Yet Another ... Rise of the Runelords PBP

Game Master ziltmilt

Starting in the sleepy coastal town of Sandpoint, danger lurks.


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Ned lands a magic weapon crit then... lets see if that helps and fingers crossed our Pally and magicked axe barb can hit


[Morning, Thistletop, 9th Day After Goblin Raid, Round 4, Thistletop Level Two]

Nich runs into the muggy, hot room, racing around the fire pit, and casts a divine enchantment on Ned’s blade.

Hakak’s blows are parried again by the barghest, who throws the assaults aside with ease.

A magical bolt slams into the barghest again, who gasps in surprise.
Ned’s sword blazes with divine light and, with a determined swing, it digs deep into the monster, causing him to bash himself into the wall behind in a vain effort to get away from the holy weapon. Viscous purple ichor streams off Ned’s blade and gushes onto the floor from the wound, scalding the flagstones. Malfeshnekor is gravely hurt.

Jubrayl tries to hit the monster, but again, the creature’s hide proves too tough.

Selia bestows a healing blessing upon Hakak.

Crouching into the corner and marshelling his strength for a devestating strike, Malfeshnekor springs forward with an ear shattering yell. “As I pass from this mortal plane, I will take your soul with me, old man. The hosts of my Mother will savor your lamentations as you are flayed alive anew each time the sun wanes.” His great jaws snap and tear at the sinews of Ned’s sword arm; claws rain down and rend his clothing and armor (24 hp total).

NOTE – I think that renders Ned unconscious, but let me know if I’m wrong.

Thistletop


Ranger (guide) 8| AC 18(22) | HP 86/86

"Ow! Ned falls unconcious


Init +2|AC15(17)/Touch10/Flatfoot15|CMD 12||HP 13[13]| Fort:+4 ;Ref:+0 ;Wil:+5|Percept +9/Sense Motive +9. Longsword +10 1d8+4 CMB +6 Channel (4d6) l 0/[3] Male Half Varisian Human Cleric of Iomadae/1 (Favoured Class)

Nicholae casts Bless

Giving everyone a +1 to hit - hopefully allowing Hakak and Jubrayl hits this round.

He then bends to see if he can drag Ned out of claw and bite range of the monster.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Round 5

Lleidr will have Arg turn back into a tattoo (move action for Arg), continue fighting defensively (AC 20), and cast Magic Missile from the wand again (charges 34).

auto-hit
Magic Missile damage: 1d4 + 1 ⇒ (1) + 1 = 2


male Aasimar Paladin 3/HP 12-31/AC,Touch,FF 18, 12,16/ Fort,Ref,Will 6,5,6/CMD 16/Init 2/Perception 1. Smite Evil 0/1, Lay on Hands, 1/3

Why will you not die.

hit: 1d20 + 8 ⇒ (17) + 8 = 25
damage: 1d10 + 11 ⇒ (9) + 11 = 20
+3 damage first hit on the smite. no dr


Human Oracle 3 HP:28/28 AC:15:12:14 Init:+1 Per:-1 Saves:4:3:3 Attack Bonus:spear +2, crossbow +3 spells 2/4

finding a deeper well of power she runs to ned and lays healing on him.

1d8 + 3 ⇒ (6) + 3 = 9


Ranger (guide) 8| AC 18(22) | HP 86/86

Well that stung a bit. Thanks Selia


Lleidr's arcane missiles fell the beast and Jubrayl's stroke nearly takes the monster's head right off.

At last, Malfeshnekor is dead. actions?


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Zilt, I can't get the last map image to load (something about the image being moved or deleted). Is this room a dead end?


Try it now.

Yes, this previously sealed chamber appears to be a dead end.


For convenience, here's a repost of the current room's description:

This room is lit primarily by a 10-foot-long pit of f lickering fire that fills the room with a strange humid heat and the smell of burning hair. In the northern corners of the room, wooden risers each hold several dozen golden candles that burn without melting, while to the south the wall bears an immense carving of a seven-pointed star.


Ranger (guide) 8| AC 18(22) | HP 86/86

"Well even if there's nothing else here, we should take the candles!"


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

"Some of that beast's blood or other body parts might be valuable to a spellcaster.'


Bottling barghest juice shouldn't be a problem if you've got a container handy. What are you doing next, guys?


Ranger (guide) 8| AC 18(22) | HP 86/86

Search?


Have we fully explored this dungeon? If so, back to town I think.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

If we're out of healing, Lleidr will offer his CMW potion to Ned and then recycle the bottle to collect barghest blood.

There's the set of double doors with the skeletons carved into them that we haven't explored yet. Back up top, there was a corridor off the more natural area we went through before finding the temple.


Init +2|AC15(17)/Touch10/Flatfoot15|CMD 12||HP 13[13]| Fort:+4 ;Ref:+0 ;Wil:+5|Percept +9/Sense Motive +9. Longsword +10 1d8+4 CMB +6 Channel (4d6) l 0/[3] Male Half Varisian Human Cleric of Iomadae/1 (Favoured Class)

Nick hands Ned a potion of cure light wounds in lieu of the cure moderate wounds.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Are we continuing to explore, resting, or heading out? Lleidr votes for continuing to explore, whether or not we rest first.


Ranger (guide) 8| AC 18(22) | HP 86/86

Ned looks down at the handfull fo potions he's holding then around at the group, "Thanks, but what I really wanted was a nice wiskey."


Can't help you there I'm afraid

He looks to Lleidr to lead on.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Lleidr will head back out into the L-shaped room (E5) and check out the doors leading south.

Detect Magic
Detect Poison
Perception: Trapfinding: 1d20 + 9 ⇒ (19) + 9 = 28


Ranger (guide) 8| AC 18(22) | HP 86/86

Ned will take the potion of cure light wounds and give the cmw back to Lleidr.
clw: 1d8 + 1 ⇒ (2) + 1 = 3


Here's the description of those double doors: they're a pair of stone doors carved with depictions of two skeletons reaching out to clutch a skull between them.

Nothing on the doors detects as either magical or poisonous, nor do you find any traps there.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

If he can, Lleidr will open them up. If they're locked or otherwise secured, he'll try to bypass them.

Disable Device: 1d20 + 14 ⇒ (19) + 14 = 33


[Noon, Thistletop, 9th Day After Goblin Raid, Thistletop Level Two]

Four pillars support the domed ceiling of this room. Several dark alcoves containing standing sarcophagi grace the walls, and a statue of a stern man wielding a glaive and holding a book stands in the southern part of the chamber.

Thistletop


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Lleidr will move into the room cautiously, checking for traps.

Detect Magic
Detect Poison
Trapfinding: 1d20 + 9 ⇒ (13) + 9 = 22


male Aasimar Paladin 3/HP 12-31/AC,Touch,FF 18, 12,16/ Fort,Ref,Will 6,5,6/CMD 16/Init 2/Perception 1. Smite Evil 0/1, Lay on Hands, 1/3

Jubraly will follow behind Lleidr closely.


[Noon, Thistletop, 9th Day After Goblin Raid, Thistletop Level Two]

As Lleidr carefully explores this new chamber, barely seen out of the corner of the eye, wisps of shadow creep from the alcoves towards you. They are vaguely humanoid in outline and writhe with unholy life.

Thistletop


Nothing glows with magical auras, there's no sign of poison, and you also see no traps.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

This looks like a job for holy types. With that in mind, Lleidr will withdraw back up to the L-shaped room, behind Ned.


DUH , i should have posted the initiative order. Let me do that and then you guys tell me what you want to do.


Shadow 3

Selia
Ned
Jubrayl
Lleidr
Nich - best of 2nd Init roll

Shadow 4
Shadow 1
Shadow 2

Hakak

First round - Shadow 3 glides around the large statue and wisps of its ephemeral essence wrap around Lleidr's arm (6 STR damage). That entire side of your body feels to be in the icy grip of death. Next up - Selia, Ned, Jub, Lleidr and Nich.

Thistletop


male Aasimar Paladin 3/HP 12-31/AC,Touch,FF 18, 12,16/ Fort,Ref,Will 6,5,6/CMD 16/Init 2/Perception 1. Smite Evil 0/1, Lay on Hands, 1/3

Seeing the creatures drain the life from his ally and another slide up to Selia he turns and attacks it with his blade.

hit: 1d20 + 6 ⇒ (20) + 6 = 26
damage: 1d10 + 4 ⇒ (10) + 4 = 14

fn uncritable shades


Human Oracle 3 HP:28/28 AC:15:12:14 Init:+1 Per:-1 Saves:4:3:3 Attack Bonus:spear +2, crossbow +3 spells 2/4

selia full retreats back out of spells and no usable weapons.


Nich's going to step into the room 5' southeast and channel positive energy.

DC 11 - 10 dmg


Ranger (guide) 8| AC 18(22) | HP 86/86

is bless weapon still active on Ned's sword? If not, I say we run like hell. It might be a good idea regardless.


Yes, there's maybe a minute left remaining on the spell.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Round 1

STR: 2

Sagging under the weight of his meager possessionss, Lleidr will stick to his full withdrawal.


Ranger (guide) 8| AC 18(22) | HP 86/86

Ned will branish his sword bellowing, "Everyone withdraw! I'll cover you!"
He'll ready an action to acttack any shadow that comes within reach.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

I hope Lleidr's movement isn't encouraging the whole group retreating. I'm more than willing to stand and fight...as long as I stand way over there and use ranged attacks :) But if Lleidr takes 2 more points of STR drain, he'll die and become the cutest little shadow you ever saw.


male Aasimar Paladin 3/HP 12-31/AC,Touch,FF 18, 12,16/ Fort,Ref,Will 6,5,6/CMD 16/Init 2/Perception 1. Smite Evil 0/1, Lay on Hands, 1/3

lack of magic weapons is the issue. nothing else can hurt them.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

True, but Ned's weapon's still magical from Nich's spell. Nich has a magic weapon. Lleidr is still carrying the dagger and the short sword, which he can pass to whomever. I can still do ranged combat, albeit with even worse STR penalties to damage, with Arcane Strike or fall back on the Magic Missile wand again.

Not to make too passionate an argument for staying, just saying...


Nich - and I can channel twice more.

I waited too late to do an update today ... thought we needed Hakak, but not just yet. I'll get an update out in the morning.


[Noon, Thistletop, 9th Day After Goblin Raid, Round 1 Thistletop Level Two]

With great care, Selia withdraws from the crypt.

At the room’s threshold, Ned readies to attack any approaching shadow.
Jubrayl leaps further into the haunted crypt, slicing through one of the writhing ephemeral forms issuing from behind a sarcophagus.

Ignoring the growing numbness clawing up his arm, Lleidr beats a hasty exit.

Shouting a well-rehearsed bit of liturgical prayer, a Nich steps a bit further into the massive tomb and brandishes the sign of his holy faith. The chamber is suffused with a brief warm glow, and the shadows all shrink back against the dark stone for a moment before resuming their glide towards you with outstreached arms.

One shadow leaves the east wall, passes through the central column, and reaches out to corrupt Jubrayl with an unholy touch (6 STR dmg). Another shadow flies up to Nich and a strand of ephemeral nothingness strikes the cleric (1 STR dmg). The shadow from a western sarcophagus lashes out with a ghastly hiss, and Jubrayl is hit again (1 STR dmg).

Thistletop

Next is Hakak


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Round 2

STR: 2

Lleidr will continue to move back out of the way of the rest of the party's retreat. "Here, just in case," he will say to Selia, handing her the Fang of Erylium. If he's got enough action left, he'll ready the wand of Magic Missile and cast at the nearest shadow he can see. (charges: 33)

auto-hit
Magic Missile damage: 1d4 + 1 ⇒ (2) + 1 = 3


[Noon, Thistletop, 9th Day After Goblin Raid, Round 1, part 2, Thistletop Level Two]

Brandishing his magic sword, Hakak steps deeper into the tomb and stabs at a shadow flitting around a sarcophagus. It issues a hissing wail and then its ephemeral form dissipates.

The shadow in the south-west corner flies into the west wall, and then reappears (or is this some new ghastly enemy?) in the same spot that Hakak had just poked his sword into. Jubrayl is barely able to dodge the tendrils of shadow that float towards him.

Next Up:
Selia, Ned, Jubrayl, Lleidr, and Nich

Thistletop


So, slight misnomer on the header in my last post. The shadow in that part actually starts the round, so we're already in Round 2.


male Aasimar Paladin 3/HP 12-31/AC,Touch,FF 18, 12,16/ Fort,Ref,Will 6,5,6/CMD 16/Init 2/Perception 1. Smite Evil 0/1, Lay on Hands, 1/3

Throwing himself between the cleric and the shadows Jubrayl defends himself as best he can.

full defense +4 to all ac

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