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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Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
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 continues his move to the fate to prepare for the actual attack. If he is there he will climb the wall and fire his crossbow


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

Whats next, a gnome?


I was thinking a pink flamingo. Gnome is definitely on the list however.


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

whose up?


You


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

Draingore Imbibes Monstrous Physique I

miss chance: 1d100 ⇒ 24
Ranged Rock: 1d20 + 12 ⇒ (18) + 12 = 30
Damage: 1d8 + 13 ⇒ (8) + 13 = 21


Bo hits once, and the halflings continue to be sneaky.

Drainy's mecha misses.

The giants lay hands on the shop's display of pink flamingo statues, and whirl them around for a hammer throw.

There's a flock of stone flamingos inbound.

Bo
to hit: 2d20 ⇒ (1, 8) = 9 miss miss

Mecha primary to hit: 2d20 ⇒ (7, 15) = 22 miss, hit

Mecha iterative to hit: 2d20 ⇒ (2, 12) = 14 miss, hit

concealment: 4d100 ⇒ (28, 88, 16, 74) = 206

the two hits actually hit

damage: 2d8 + 24 ⇒ (7, 2) + 24 = 33

PCs are up again.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
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]

Sneaky sneaky sneaky

Continuing on.


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 continues to rake his lever action rifle, amazed at the assortment of decor being thrown at them..

Attack 1: 1d20 + 12 ⇒ (1) + 12 = 13
Attack 2: 1d20 + 7 ⇒ (1) + 7 = 8

And somehow he manages to break his rifle..


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

No!!!Assaulty you're to young to die!

Move Action: move behind ruined Assault mech
Free Action: Mourn Assaulty
SA: Draingore Imbibes Psychokinetic Tincture


Ok, back from gaming con, back to running virtual instead of physical games.

A variety of lawn ornaments are chucked at Bo and the giants, not seeing that the Mecha is broken yet, throw still more rocks at it.

Bo to hit: 2d20 ⇒ (19, 1) = 20 hit, miss

damage: 1d8 + 12 ⇒ (4) + 12 = 16

next round they will figure out the smoke cloud is no longer firing and shift work back to the gate.

PCs are up again.


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

He fires with his broke rifle..

1d20 + 12 - 2 ⇒ (12) + 12 - 2 = 22
1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21

Dam 1: 1d10 + 6 ⇒ (4) + 6 = 10
Dam 2: 1d10 + 6 ⇒ (6) + 6 = 12


Seeing Bo has taken a pounding your invisible healer will fix some of his boo boos.

healing: 3d8 + 7 ⇒ (5, 1, 3) + 7 = 16


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

Dang i didn't notice i got hit again lol.. Back to almost full.. That giant has been hit alot as well.


We'll assume you and the mecha focused fire on one, so it drops now.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
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]

sneaky sneaky sneaky getting close to the wall?


From what I gather, you are standing at the gate waiting for it to break down. They have been chucking rocks at Bo and the Mecha, so you still have a lot of waiting to do. They haven't hit the gate in a while.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
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 was going to clb up the wall and start firing with the militia. Must have gotten misses in the realy action that was happening


Since you don't have a rifle, you can certainly try, but at 180', you are going to have a goodly bit of penalty.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
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 have a heavy crossbow


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
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 + 16 - 2 ⇒ (1) + 16 - 2 = 15 1d8 ⇒ 3

Attempt to restealth 1d20 + 22 - 10 ⇒ (13) + 22 - 10 = 25


You are able to hide just fine. Shot missed of course.


dude halfling

3rd round of Tirion's sneak advance...


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

Draingore drinks a shield infusion


The giants concentrate their fire on Bo now that they see no more rocks coming from the smoke cloud.

to hit: 2d20 ⇒ (5, 8) = 13 miss, miss

to hit: 2d20 ⇒ (16, 15) = 31 hit, miss

damage: 1d8 + 12 ⇒ (4) + 12 = 16

As this happens you hear yelling from guards that word has come of another giant assault at the east wall at Tanners Bridge with giants driving bears into the city.


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

What happened to knocking the wall down lol..

Bo fires twice more tnen takes cover behind the wall as he takes a full on assault of lawn ornaments.. He heals himself as a swift..

1d20 + 10 ⇒ (15) + 10 = 25
1d20 + 5 ⇒ (1) + 5 = 6

Dam: 1d10 + 6 ⇒ (2) + 6 = 8

LoH: 3d6 ⇒ (2, 3, 5) = 10

"Did he say driving bears? We need to get over there asap!"


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
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 will climb down the wall and run to that side of the city


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

is there a map?


I don't have maps for the battlefields, just for the city as a whole.


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

how far is the giants with bears from me?are they riding bear? are they close together?


You guys are about 600' from the point where the giant is herding in the bears. It is through the town, so not visible from your location.


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

oh in that case, screw 'em


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

are there ballisti on the wall? any long range siege weapons?


This is pretty much a pissant, sleepy little town. The fact that it actually has a wall should be a relief.


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

So, I can stay and twiddle my thumbs, or open the gate they are trying to destroy to go after them?

Draingore drinks invisibility, and goes to open the gates


The guards at the gate are happy to open it up for you if you ask, but will get rather perturbed if someone invisible does it without warning. They will also close it immediately behind you.

Tirion is still outside sneaking along. I'm not sure how fast he's moving.

The other two proceed through town towards a major hubbub. As you get near the Tanner's Bridge you hear a lot of growling and screaming.


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 pulls his pistol along the way and activates his divine bond making the weapon keen for 6 mins. He also activates his judgement of justice..


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

lol, whatever gets me through the door


dude halfling

Tirion has been double-moving (40'/round) whilst sneaking (Swift as Shadows allows him to sneak with no movement penalty): at the end of round 3 he had moved 120' forward. The giants are 180' from the gate, but Tirion started around the corner from the gate (so they wouldn't observe him going over the wall), so I figure Tirion started another 30' from the giants -- thus he is now 90' from them.

Now he's in range to use his wand o' Magic Missiles (with UMD=19 he can automatically use wands). He'll stand up and zap one that looks hurt by Bo's fire:

Magic Missile damage: 2d4 + 2 ⇒ (2, 3) + 2 = 7

then pop Vanishing Trick as a swift action, and quietly move up and to his left, another 20'...

Tirion's Stealth check: 1d20 + 23 + 5 ⇒ (9) + 23 + 5 = 37


You do a bit of damage to the one which was shot by Bo.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
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]

who are we waiting on?


You. Are you making any actions other than moving while approaching the other giant incursion? (as Bo did).


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
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]

No just double moving. Sorry thought that was clear


You come upon a group of 2 stone giants and 3 big mean looking bears. They are currently having their way with the town guard.

One odd thing you do notice is that one of the giants actually grabs one of the fleeing civilians and stuffs him into a sack which he places over his shoulder.

The giants at the north gate go back to tossing statues at the gate. It's fairly apparently that the gate will hold for a while yet.

You can act.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
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 closes his eyes and becomes invisible greater invis moves forward and slashes at the tendon of the nearest giant

Snicker/PS: 1d20 + 18 + 2 - 3 ⇒ (19) + 18 + 2 - 3 = 36 for 1d4 + 1 + 1 + 6 + 5d6 ⇒ (1) + 1 + 1 + 6 + (6, 3, 3, 1, 3) = 25
to confirm Snicker/PS: 1d20 + 18 + 2 - 3 ⇒ (8) + 18 + 2 - 3 = 25 for 1d4 + 1 + 1 + 6 ⇒ (4) + 1 + 1 + 6 = 12

should be vs FF


The giant screams in pain as his tendon snaps like like an over stretched rubber band.

But of course due to the vagaries of the PF rules, this has no combat effect other than degraded HP.


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

How far are we from them?

Bo will take aim at the wounded Giant and fire off 3 rounds from his pistol.. Burning a Grit as well..

Attack 1: 1d20 + 13 ⇒ (4) + 13 = 17 fireing steel
Attack 2: 1d20 + 13 ⇒ (15) + 13 = 28
Attack 3: 1d20 + 8 ⇒ (4) + 8 = 12

Damage 1: 1d8 + 18 ⇒ (6) + 18 = 24
Damage 2: 1d8 + 18 ⇒ (7) + 18 = 25
Damage 3: 1d8 + 18 ⇒ (2) + 18 = 20

He heals as a swift action..

3d6 ⇒ (6, 3, 1) = 10


Rather a matter of how close you intend to get before you attack. They are currently busy with town guard so you can choose the range of engagement.


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 he'll move to 30' before fireing.. Activating Power of Faith as well..

Current AC = 27

I edited his above attacks to inlcude all bonuses..


Between the two of your, the giant drops.

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