RotRL: The Alkenstar Expedition (Inactive)

Game Master drbuzzard

Guns vs. Magic in Rise of the Runelords.

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Xin Shalast Map

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The target is not prone, just dazed. It's a metaphorical knocking for a loop. Also, isn't a revolver a x4 critical?


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

They are indeed.. Im fine with it being a move action.. Hasn't been an issue without the haste.. Will have to start using that bandolier again.


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:

Bo tags the giant three times, but does not drop him.


Considering you are reloading a a peacemaker type revolver, not a swing out revolver, it really should start at full round and get to move with rapid reload. I have one of these at home and with practice, I think I managed to reload it in 12 seconds at best.

A Single Action Army revolver? I have one as well and move action is about right for a fast reloader. You should have sprung for the Schofield!


It's a Beretta Stampede, so a remake of the Colt Peacemaker (so single action army, yes, 6" barrel). .45 LC (which I regret, should have got it in .357 magnum).


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:
It's a Beretta Stampede, so a remake of the Colt Peacemaker (so single action army, yes, 6" barrel). .45 LC (which I regret, should have got it in .357 magnum).

You don't like spending $40 for 50 rounds? :D


Januarius ibn Fahlad wrote:

You don't like spending $40 for 50 rounds? :D

Ironic that you should bring that up since last time I was buying ammo it was .45 LC for that price or .44 magnum for the same. Guess which I bought?


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

Depends on what you're using it for, but I'd guess .44 Magnum!


Shooting watermellons, soda cans, and more mundane targets, so yes, I went with the bigger boom.


dude halfling

silly me -- here's more damage, in case AC 34 confirmed that crit:

3d6 + 30 ⇒ (4, 5, 6) + 30 = 45 points of additional damage from crit

(EDIT -- change 3d8 to 3d6 -- revolvers don't do d8...)


Tirion kills the other giant.


dude halfling

quietly


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]

Posting from phone so can't move my icon

Bander immediately moves to scout the southern room that has not been scouted yet

Take 10 on stealth for 45 w invis, also note I have improved trapspotter


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 moves and takes up postition before B13 necks down towards the south..

Stealth: 1d20 + 16 ⇒ (19) + 16 = 35 Anyone seen that guy in fullplate? Not me...


As you start to proceed to the south another giant comes strolling in from the north. He looks rather like a hill giant, but different. He didn't seem to be in any rush. Maybe he didn't trust the guards. He does get an eager look on his face once he sees you (Bo and Jan, as the pecks are kind of sneaky by nature).

Need init again.

init: 1d20 - 2 ⇒ (18) - 2 = 16


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 + 5 ⇒ (2) + 5 = 7

Rocking the initiative today.


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 + 8 ⇒ (12) + 8 = 20 silly non hobbits with no invisibility!


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

The Sheriff doesn't skulk. Only no-good-bushwackers do that.


dude halfling

Tirion covers the party's rear as they start south -- dashing from one good cover to another...

Tirion's Initiative roll: 1d20 + 8 ⇒ (5) + 8 = 13


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 + 10 ⇒ (1) + 10 = 11


Looks like Bander is first, and the giant didn't actually see Bo, so it is staring straight at Jan.

giant:
"Just one teeny human? I expected some actual entertainment. "

Init order
Bander
Giant
Tirion
Bo
Jan


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

Januarius will look at the giant with contempt, especially considering the giant blood on his shield.

Sorry, I don't speak corpse. You savvy Taldan?


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 uses his BoF for movement stupid 10 ft squares and attempts to launch a fireball

1d20 + 15 ⇒ (11) + 15 = 26 VS DC 23

He places the fireball behind the approaching giant

5d6 ⇒ (1, 1, 5, 2, 6) = 15 fire damage Ref 14 i think 14 cause its a level 3 spell, and you have to have a 13 Int to cast it?


Correct on the DC

SR check: 1d20 + 5 ⇒ (19) + 5 = 24 goes off

reflex save: 1d20 ⇒ 16 pass 7 damage

giant:
"Ok, where the hells did that come from?"
and he moves forward to engage the visible target (Jan).

to hit: 1d20 ⇒ 13 connects damage: 3d8 + 28 ⇒ (6, 5, 4) + 28 = 43 That's gonna leave a mark.


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]

Well I will consider that a knowledge check :) now we know it has SR

Giant:
It came from the flame of hate inside you! Surrender now or more will come!
Bander giggles to himself


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 takes aim and fires 4 times. Swift for bane. Burning a grit.

Poof 1: 1d20 + 16 ⇒ (15) + 16 = 31 Firing steel..
Poof 2: 1d20 + 16 ⇒ (12) + 16 = 28
Poof 3: 1d20 + 11 ⇒ (17) + 11 = 28
Bonus Poof: 1d20 + 16 ⇒ (16) + 16 = 32

This gonna hurt..

Dam 1: 1d8 + 19 + 2d6 ⇒ (5) + 19 + (4, 3) = 31
Dam 2: 1d8 + 19 + 2d6 ⇒ (1) + 19 + (3, 1) = 24
Dam 3: 1d8 + 19 + 2d6 ⇒ (5) + 19 + (2, 2) = 28
Dam Bonus: 1d8 + 19 + 2d6 ⇒ (3) + 19 + (4, 3) = 29

Bo has Clustered Shots should he have DR..


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

A giant with +18 to hit? Ouch! HP 69/112. Is the giant 10 feet away or does it have reach 15?

Use Blessing of Fervor for extra attack if its reach is 10 and five foot step towards the thing; otherwise +2 to attack and +2 AC/Reflex.

Januarius will spit blood on the floor after being hit.

Nice shot, my turn.

Attack (Heavy Shield, vs. Giants): 1d20 + 26 ⇒ (5) + 26 = 31
Attack (Heavy Shield, vs. Giants): 1d20 + 26 ⇒ (17) + 26 = 43
Attack (Kukri, vs. Giants): 1d20 + 18 ⇒ (7) + 18 = 25
Attack (Heavy Shield, vs. Giants): 1d20 + 21 ⇒ (16) + 21 = 37
Attack (Kukri, vs. Giants): 1d20 + 13 ⇒ (11) + 13 = 24
Attack (Heavy Shield, vs. Giants): 1d20 + 16 ⇒ (2) + 16 = 18

Damage (Heavy Shield, vs. Giants): 2d6 + 16 ⇒ (1, 4) + 16 = 21
Damage (Heavy Shield, vs. Giants): 2d6 + 16 ⇒ (2, 4) + 16 = 22
Damage (Kukri, vs. Giants): 1d4 + 8 ⇒ (1) + 8 = 9
Damage (Heavy Shield, vs. Giants): 2d6 + 16 ⇒ (1, 4) + 16 = 21
Damage (Kukri, vs. Giants): 1d4 + 8 ⇒ (1) + 8 = 9
Damage (Heavy Shield, vs. Giants): 2d6 + 16 ⇒ (1, 5) + 16 = 22
Damage (Two-Weapon Rend, vs. Giants): 1d10 + 10 ⇒ (9) + 10 = 19

The high rolling continues! I have no idea what the target AC is, but I'm guessing 64 damage from shield, if AC 25 hits 92, if AC 24 hits 101. If AC 24 hits 110 and if by some miracle AC 18 hits it's 132.


You hit him twice. (He is wearing armor).


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

Huh.


Sorry, was responding to Bo.

For your attacks.

Miss, hit, miss, hit, miss, miss

hmm, guess I was right anyway.


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

Steel takes off 10 Armor.. So he has better than a 38 AC? Thats one hella piece of armor.. Considering most giants dont even have a positive dex score.. Is he in Fullplate with a Shield?


Actually you are correct Bo, 4 hits. Somehow I was messing up my math.

Between everything he goes down.


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 zips up north to check out that room, while he is still invisible


Which room?


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

"Man these guys must have a giant armor forge around here somewhere.." Bo detects magic on the guy before moving on..


The greatclub he was wielding is glowing pretty brightly.


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 check the set of doors he is at for traps

1d20 + 22 ⇒ (18) + 22 = 40 then unlock of disable it 1d20 + 23 ⇒ (16) + 23 = 39

By the time that is done, I probably only have 1 or 2 rounds on invis left, so he will head back to the group and lead them to his new room he found.


Actually those doors are ajar (of grape jam).

Peeking inside you don't see anyone present.


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]

In that case Bander will go inside just to make sure.


dude halfling

Tirion pulls out his bundle of wands --- which now has his new wand o' Message! He'll use 4 charges to start a walkie-talkie session with each of his pals (including Yaap). Quiet communication for the next 10 minutes...

4 checks for a nat '1' on UMD -- which would shut down the wand for a day: 4d20 ⇒ (5, 4, 9, 14) = 32

He'll also use a charge from the wand o' Infernal Healing to start Janarius on the road to recovery...

another check for a nat '1' : 1d20 ⇒ 13

Then he'll return to the place I previously put his marker, and quietly cover the rear:

Tirion's Stealth check: 1d20 + 25 + 4 ⇒ (17) + 25 + 4 = 46 (that extra +4 is when hiding and taking no action)

queitly via Message to Yaap: "Hey Yaap: I reckon the new guy could use a light heal..."


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 sticks the tree trunk in the bag o holding and reloads his pistol..


The room Bander is looking in:

This immense hall is an unexpected break from the rough stone walls of caverns and caves. The rectangular chamber is fifty feet wide and a hundred feet long, with riblike spines arching up to a vaulted ceiling fifty feet overhead. The room’s floor is loose soil, while the wall opposite the doors is carved with an immense bas-relief of a seven-pointed star. Throughout the room, seven fifteen-foot-tall tree trunks have been driven into the ground like immense stakes, their sides carved with countless more stars. Each trunk has been fitted with an iron ring from which dangle chains affixed to manacles. Next to each trunk stands an iron brazier filled with smoldering coals. A long branding iron, its tip also featuring the seven- pointed star, leans against each brazier.

Someone was running Yap, they can take care of the heal rolls.


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

"Indeed.. A mighty bump to the noggin there."

You feel a small hand touch you Jan.

Cure Modl: 2d8 + 9 ⇒ (7, 1) + 9 = 17 and then again.
Cure Mod: 2d8 + 9 ⇒ (1, 5) + 9 = 15 and then again..
Cure Lt: 1d8 + 9 ⇒ (2) + 9 = 11


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 carefully search the room

1d20 + 22 ⇒ (9) + 22 = 31

aslo trapspotter is 20 ft


You find nothing on consequence in the room other than the sihedron brands.


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 heads back and brings the ones that understand magic back to the room to look at the brands.


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

Januarius will tip an imaginary hat.

Thank you kindly

Then he'll follow Bander.

Wow. Just once I'd like to see an evil dungeon with style. This looks like they took a deranged woodsman and told him they were looking for a rustic look.

A drunken logger with monomania apparently. He adds, peering at the stars.


dude halfling

"Lowest bid, I suspect..."


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'd think that too but it has to cost a fortune to put armor on a giant. At that point you're better off just buying up farmland and become evil overlord by default since all the peasants are paying you rent.


Next?

There is nothing else in the room, knowledge arcana if you want to speculate on what the brands do.


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

So, just so I'm clear, there's only the doors we came through?

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