in while you were still upstairs cowering.

Second, I said it was a surprise round so it would be only a standard action.


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

Oh, I thought I had time to come down. Oh well.

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