Spheres: Rise of the Runelords Variant (Inactive)

Game Master Keante

Running RotR with some modifications and using Spheres classes only.


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Picture of Sandpoint | Map of Sandpoint

Noticing that the scaffold is placed at a height appropriate to read the statue's open book piques Estria's curiosity. You can climb up the ladder (no climb check needed) and then roll Knowledge (history) or Linguistics.

"What's happening?" you hear a voice asking from inside the tent. "Who's out there?"

Pulling aside the tent flaps reveals a man scratched and bruised.

"Oh, thank the stars! You must have killed the goblins. My name is Herk Bostil," he extends his hand for you to shake, but winces as he does.

Herk explains that he was hired by Mersoolian, a cleric of Nethys, to guard him and Lucendi while they explored this archaeological find. Then the goblins attacked, led by a strange creature--it had the body of a snake but the head of a goblin. Herk and the other two guards stood and fought while Mersoolian and Lucendi fled into the archaeological site. The other two guards are dead, and the goblins dragged Herk into the tent and the two that had been in here were interrogating him. The goblin snake has already gone inside.


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

"So - inside - just the slithergob or more gobs with it?" Dusk asks matter of factly.


Char Sheet

Tell chuckles, "Slithergob, nice."

He throws back the tent flap and peers inside to see if there is anything of interest.

Perception: 1d20 + 6 ⇒ (14) + 6 = 20


Picture of Sandpoint | Map of Sandpoint

"Most of them stayed out here, but there might be one goblin in there with the snake thing. I can't believe your timing--it's only been a few minutes since all of this happened!"

Tekk sees normal gear laying around--bedrolls, a backpack, a mess kit, and a map of the Sandpoint hinterlands with a mark added, presumably to indicate where Mersoolian expected to find this site.


Male Dwarf -- HP: 22/22 | AC: 16; T: 10; FF: 16 | CMB: +4; CMD: 14 | Init: +0 | Fort: +5; Ref: +0; Will: +5 (+3 vs Spells, SLA &Poisons) | Spell Points: 4 (4) | MSB: +1; MSD: 12 Mageknight (Martial / Dwarfish Scion) 2

"Well then let´s rush after the snake. At the end if you cut of its head it is just another snake!"


Scholar 2 | HP: 10/10 | AC: 21 / T: 13 / FF: 18 | Fort: +0, Ref: +6, Will: +3 | R. Touch: +4 | CMB: +1, CMD: 14 | Init: +9, Perception: +5

"Just a moment, I think I can read this. It says..." Estria began.

Know History: 1d20 + 9 ⇒ (19) + 9 = 28

...Apparently very well-versed indeed in what she was looking at.


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

While awaiting Estria's scholarly translation Dusk orders her shambling zombie-gob to approach the entrance to the site/dig. She knows it is slow and will take time to get there.

"Minion. Move there..."

Dusk turns back to her companions.

"I'd get it to guard the entrance, but if our target escapes the slithergob only to be killed by my minion...that would be...bad." she finishes lamely.


Picture of Sandpoint | Map of Sandpoint

"... 'Pass through the gate of stone, and here your tribute bring.'" Estria translates aloud.

From the look of the passageway smashed into the rocks ahead and to the right of the statue, it appears that Mersoolian's expedition battered its way through the 'gate of stone'.

And so you make your way into the dark passageway.

Updated map!

Several digging tools lie among the rubble, discarded after breaking through. Past the smashed door, a flight of stairs descends ten feet before reaching a barred gate. Once locked, it now opens easily.
Unless otherwise noted, all passageways and rooms in the ruin are dimly lit, ceilings reach a height of 10 feet, and any doors are made of stone (hardness 8, 60 hp, Break DC 28).

You see three pits in this room, one of which is filled with water which runs from the northern side of the room where it burst through the wall who knows how many years ago. Sure enough, a goblin stands over by that rubble kicking at some rocks. The goblin snake you've been told about is in the center of the room. She looks like she has been examining the pits and the area around them, but as you enter her goblin head rises up on her snake body and hisses menacingly. "Ssssssss! No one dissssturbssss Tethiqqa'sss sssstudiesss. You musssst die!"

Initiative:

Tethiqqa and goblin: 1d20 + 3 ⇒ (5) + 3 = 8
Dusk Bloom: 1d20 + 2 ⇒ (19) + 2 = 21
Estria: 1d20 + 9 ⇒ (16) + 9 = 25
Nerak Gajutar: 1d20 + 1 ⇒ (17) + 1 = 18
Rick: 1d20 + 4 ⇒ (6) + 4 = 10
Rammbock: 1d20 + 0 ⇒ (5) + 0 = 5
Tekk: 1d20 + 3 ⇒ (4) + 3 = 7

Tethiqqa appears as if she is preparing to cast some spell, while the goblin is drawing an arrow on its bow. But they don't act first. Estria, Dusk, Nerak, and Rick, you're up!

Due to the dim lighting, if you do not have darkvision the enemies will have 20% miss chance concealment from you. If someone has a light source to provide normal light that will change, of course.


Picture of Sandpoint | Map of Sandpoint

There aren't any open straight lines that will allow a charge, but it only takes 20 feet to reach Tethiqqa. Those of you with 30 or more speed could get around behind Tethiqqa with your move action. The archer goblin is more than 30ft away, so you'll need two move actions to reach him.


NG Human Sage 2 | Status: Ok
Stats:
AC 17 (T 17, FF 13) | CMB +5, CMD 18 | Init +4 | Speed 30ft | F +5, R +7, W +6 | Perc +8, SM +3 (Low-Light)
HP 15/15 | Meditation Dice 1/1 | Ki Pool 5/7

Being the first time he sees a goblin mixed with a serpent, Rick is a bit shocked. His thoughts, for a short moment, wander around thinking of the possibilities that might have led to...

Shaking his head, he focuses on what's at hand, and advances enough to be able to shoot the serpent and the goblin with his Ki projectiles.

Move: move 30 feet (or less, if not required)

Swift: spend a Ki Point to increase Ki damage to 2d6

Standard: Ki Barrage, 3 strikes thanks to Meteor Shower

Ki Barrage#1 vs Serpent, Point Blank: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
Damage: 2d6 + 1 ⇒ (3, 2) + 1 = 6

Ki Barrage#2 vs Goblin, Point Blank: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Damage: 2d6 + 1 ⇒ (3, 4) + 1 = 8

Ki Barrage#3 vs Serpent, Point Blank: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Damage: 2d6 + 1 ⇒ (3, 1) + 1 = 5


Picture of Sandpoint | Map of Sandpoint

Miss chance #1: 1d100 ⇒ 56
Miss chance #2: 1d100 ⇒ 22
Miss chance #3: 1d100 ⇒ 38

Despite the shadowy illumination, all of Rick's blasts find their targets! The archer goblin drops, and Tethiqqa hisses again in pain!

Estria, Dusk, and Nerak still to go.


Scholar 2 | HP: 10/10 | AC: 21 / T: 13 / FF: 18 | Fort: +0, Ref: +6, Will: +3 | R. Touch: +4 | CMB: +1, CMD: 14 | Init: +9, Perception: +5

Estria spun her Lighting Rod around as she noticed the enemies - and a bolt of lightning shot towards the one in the lead. For now, she was content to hang back and try to stay safe.

Lightning Rod: 2d6 ⇒ (1, 2) = 3


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Not sure how far along my minion will have gotten...

Dusk moves in to stab at the serpentine goblin...ordering her zombgob to attack the slithergob...

Move Action: Close to reach with Tethiqua
Standard Action: Attack!

Kiwww!!!: 1d20 + 2 + 1 + 1 ⇒ (8) + 2 + 1 + 1 = 12 [+2 str, +1 BAB, +1 Weapon Focus]
Vklip!!!: 1d10 + 3 ⇒ (8) + 3 = 11 [+3 THF]


Picture of Sandpoint | Map of Sandpoint

Miss Chance: 1d100 ⇒ 85
Dusk's glaive strikes true, and the slithergob lets out a screeching hiss of pain! The zombgob trundles forward slowly, now next to the goblin snake but not yet able to attack.

Nerak, in his natural form, moves quickly around behind the goblin snake and then swings his greataxe from his position opposite Dusk Bloom.
mwk greataxe atk, flanking: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
mwk greataxe dmg: 1d12 + 4 ⇒ (7) + 4 = 11
The half-orc's darkvision allows him to see through the gloom clearly, and he strikes the goblin snake with a force equal to Dusk Bloom.

Another screech, and the goblin snake thinks better of casting her spell. Instead, she burrows down into the ground!
Full withdraw action so as not to provoke attacks of opportunity.

At least for the moment, it grows quiet. Dusk's zombie begins to slam the ground fruitlessly where it last saw the slithergob.

Everyone can now take a turn; for some of you it's technically round 1 and for others it's round 2, but we won't worry about turn order. In particularly, speak up if you've got anything active you can do, otherwise I assume you'll be waiting to see if she shows herself again.


NG Human Sage 2 | Status: Ok
Stats:
AC 17 (T 17, FF 13) | CMB +5, CMD 18 | Init +4 | Speed 30ft | F +5, R +7, W +6 | Perc +8, SM +3 (Low-Light)
HP 15/15 | Meditation Dice 1/1 | Ki Pool 5/7

The evil serpent-goblin has gone underground! Wary that there might be some perils around that they haven't noticed, Rick takes the chance to concentrate on the Ki that flows through the place.

Using the Divination base power to detect magic, spent 1 Ki point to cast it as a standard.


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Dusk waves a hand to quell the zombgob's fruitless whacking.


Male Dwarf -- HP: 22/22 | AC: 16; T: 10; FF: 16 | CMB: +4; CMD: 14 | Init: +0 | Fort: +5; Ref: +0; Will: +5 (+3 vs Spells, SLA &Poisons) | Spell Points: 4 (4) | MSB: +1; MSD: 12 Mageknight (Martial / Dwarfish Scion) 2

Keeping his axe high Rammbock puts a hand on the ground asking the ground to aid him to tell him where the enemy will emerge next.


Char Sheet

Tekk readies his weapon, waiting to see where the monster will appear next.


Scholar 2 | HP: 10/10 | AC: 21 / T: 13 / FF: 18 | Fort: +0, Ref: +6, Will: +3 | R. Touch: +4 | CMB: +1, CMD: 14 | Init: +9, Perception: +5

Estria joined the others in waiting for their enemy to reappear, keeping her staff at the ready to call down another bolt of lightning on her target.


Picture of Sandpoint | Map of Sandpoint

Didn't mean to leave this hanging so long, I'm sorry!

The tension is palpable as you all wait for the goblin snake to reappear. Eventually (after a good 30 seconds or so) you hear its angry hiss from outside back in the camp. She has confirmed that all of her goblins are dead. Giving up on this fight and this set of ruins for now, she flees!

She's not so fast that you couldn't catch up to her, but if you try she will go underground again and escape that way. If anybody wants to pursue her and has a way to deal with her being underground, let me know. Otherwise, she is gone.

Satisfied that that threat is gone, you are now free to explore this vault.

A reminder of what you're looking at:

GM Keante wrote:

"... 'Pass through the gate of stone, and here your tribute bring.'" Estria translates aloud.

From the look of the passageway smashed into the rocks ahead and to the right of the statue, it appears that Mersoolian's expedition battered its way through the 'gate of stone'.

And so you make your way into the dark passageway.

Updated map!

Several digging tools lie among the rubble, discarded after breaking through. Past the smashed door, a flight of stairs descends ten feet before reaching a barred gate. Once locked, it now opens easily.
Unless otherwise noted, all passageways and rooms in the ruin are dimly lit, ceilings reach a height of 10 feet, and any doors are made of stone (hardness 8, 60 hp, Break DC 28).

You see three pits in this room, one of which is filled with water which runs from the northern side of the room where it burst through the wall who knows how many years ago. The goblin snake you've been told about is in the center of the room. She looks like she has been examining the pits and the area around them, but as you enter her goblin head rises up on her snake body and hisses menacingly. "Ssssssss! No one dissssturbssss Tethiqqa'sss sssstudiesss. You musssst die!"

Due to the dim lighting, if you do not have darkvision the enemies will have 20% miss chance concealment from you. If someone has a light source to provide normal light that will change, of course.


Female Human Hedgewitch (Martial Hedgewitch/Triple Goddess) 2 | HP: 20/16 | AC: 16, T: 12, FF: 14 | Fort +1, Ref +2, Will +3 | Init +2; Per: +2 | CMB: +3; CMD 15 | Spd: 30 ft | Spell Points: 1/6

Dusk motions for her zomgob to chase the slithergob, then cautiosly approaches the edge of a pit, peering in.

"Hello?" she calls a little hesitantly...

And exeunt zombgob, thee served Dusk well...

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