DM Brainiac's Return of the Runelords (COMPLETED!) (Inactive)

Game Master Brainiac

Maps on Google Slides
Current Date 15 Calistril, 4719 AR


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Male Human Sorcerer 10/Dragon Disciple 10 | HP 137/272 | AC 39 T 16 FF 36 | Fort +20 Ref +14 Will +15 | Initiative +8 | Perception +25 | Sense Motive +0

Gliding forward through the water - with more grace than a creature of this size has any right to - Theo lashed out at the nearest undead with his new form.

Will Save: 1d20 + 13 ⇒ (4) + 13 = 17

Bite Attack: 1d20 + 22 ⇒ (18) + 22 = 40
Bite Damage: 2d6 + 18 ⇒ (1, 3) + 18 = 22

EDIT: Take two off that attack roll; rolled it at the same time as the will save.
Shaken duration: 1d4 ⇒ 3


Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).

To Hit, Haste, BoF, BR, PA: 1d20 + 23 + 2 + 1 ⇒ (16) + 23 + 2 + 1 = 421d20 + 23 + 2 + 1 ⇒ (1) + 23 + 2 + 1 = 271d20 + 18 + 2 + 1 ⇒ (4) + 18 + 2 + 1 = 251d20 + 13 + 2 + 1 ⇒ (4) + 13 + 2 + 1 = 201d20 + 8 + 2 + 1 ⇒ (7) + 8 + 2 + 1 = 18
Damage: 1d8 + 2d6 + 27 + 1 ⇒ (3) + (4, 1) + 27 + 1 = 36

Calendula swings wildly, but misses in the water.


The undead have AC 31, so most of Rudrik’s attacks hit.

AoO vs Nime: 1d20 + 26 ⇒ (17) + 26 = 43
Damage: 2d4 + 10 ⇒ (3, 3) + 10 = 16
Will: 1d20 + 17 ⇒ (7) + 17 = 24
Rudrik Damage: 1d10 + 20 ⇒ (7) + 20 = 271d10 + 20 ⇒ (1) + 20 = 21

The dead Karzoug lashes Nime as she closes with it, but her healing spell leaves it on the brink of destruction. Theo swims up and finishes it off with a powerful bite,

Shenuska blasts the second undead as Calendula and Rudrik shift their focus to that one. The paladin only lands one hit but Rudrik slices it several times. It retaliates but can’t get past the half-orcs defenses!

Spiked Chain: 1d20 + 26 ⇒ (1) + 26 = 271d20 + 21 ⇒ (14) + 21 = 351d20 + 16 ⇒ (17) + 16 = 331d20 + 11 ⇒ (12) + 11 = 23

16 Damage to Nime. Everybody is up!


Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).

Calendula shifts around to offer a flanking position to Rudrik and throws herself at the ex-wizard.

Attack, Flank: 1d20 + 26 + 2 ⇒ (4) + 26 + 2 = 321d20 + 26 + 2 ⇒ (9) + 26 + 2 = 371d20 + 21 + 2 ⇒ (10) + 21 + 2 = 331d20 + 16 + 2 ⇒ (5) + 16 + 2 = 231d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Damage: 1d8 + 2d6 + 28 ⇒ (2) + (5, 6) + 28 = 411d8 + 2d6 + 28 ⇒ (5) + (2, 5) + 28 = 401d8 + 2d6 + 28 ⇒ (4) + (5, 2) + 28 = 39


Between Calendula’s, Rudrik's, and Theodric’s melee attacks, the second undead clone quickly falls!

Searching the area, Shenuska discovers secret doors behind each of the bronze trellises. You can go east or southeast from here.


"See?" Nime says to Shenuska, indicating the torturous racks covered in spikes and chains. "You could have had it much worse as a clone." She gives the woman's shoulder a pat and then swims towards the eastern passage waiting for the rest to follow her.


This long chamber abruptly turns a corner at the east end. The walls leading up to this turn are covered in detailed engravings showing life in a wicked slaver’s house. The slave master appears to be a wizard of some power, as his slaves are subjected to experiments and horrific transformations far worse than the mundane tortures. Most of the slaves undergoing the worst tortures bear a striking resemblance to the Karzoug clones

A ten-foot-high bas-relief of a scowling face with a prominent forehead and a pointed chin looms on the southern wall, a grimace of obvious distaste on its pinched features. Examining the bas-relief carving of Zinlun’s face on the south wall reveals that the carving’s nostrils are actually holes that pass completely through the stone wall into another space beyond. This space can be accessed by magic, breaking through the 1-foot-thick stone wall, or by passing through one of the 4-inch-diameter nostrils.


The undine fades into mist and slips through the narrow opening, curious to see what's on the other side.


Just beyond the alcove lurks a hulking golem of mithral, carved in the likeness of the same man whose nostrils Nime just slipped through—Zinlun, presumably. It does not react to the misty undine.

Past the golem, the east and west walls of this small alcove each have an identical bronze double door. A face is carved in bas-relief in the wall between the doors, its arched eyebrows raised and its distinctive mouth contorted into a scream or howl.


Not wanting to risk an encounter with such a formidable foe alone, Nime slips back through the opening and after reforming, explains what waits on the other side of the wall.


ADVENTURE PATH COMPLETE

"This guy's obsession really kinda defined everything about him, huh," comments Rudrik as the continuing motifs wear on. "Mithral golem, you say? What is it with Runelords and golems?"


RETIRED - Runelord of Altruism
Rudrik Halvar wrote:
"This guy's obsession really kinda defined everything about him, huh," comments Rudrik as the continuing motifs wear on. "Mithral golem, you say? What is it with Runelords and golems?"

"They're a highly effective weapon against other spellcasters." Shenuska says. "If I could usurp the control of this mithril golem I would do so in a heartbeat, but that is difficult to say the least. We should salvage as much of its body as possible, it will be valuable. IF only I could control it!"


Male Human Sorcerer 10/Dragon Disciple 10 | HP 137/272 | AC 39 T 16 FF 36 | Fort +20 Ref +14 Will +15 | Initiative +8 | Perception +25 | Sense Motive +0

Following along behind the others, and glad that he hadn't used the stronger version of this shapeshifting spell, Theo looked over the reliefs.

"Anyone else worrying at the possibility that these were made after Karzoug levelled the place? Playing out desired revenge scenarios? Then again; if someone as powerful as Karzoug's predecessor survived that destruction then he could've easily just teleported himself out and got on with wreaking actual revenge. Something to worry about when we have more information, I guess. Want me to try my hand at breaking that wall down while this spell's still going?"


RETIRED - Runelord of Altruism

"Karzoug escaped by becoming an apprentice to the Runelord of Greed, and then became Runelord himself. So Zinlun was, frankly, outclassed." Shenuska replies. "I imagine that's why this whole place is as it is. A man obsessed with revenge but not powerful enough to actually take it. Karzoug was arguably the most powerful Runelord of Greed ever. That would have made the whole thing worse for someone like Zinlun."

She steps back and gestures to Theo to go ahead.


ADVENTURE PATH COMPLETE

Rudrik looks puzzled and says, "So you think Zinlun made all of this? After he was deposed by Karzoug? And Karzoug didn't kill him during the process?"


RETIRED - Runelord of Altruism

"Zinlun is a lich." Shrnuska replies. "I imagine much of this was already here and that is why Karzoug drowned it all but the clones and so forth. Zinlun added those later i think."


ADVENTURE PATH COMPLETE

"Musta missed that part."


Male Human Sorcerer 10/Dragon Disciple 10 | HP 137/272 | AC 39 T 16 FF 36 | Fort +20 Ref +14 Will +15 | Initiative +8 | Perception +25 | Sense Motive +0

"Guess we'll find out soon," Theo said as he swam past and placed his claws against the wall, getting a feel for where would be the best place to strike. After a moment, he started slamming his forelimbs into the wall to tear it down, digging the claws of his rear limbs into the floor and bracing himself with his tail for leverage as he also brought his wings into play to shove it down. Even stepping back to slam his tail against it for good measure.

Not sure if this would be a full attack or a strength check, but I'll go for the former. If it's the latter, then his current Strength mod is +10.

Claw 1 Attack: 1d20 + 20 ⇒ (7) + 20 = 27
Claw 1 Damage: 1d8 + 10 ⇒ (6) + 10 = 16
Claw 2 Attack: 1d20 + 20 ⇒ (15) + 20 = 35
Claw 2 Damage: 1d8 + 10 ⇒ (6) + 10 = 16

Wing 1 Attack: 1d20 + 20 ⇒ (14) + 20 = 34
Wing 1 Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Wing 2 Attack: 1d20 + 20 ⇒ (2) + 20 = 22
Wing 2 Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Tail Attack: 1d20 + 20 ⇒ (10) + 20 = 30
Tail Damage: 1d8 + 5 ⇒ (8) + 5 = 13


As Theodric tears the wall down, you can see the mithral golem just on the other side, ready to attack!

Calendula: 1d20 - 1 ⇒ (17) - 1 = 16
Nime: 1d20 - 1 ⇒ (8) - 1 = 7
Rudrik: 1d20 + 8 ⇒ (5) + 8 = 13
Shenuska: 1d20 + 3 ⇒ (9) + 3 = 12
Theodric: 1d20 + 5 ⇒ (15) + 5 = 20
Mithral Golem: 1d20 + 7 ⇒ (7) + 7 = 14

Calendula and Theo may act!


Male Human Sorcerer 10/Dragon Disciple 10 | HP 137/272 | AC 39 T 16 FF 36 | Fort +20 Ref +14 Will +15 | Initiative +8 | Perception +25 | Sense Motive +0

Ready to deal with the golem as soon as a window presented itself, Theo unleashed a blast of raw sonic force while hoping that the water didn't end up amplifying it in weird ways.

Greater Shout, DC26 Fort for half: 10d6 ⇒ (6, 4, 6, 2, 2, 4, 3, 2, 1, 1) = 31
Failed fort save will also stun them for a round and leave them deafened for the below number of rounds. Successful fort save negates the stun and halves the deafness duration.
Deafness duration: 4d6 ⇒ (4, 3, 1, 6) = 14


Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).

Calendula swipes her sword across the golem's front, scarcely scratching its tough surface.

To Hit, BR, PA: 1d20 + 21 ⇒ (13) + 21 = 34
Damage: 1d8 + 21 ⇒ (4) + 21 = 25

Golems have no alignment, is that correct?


Correct, golems have no Intelligence score and are simply neutral.

Theo's spell doesn't seem to have much effect on the golem. As Calendula slices into it, it retaliates, pummeling her with its metallic fists!

Slams: 1d20 + 33 ⇒ (17) + 33 = 501d20 + 33 ⇒ (6) + 33 = 39
Damage: 4d10 + 11 ⇒ (7, 7, 7, 4) + 11 = 364d10 + 11 ⇒ (3, 10, 8, 9) + 11 = 41

77 damage to Calendula. Everybody may act!


RETIRED - Runelord of Altruism

Shenuska snaps her fingers to haste her allies as her golem floats forward to slam a fist into its mithril counterpart. It seems to be more a gentle pat than an actual blow though.

Slam: 1d20 + 28 ⇒ (1) + 28 = 29 Damage: 2d10 + 16 ⇒ (5, 10) + 16 = 31


Against a construct like this, Nime knows that her only effectiveness lies in her healing touch. Calendula is the first recipient.

Cure Critical Wounds: 4d8 + 17 ⇒ (5, 6, 7, 5) + 17 = 40


Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).

+12 from a variety of sources, :). Each die that Calendula heals also heals for +3, so a total of 52 healing.

Calendula edges around the thing, setting up a potential flank for either of her other melee allies. Her holy blade scrapes against its surface twice more, steel ringing.

Full Attack, Haste: 1d20 + 23 + 1 ⇒ (12) + 23 + 1 = 361d20 + 23 + 1 ⇒ (11) + 23 + 1 = 351d20 + 19 ⇒ (2) + 19 = 211d20 + 14 ⇒ (6) + 14 = 201d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d8 + 27 ⇒ (6) + 27 = 331d8 + 27 ⇒ (4) + 27 = 31


ADVENTURE PATH COMPLETE

Rudrik doesn't hesitate to bring Tannaris to bear, confident that the blade will cut readily through the mithral golem.

1. Tannaris attack, haste: 1d20 + 34 + 1 ⇒ (20) + 34 + 1 = 55
2. Tannaris haste extra attack, haste: 1d20 + 34 + 1 ⇒ (7) + 34 + 1 = 42
3. Tannaris attack, haste: 1d20 + 29 + 1 ⇒ (7) + 29 + 1 = 37
4. Tannaris attack, haste: 1d20 + 24 + 1 ⇒ (17) + 24 + 1 = 42
5. Tannaris attack, haste: 1d20 + 19 + 1 ⇒ (20) + 19 + 1 = 40

1. Tannaris confirm crit, haste: 1d20 + 34 + 1 ⇒ (15) + 34 + 1 = 50
4. Tannaris attack, haste: 1d20 + 34 + 1 ⇒ (18) + 34 + 1 = 53
5. Tannaris attack, haste: 1d20 + 34 + 1 ⇒ (8) + 34 + 1 = 43

1. Tannaris damage: 1d10 + 18 ⇒ (5) + 18 = 23
2. Tannaris damage: 1d10 + 18 ⇒ (8) + 18 = 26
3. Tannaris damage: 1d10 + 18 ⇒ (9) + 18 = 27
4. Tannaris damage: 1d10 + 18 ⇒ (8) + 18 = 26
5. Tannaris damage: 1d10 + 18 ⇒ (3) + 18 = 21

Probably not subject to precision damage, but I'll roll just in case.

1. Tannaris crit damage: 1d10 + 18 ⇒ (1) + 18 = 19
4. Tannaris crit damage: 1d10 + 18 ⇒ (3) + 18 = 21
5. Tannaris crit damage: 1d10 + 18 ⇒ (1) + 18 = 19

1. Tannaris sneak attack damage: 2d6 ⇒ (6, 2) = 8
2. Tannaris sneak attack damage: 2d6 ⇒ (3, 4) = 7
3. Tannaris sneak attack damage: 2d6 ⇒ (5, 3) = 8
4. Tannaris sneak attack damage: 2d6 ⇒ (4, 4) = 8
5. Tannaris sneak attack damage: 2d6 ⇒ (6, 1) = 7


The golem is subject to critical hits and precision damage.

While Calendula scores a few light hits on the golem, it is Rudrik who is the star of the show, wielding Tannaris with deadly efficiency. He can feel a sense of satisfaction from the blade as it tears through the golem like a hot knife through butter, shredding its mithral form and destroying the construct in a matter of seconds!

Moving on, you see the alcove that Nime described previously, with two doors leading out. Rudrik spots a magical trap on the western door, while the eastern one seems safe.


ADVENTURE PATH COMPLETE

"Careful, someone left some mojo on that door," says Rudrik, his words reverberating strangely through the deep water. "We can check out the other side first if you want. Looks clean."


RETIRED - Runelord of Altruism

Shenuska nods her agreement. "We can deal with the magic afterwards."


Nime tips her head as if attempting to listen to the non-existent breeze and then frowns in frustration. "I really don't like being down here. I can't hear Her at all."

With a kick of her long limbs, she slips elegantly through the water towards the eastern door. "Can we keep moving please?" she asks, looking back at the others.


The doors open onto a ledge that overlooks the room below. The ceiling above is studded with dozens of crystalline formations that shed a soft white glow over the entire area. The entry ledge drops 10 feet to a layer of slowly churning tar, heavier than the water above. The tar constantly roils and seethes, forming humanoid shapes that promptly dissolve only to be replaced by new ones. In the center of this tar pit rises a triangular island upon which rests an ornate stone sarcophagus.

Anyone who takes the time to observe the shapes rising and falling from the tar can tell it is a performance repeating over and over. The tar takes the shape of a furious wizard (the same one depicted in the mural seen previously) inflicting despicable tortures and degradations upon the shape of a young man. The man is recognizable as the same individual as the many clones found throughout the tomb—Karzoug.

The sarcophagus is carved from a block of porphyry with its lid bearing the image of the same wizard, easily recognizable by his distinctive eyebrows, high forehead, and pointed chin.


RETIRED - Runelord of Altruism

This is too easy. Shenuska comments telepathically. Stay back

She examines the area for magic and then, assuming that she detects nothing, moves directly over the coffin (keeping as much vertical distance as she can) and opens it with telekinesis.


The coffin radiates moderate conjuration magic, while Shenuska detects two strong auras of transmutation magic within the tar. When she opens the sarcophagus, she discovers a small inscription, written in Thassilonian, on the underside of the sarcophagus lid. It says, “In my dark repose find your enlightenment.”


RETIRED - Runelord of Altruism

"Unless I miss my guess, which is unlikely, you have to lie in the coffin." Shenuska says. "Then you go elsewhere, presumably Zinlun's inner sanctum. Naturally the tar has been enchanted as a guardian of some sort. So however goes first has to match a lich and the remaining group needs to be well prepared. Either Rudrik or myself should go, but I think Rudrik will be of more use here."

Unless someone objects Shen will make preparations: Greater Invis, Fly, Echolocation and Spell Turning on top of the usual Mind Blank. Also Greater Spell Immunity against Disintegrate, Harm, Enervation and Finger of Death. Heroism on the fighters. Then she'll float down into the coffin and put the lid back on with telekinesis.

Spell Turning: 1d4 + 6 ⇒ (3) + 6 = 9


"You can't go by yourself," Nime exclaims. "I'll go with you. The others can come along right behind us."

The undine squeezes into the small space with Shenuska. "See? Nice and cozy."


The sarcophagus is very cramped indeed with both Nime and Shenuska inside, but the pair manage to awkwardly squeeze and contort to fit and close the lid. There is a flash of light, and they find themselves lying in a similar sarcophagus. Using telekinesis, Shen lifts the heavy lid so they can look around.

This large chamber is not flooded. The air, though old and stale, tastes sweet after long immersion. The porphyry sarcophagus that Shen emerged from rests on a ledge overlooking the dark expanse of a tar pit. The surface of the tar lies only a foot below the ledge, unbroken by any shifting forms or shapes. Its smooth expanse is a uniform pitch until reaching a series of golden platforms that seem to float upon its surface near the room’s center. Several items and forms are situated atop these golden platforms, but they are difficult to make out from the ledge.

***

Back in the previous room, as soon as Shen closes the lid of the sarcophagus, two ravenous creatures suddenly burst forth from the tar, released from temporal stasis! Each of these huge eyeless serpentine beasts has a menacing mouth and sharp fins running down its long, deep-purple body.

Initiative:
Calendula: 1d20 - 1 ⇒ (3) - 1 = 2
Rudrik: 1d20 + 8 ⇒ (11) + 8 = 19
Theodric: 1d20 + 4 ⇒ (15) + 4 = 19
Aberrations: 1d20 + 1 ⇒ (5) + 1 = 6

Rudrik and Theo may act! The creatures are 20 feet away.

Knowledge (dungeoneering) DC 25:
These monsters are called targothas. Targothas are unusual creatures that thrive in the thick, inky fluids of naturally occurring tar seeps or pits of oil, although they are equally at home in swampy waters or muddy bogs. They depend upon their blindsense when lurking within opaque fluids like tar or ooze, and will even lurch out of their lairs and flop along the ground if necessary to pursue a meal. A targotha is a patient ambush predator, and without the need to breathe, it can lie in wait for weeks for food.

Targothas can release electrical potential as a ranged attack or use it to ignite their gaseous breath to burn their prey. They are immune to electricity, fire, poison. They resist acid and cold.


RETIRED - Runelord of Altruism

Shenuska, who insisted on being on top, flies easily put of the chamber and ascends until she can view the platforms. Once Nime is out as well she puts her telekinesis to use once more to open the new sarcophagus.


From above, it's clear that the gold platforms make up the shape of the inverted rune of greed. Resting upon the largest of the golden platforms are a half dozen naked human bodies—yet more clones of Karzoug. Interspersed among them are several cruel implements of torture, and it is obvious that these bodies have been recently mutilated much like those found throughout the tomb. One of them, however, remains in pristine condition. It is clearly a fresh clone awaiting animation. Shenuska concludes that either Karzoug's soul already inhabits a living body, or, more likely, the soul is otherwise occupied and not available for animation of the clone.

Resting on a plinth on this central platform is a bejeweled skull. Glittering gems adorn its eye sockets and have replaced its teeth. Nime recognizes this as an extremely dangerous form of undead--a demilich. It is likely Zinlun himself!

On the northernmost gold platform is a glass chest, 5 feet long, 3 feet wide, and 2 feet deep. It is unlocked, and its clearly visible contents consist of dozens of arms, legs, and other portions of a human body that have been amputated and perfectly preserved. A few of them have had large bloodless chunks surgically removed from them.


RETIRED - Runelord of Altruism

"We will have to fight Zinlun and force him into a regenerative state." Shenuska sends telepathically. Once Nime is ready she disintegrates the clone and then aims a speay of missiles at the lich.

MM: 5d6 + 5 ⇒ (6, 5, 1, 4, 3) + 5 = 24


ADVENTURE PATH COMPLETE

Rudrik glances over to Calendula and nods as he moves to take on the tar-beast on the right.

Tannaris attack, vital strike: 1d20 + 34 ⇒ (6) + 34 = 40
Tannaris damage, vital strike: 2d10 + 18 ⇒ (2, 8) + 18 = 28


Before Shenuska unleashes her magic, Nime warns her that demiliches are immune to most spells that allow spell resistance. Only dispel evil, holy smite, power word kill, or shatter can affect them! On top of their immense amount of damage reduction, it might be wise not to provoke Zinlun until the whole party is present--especially Calendula, whose smites can bypass the undead's resistances!


RETIRED - Runelord of Altruism

Shen nods her agreement to a sensible plan and begins pondering how to make a smaller golem...


Male Human Sorcerer 10/Dragon Disciple 10 | HP 137/272 | AC 39 T 16 FF 36 | Fort +20 Ref +14 Will +15 | Initiative +8 | Perception +25 | Sense Motive +0

As Shen prepared to enter the coffin, Theo had dropped his dragon form and started prepping himself.

Pre-fight buffs: Deflection, Spell Resistance (29), Greater Invisibility, Greater Invis on Rudrik, Blur, Mirror Image, Shield, Haste.

Mirror Image, max 8: 1d4 + 5 ⇒ (3) + 5 = 8

As the creatures emerged from the tar, Theo's first reaction was to try and take one out of the fight, making a grasping gesture towards the one on the left.

Hold Monster, DC23 Will Save


Will: 1d20 + 15 ⇒ (1) + 15 = 16

The leftmost monster suddenly goes rigid, paralyzed by Theodric's spell. Rudrik chops into the other creature, leaving a bloody gash in its body.

The monster thrashes as it tries to find its invisible assailant. Its teeth snap shut a few feet away from the half-orc, leaving him unharmed! The second creature manages to break free from its paralysis.

Bite, Razor Fins, Tail: 1d20 + 25 ⇒ (18) + 25 = 431d20 + 25 ⇒ (11) + 25 = 361d20 + 25 ⇒ (5) + 25 = 301d20 + 20 ⇒ (10) + 20 = 30
Miss Chance: 1d100 ⇒ 28
Will: 1d20 + 15 ⇒ (13) + 15 = 28

Calendula, Rudrik, and Theo may act!


Freed from the sarcophagus, Nime rises on wings of vapor to join Shenuska as she takes in the environment in the air. She's quite proud of herself for coming up with such well-thought-out advice.

"Shouldn't the others be coming along right behind us?" she asks after a moment, beginning to become concerned.


ADVENTURE PATH COMPLETE

Now that he's toe-to-toe with a tar-monster, Rudrik starts slashing at it with incredible speed.

1. Tannaris attack, heroism: 1d20 + 34 + 2 ⇒ (2) + 34 + 2 = 38
2. Tannaris attack, heroism: 1d20 + 29 + 2 ⇒ (3) + 29 + 2 = 34
3. Tannaris attack, heroism: 1d20 + 24 + 2 ⇒ (7) + 24 + 2 = 33
4. Tannaris attack, heroism: 1d20 + 19 + 2 ⇒ (20) + 19 + 2 = 41

4. Tannaris confirm crit, heroism: 1d20 + 19 + 2 ⇒ (12) + 19 + 2 = 33

1. Tannaris damage: 1d10 + 18 ⇒ (9) + 18 = 27
2. Tannaris damage: 1d10 + 18 ⇒ (3) + 18 = 21
3. Tannaris damage: 1d10 + 18 ⇒ (3) + 18 = 21
4. Tannaris damage: 1d10 + 18 ⇒ (7) + 18 = 25

4. Tannaris possible crit damage: 1d10 + 18 ⇒ (3) + 18 = 21


RETIRED - Runelord of Altruism
Nime wrote:
"Shouldn't the others be coming along right behind us?" she asks after a moment, beginning to become concerned.

"The tar contained guardians, I am certain of it." Shenuska replies. "In fact, I suspect this one does likewise. They will come once they have triumphed."


Female Human Black Bloodedrager 4/Paladin 16| 140/195 HP| AC: 37/35 (T19/17, F30/28)| F: +29, R: +17, W: +25| Init: 1| Perc: +12| CMB: +24, CMD: 36| Lay on Hands 16/16, Smite Evil: 5/6, Bloodrage 13/14| Speed: 30 ft| Active conditions: RAGE! (+40 HP).

Casting Divine Favor and Shield of Faith

As Nime and Shenuska swim to the coffin, Calendula prays quietly for two invocations.

She joins in the fight, eagerly throwing her arms out.

To Hit, BR, DF, Heroism, Haste, PA: 1d20 + 23 + 3 + 2 + 1 ⇒ (4) + 23 + 3 + 2 + 1 = 33
GWC Reroll: 1d20 + 29 ⇒ (9) + 29 = 38
Damage: 1d8 + 2d6 + 31 ⇒ (3) + (5, 5) + 31 = 44


Male Human Sorcerer 10/Dragon Disciple 10 | HP 137/272 | AC 39 T 16 FF 36 | Fort +20 Ref +14 Will +15 | Initiative +8 | Perception +25 | Sense Motive +0

Frustrated at the creature breaking out of its paralysis, Theo instead unleashed another shout into them.

Not sure which ones I can hit with the cone without also hitting friendlies.

Empowered Greater Shout Damage: 10d6 ⇒ (4, 1, 1, 2, 6, 1, 6, 2, 4, 6) = 33
Deafened duration: 4d6 ⇒ (6, 3, 1, 6) = 16
DC26 fort save for half damage. Success also halves deafened duration and negates being stunned for a round.


Fortitude: 1d20 + 16 ⇒ (8) + 16 = 241d20 + 16 ⇒ (1) + 16 = 17

Calendula and Rudrik slice and stab one of the worm-monsters. Theodric's shout proves to be quite effective, finishing off the wounded monster and damaging the second!

The surviving monster exhales a cloud of thick vapors that spread through the water. Sparks surround its body, igniting the gas into a blast of superheated steam!

Breath Weapon: 15d6 ⇒ (5, 1, 6, 2, 2, 1, 5, 1, 3, 4, 1, 3, 5, 1, 6) = 46

46 fire damage to Calendula, Rudrik, and Theo (Reflex DC 23 half). They each must also make a DC 23 Fortitude save or become confused for 1d4 rounds. Everybody is up!

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