WR Rise of the Runelords

Game Master wicked_raygun

Loot
Cornfield Battle Map


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Serolt sees the trail and doesn't hesitate to follow it. The path leads them through corn stalks that oppressively block everyone's sight. And for a moment, Serolt loses the trail. But a helpful prodding from Regin points the hunter back to it.

The Heroes find a clearing where the ghoul is tying the unconscious and bleeding guard to a wooden cross that lays on the ground. Next to the scarecrow ghoul there are three others waiting beside there own crosses. Only these crosses contain moaning humans suffering from ghoul fever and left to ripen on the crosses.

The Heroes have found a sort of scarecrow ghoul nest.

The 4 scarecrow ghouls hiss and move to attack.

No surprise round since speed was the priority.

Initiatives:

Amaya: 1d20 + 4 ⇒ (1) + 4 = 5
Beromar: 1d20 + 2 ⇒ (14) + 2 = 16
Bruin: 1d20 + 3 ⇒ (7) + 3 = 10
Mruf: 1d20 + 3 ⇒ (18) + 3 = 21
Serolt: 1d20 + 4 ⇒ (9) + 4 = 13
Scarecrows: 1d20 + 2 ⇒ (8) + 2 = 10

Round 1
Mruf: 1d20 + 3 ⇒ (18) + 3 = 21
Beromar: 1d20 + 2 ⇒ (14) + 2 = 16
Serolt: 1d20 + 4 ⇒ (9) + 4 = 13
Bruin: 1d20 + 3 ⇒ (7) + 3 = 10

Scarecrows: 1d20 + 2 ⇒ (8) + 2 = 10
Amaya: 1d20 + 4 ⇒ (1) + 4 = 5

Bold are up. There is no map, so we'll be doing this theater of the mind. Imagine we're fighting in a crop circle of flattened corn stalks with 3 upright humans who have been crucified and left to slowly turn into ghouls. The sandpoint guard would be the 4th. I'm going to leave the other guards out of the initiative to make this a little easier on me. Hope you understand.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Round: 1, Initiative: 13

Serolt Status:
HP: 33/33, AC: 19 (f15/t15)
Conditions = None
Weapon Equipped = Bow
Cold Iron, Silver Blanch = 20/24
Blunt, Silver Blanch = 8/8
Cold Iron, Ghost Salt = 8/8
ranged: Attack: BAB +4, Dex +4, Focus +1, Magic +1, (rapid shot -2, deadly aim -2) Damage: Str +2, (deadly aim +4)
melee: Attack: BAB +4, Str +2 Damage: Str +2
Animal Focus (Su/Swift) (5/6m)
Songbird (Sp) (7/7)
Rod of Reach, lesser (2/3)
Spells (Caster Level 6, Concentration +8)
Zero (12): Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark
First (13): (5/5) Animal Messenger, Aspect of the Falcon, Calm Animals, Cure Light Wounds, Entangle, Summon Nature’s Ally
Second (14): (2/4) Barkskin, Burst of Radiance, Carry Companion, Shield Companion, Summon Nature’s Ally II

Regin Status:
Move 50’, HP: 45/45, AC: 29 (t21/f18) (includes Shield Companion +1 & Barkskin +3)
Conditions = Barkskin (1/60m), Shield Companion (1/6h)
Animal Focus: Bull (+2 Str - applied)
melee: Attack: BAB +4, Dex +8, Size +1, Amulet +1, (power attack -2) Damage: Str +2, Amulet +1, (power attack +4)
Tricks: Attack x2, Come, Down, Flank, Heel, Sneak, Track, Watch

Serolt has his fear under control as he sees more of the scarecrows. They did well in the first fight, surely this one too will be no problem?

He steps up (5’ step) and shoots one of the creatures.
Bow (silver, cold iron, magic): 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17 (point blank) damage: 1d8 + 6 + 1 ⇒ (5) + 6 + 1 = 12 (point blank)
Bow (silver, cold iron, magic): 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14 (point blank) damage: 1d8 + 6 + 1 ⇒ (8) + 6 + 1 = 15 (point blank)

Meanwhile, he commands Regin to attack the same one. Regin charges in and takes a bite!
Regin Bite (magic): 1d20 + 12 ⇒ (15) + 12 = 27 damage: 1d4 + 8 ⇒ (3) + 8 = 11 Free Trip: 1d20 + 5 ⇒ (4) + 5 = 9


catfolk gungineer 6 hps:33/33 - AC: 20|16|15* (*no flatfooted) - Fort:+7 | Ref:+10 | Will:+5 - Per:+12, low-light vision, Init:+3

Mruf doesn't hesitate either - Rowl roars for him as he blasts at one of the ghouls, careful to aim away from the hapless prisoners.

Rowl + PBS (touch within first 2 range increments, counts as magic): 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17
dmg + PBS + silver: 2d8 + 1 ⇒ (5, 4) + 1 = 10

keeping track:

1/6 shots used (assuming he could reload while Serolt was hunting)
12 silver ammo left
19 cold iron ammo left


Mruf fires a shot into one of the ghouls nearly killing it. It's finished off a moment later by the brave Regin. Serolt puts two arrows into a scarecrow's chest, killing it as well.

Two down. Two to go.

GM Only:

Scarecrow C AC 14, HP 13/13
Scarecrow D AC 14, HP 13/13


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

Bruin grits his teeth in anger, and shouts as he fires his bow.

shortbow: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12

The shot goes wild.


Beromar is up.


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

Beromar hefts him hammer firmly in both hands and confronts their newest foes with the confidence of an experienced warrior and easily dispatches his foe.

Attack 1d20 + 12 ⇒ (12) + 12 = 24 Damage 2d6 + 8 ⇒ (5, 5) + 8 = 18
Attack 1d20 + 12 - 5 ⇒ (17) + 12 - 5 = 24 Damage 2d6 + 8 ⇒ (1, 5) + 8 = 14

If my first hit kills use second attack to attack the other scarecrow


Considering the ridiculous reach of Beromar's weapon, I'll say he can cut in there and hit two.

Beromar slams his weapon once. Twice. And two lifeless husks fall to the ground in an awkward heap.

Combat over


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

Bruin rushes over and stabilizes the fallen guard. He then pulls out his wand and begins tapping all the wounded.

CLW Wand 44/50

"Help me get them down," he pleads.

The others do just that. They discover the victims are feverish but alive. The scarecrow ghouls had clearly left them there to slowly turn into ghouls.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

"Nicely struck Beromar!"

Serolt puts his bow away and help Bruin cut down the other ill folk. "They're not going to turn are they?" he asks ignorantly.

When everyone has been tended to - at least as much as they can be for now, Serolt walks the perimeter and checks for tracks. There may be more of these things out there, and there may be another cache of bodies.

Tracking: 1d20 + 14 ⇒ (19) + 14 = 33


F Monk/Magus 6 [ HP: 47/47 | AC: 19 | T: 18 | FF: 13 | Fort +7 / Ref +5 / Will +6 | Init +4 / Percept +11 ]

"Scarecrows." Amaya laughs, shaking her head. "Who knew the countryside was so lively." She assists the others in helping down the wounded, and checking their well-being as much as she's capable of.

Then, she gathers up the ghoul corpses. Turning to Bruin, she cocks her head. "Think it's okay to burn them? Not sure it's a great idea to leave them for the wildlife to eat."


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

Bruin got an odd look on his face.

"We shouldn't burn them in the field--could cause a fire. Let's at least bring them into the road."

Bruin then examines the rest of the infected.

"They need to go back to the Sandpoint Cathedral. Zantus can treat them there."

He then noticed that the sick were barely able to walk, and whispered to Beromar, "I think we should send the guards to take them back to town. But you're the one in charge, what do you say?"


Dwarf Samurai 6 Init +2, Perception +10, Darkvision AC 24(T 12 FF 22) HP 567/56 CMD 23 (27 vs. Trip/Bull Rush) CMB +11 FORT +8 REF +5 WILL +5 (+2 vs. Mind affecting) (+5 vs. Magic and Poison)

Aye... they job is keepin the people o Sandpoint safe. Our job is bein heroes!


Beromar barks out orders for the Sandpoint Guards to escort the survivors back to town to be treated by Father Zantus. And with impressive efficiency they build a litter to carry one of the wounded who is too weak to walk at all, and support the other three. They move out of the cornfields.

Meanwhile, Serolt had discovered a trail he could follow. And the others followed him. It lead thems to a barn and farmhouse. And Serolt can easily see that while there is evidence of ghouls going into both buildings. There are clearly much more going into the barn.

Serolt rolled insanely well, and I feel I need to reward that by giving us an advantage. I’ll apply that when appropriate. Does anyone want to scout one or both sites? Or do we roll up in there like a SWAT team?


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Serolt suggests the barn first, "It's more open and may have only one or two rooms. Should be quicker to examine than the many rooms of the farmhouse. I say we clear it out quickly and head to the house."

However, if the group would rather head to the house first, he's game. Either way, he readies his bow and has Regin at heel.


Combat:
Insp. Courage (+2) shortbow +8(1d4+1), 19/x2 | Deadly Aim (-1,+2) | Cast Def. +9 | BoL 5/5, Agile 5/5
HP 50/50 | AC 19, T 14, FF 16 | CMB +2, CMD 15 | F +6, R +8, W +9; +2 vs. fear, +4 vs. sonic | Init +3, SPD 30 | Perc +10, SM +12 | Halfling Cleric 1, Bard 5 | Effects: None

Bruin nods his head, agreeing with Serolt's reasoning. But he waited for the others to chime in.

If I get one more player say "Barn" we'll go with that.


Aye... I'll lead the way!


catfolk gungineer 6 hps:33/33 - AC: 20|16|15* (*no flatfooted) - Fort:+7 | Ref:+10 | Will:+5 - Per:+12, low-light vision, Init:+3

Locked and reloaded, Mruf followed the others toward the barn, his whiskers twitching and ears swiveling about to catch the smallest noise.

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