GM Dak - Rise of the Runelords

Game Master Dakcenturi

Chapter 1: Burnt Offerings
Part 4: Thistletop

Pics / Maps / Loot & Notes

Starting Day: Toilday, 23rd of Rova, 4707
Current Day: Starday, 27th of Rova, 4707


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Male N Aasimar Cleric of Nethys (evangelist) 3 | HP -6/23 | AC15 T11 FF14 | CMB+2 CMD13 | F+4 R+2 W+6 | Ini+3 | Prcp+7 SM+3 | Spd 30 | Perform: 8/11 | Channel: 1/6 | Blast Rune: 0/6 | Active:

Nyx continues his inspiring, if not exactly coherent sermon. After being bitten quite painfully by the summoned rat, Nyx decides he'll have no more of that so he steps back 5 more feet, takes out a scroll of protection from evil, and activates it on himself.


M Half-Orc (Ulfen) Druid (Goliath Druid) 3 Speed 20 ft | HP 23/23| AC 21 ( Barkskin), T 13, FF 17 | F +6, R +5, W +8 | CMD 17 (15 FF) | Init +3 | Per +11

Sven attempts to resist the ray of enfeeblement.

Don’t forget penalties for cover and firing into melee (if the sorcer doesn’t have precise. Don’t think it matters in this case. :D

Fortitude Save: 1d20 + 6 ⇒ (12) + 6 = 18

He grunts and shrugs it off, then orients himself to kill as much as he can. He swings at the sinspawn with his spear.

Actions:

Sven Standard - attack sinspawn.
Sven Move - push Naesehorn
Naesehorn standard - attack lemure with power attack.

spear, inspire courage: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
spear damage, inspire courage: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Handle animal: 1d20 + 11 ⇒ (18) + 11 = 29

Gore, inspire courage, power attack: 1d20 + 4 + 1 - 1 ⇒ (5) + 4 + 1 - 1 = 9
gore damage, inspire courage, power attack: 1d8 + 3 + 1 + 3 ⇒ (1) + 3 + 1 + 3 = 8

But Naesehorn misses. Sven then steps on Khalbar to avoid being flanked.

Status:

Negative Effects: None
HP: 16/16
AC: 20 (Base 16)
Spells Memorized
1st—obscuring mist
. . 0 (at will)—detect magic, grasp, guidance, light


male Varisian Human | HP: 52/52 | AC23 (T16, F18) | Init+5 | Perc+20+ | CMB+5(10), CMD21 | F+4, R+11, W+3 | DD+23+, Bluff+11/Dip+11/SM+12, Know(Local)+13 Unchained Rogue 7 | Speed 30' | Sneak Attack+4d6; Trapfinding+3; Danger Sense+2 | Trapspotter+27+ | Active conditions: None.

The Varisian gasps as the big Shoanti falls to the little thing before them. His eyes get big and dart back and forth for a moment before he moves, but when he does move, there is no hesitation and a clear sign of purpose.

He steps away from the summoned creatures and attacks the thing which took the barbarian down.

Nope. Looks like he can't make up his mind!

Rapier w/ IC: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Piercing w/ IC: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Frownie face.


M N Tiefling Trap Breaker Alchemist 3 | HP 24/24 | AC 15 T 13 FF 12 | CMB +2, CMD 15 | F: +5, R: +6, W: +1 | Init: +5 | Perc: +6 (+7 vs traps), SM: +0, Darkvision 60 ft, deathwatch | Speed 30ft | Extracts: 1st 4/4 | Bombs 7/7 | Active conditions: None

Bartholomew steps back again, this time putting some space between him and the blobby creature. "Perhaps they are not resistant to extreme heat?" he asks rhetorically as he tosses a cask at the rat. "Adarion, do you think you could stop that thing from creating even more friends or whatever other spells it's using?"

Ranged Touch, PBS, IC: 1d20 + 5 + 1 + 2 ⇒ (11) + 5 + 1 + 2 = 19
Fire damage, PBS, IC: 1d6 + 5 + 1 + 2 ⇒ (3) + 5 + 1 + 2 = 11 (Splash damage 6, Reflex 15 to halve)
Miss: 1d8 ⇒ 3

5 ft step, sheath dagger, throw bomb.


Male Elf Sorcerer 3 | Speed 30 ft | HP 16/16 | Spells: 1st: 3/6 | Arcane Bond: 1/1 | AC 12 (16), T 12, FF 10 (14) | F +1, R +3, W +3 | CMD 13 (11 FF) | Init +2 | Per +2, Low-Light Vision

@GM Dak and Khalbar: Did you take into account the extract of Shield Bart provided? It's +4 to AC and probably would have prevented many of those hits from landing on Khalbar. Apologies if this is not relevant.

Adarion opens his mouth to tell the others that the quasit is summoning another creature only for the creature to appear and attack Nyx before he can say anything. He grits his teeth in frustration, the quasit reacting faster than he is able to keep up with.

He replies to Bart's question with, "I saw no mention of fire resistance in my studies, it's worth trying!"

Adarions eyes widen as the creature begins speaking Thassilonian, something he did not expect to hear and almost guaranteeing that these ruins are somehow related to the Ancient Thassilonian Empire.

He relates what he heard to his companions. "The quasit is speaking Thassilonian. It's threatening us, saying it will kill us for intruding on its domain."

He then replies to Bart's question on dealing with the quasit, grinding his teeth in frustration again at his lack of options. "I've no spells that can deal with the creature in that way. Damage might interrupt its spellcasting though. I've got an idea that I can try that might help. Can someone try to help Khalbar? We'll need his strength to combat our opponents!"

Adarion then starts shouting towards the quasit in the same language the creature used, with strange intonations and elongated vowels, making his words sound eery and threatening.

"ಮೂರ್ಖ ಜೀವಿ. ನೀವು ಯಾರ ಮೇಲೆ ದಾಳಿ ಮಾಡುತ್ತೀರಿ ಎಂದು ನಿಮಗೆ ತಿಳಿದಿದೆಯೇ ?! ನಾವು ಮಹಾನ್ ಲಾರ್ಡ್ ಅಸ್ಮೋಡಿಯಸ್ನ ಸೇವಕರು. ತನ್ನ ಸೇವಕರ ಮೇಲೆ ಆಕ್ರಮಣ ಮಾಡುವ ನಿಮ್ಮ ಅವಿವೇಕಕ್ಕಾಗಿ ಅವನು ನಿಮ್ಮನ್ನು ಹೊಡೆದುರುಳಿಸುತ್ತಾನೆ. ನಿಮ್ಮ ಮೂರ್ಖತನಕ್ಕೆ ನಿತ್ಯ ಹಿಂಸೆ ನಿಮ್ಮ ಶಿಕ್ಷೆಯಾಗಿರುತ್ತದೆ!"

Intimidate (Demoralise): 1d20 + 7 ⇒ (18) + 7 = 25

Thassilonian:

"Foolish creature. Do you know who you attack?! We are servants of the great Lord Asmodeus. He will strike you down for your impudence of attacking his servants. Everlasting torment will be your punishment for your foolishness!"


Male Human Barbarian 2 HP: 14/35 (41) | AC 16 (14) | T 12 | FF 14 | CMD 19 (17) CMB +7 (+9) | F +6 | R +3 | W +1 (+3) | Init +2 | Per +5
Adarion Ysavil wrote:

@GM Dak and Khalbar: Did you take into account the extract of Shield Bart provided? It's +4 to AC and probably would have prevented many of those hits from landing on Khalbar. Apologies if this is not relevant.

I think I missed the post where these were handed out, so don't recall ever imbibing. Up to the GM if we retcon that part or not. Possibly would be out of character for Khalbar to drink it anyway...


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Let's just keep it as is since he didn't actually ever take the extract and we can sort it out latter, but he still has it if needed.

Adarion calls out to the quasit, whatever he says it seems to visible upset the quasit and give it pause. Sven shrugs off the effect of the spell the quasit cast at him then goes on the offensive. He stabs the sinspawn with his spear nearly dropping the creature to the ground. Bart tosses a bomb at the rat, it is dead on and as the smoke clears the rat is no more. The fire from his bomb washes over the blob creature but doesn't seem to do it any harm. Nyx in pretty bad shape pulls out a scroll and activates it on himself to try and keep from sustaining any more injuries while Gudada jabs at the sinspawn with his rapier narrowly missing the creature.

The sinspawn turns its attention to Sven who had just stabbed it and attacks.

Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Attack: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

It manages to bite Sven but not too badly. However, Sven can feel something starting to take hold of him from the bite.

DC12 Will save to avoid becoming sickened for Minutes: 1d6 ⇒ 3

The qausit begins casting another spell as Sven suddenly feels his muscles start to tense up.

DC14 Will save to avoid being Paralyzed for 3 rounds.

The lemure with no other closer target tries to attack Naeshorn.

Attack: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d4 ⇒ 3
Confirm: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d4 ⇒ 3
Attack: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d4 ⇒ 4

It claws into Naeshorn but misses with its other claw. After it attacks it suddenly disappears from existence in a puff of vile smelling smoke.

Round 4
Enemy1, Khalbar, Enemy2, > Adarion/Sven/Bart/Nyx/Gudada


Male Elf Sorcerer 3 | Speed 30 ft | HP 16/16 | Spells: 1st: 3/6 | Arcane Bond: 1/1 | AC 12 (16), T 12, FF 10 (14) | F +1, R +3, W +3 | CMD 13 (11 FF) | Init +2 | Per +2, Low-Light Vision

Seeing the summoned creatures disappear, Adarion turns his attention back to the sinspawn, hoping to defeat it to allow his companions to reach the quasit. He raises his finger, muttering arcane words and fires out a bolt of magical energy.

Damage(Magic Missile): 1d4 + 1 ⇒ (3) + 1 = 4


M Half-Orc (Ulfen) Druid (Goliath Druid) 3 Speed 20 ft | HP 23/23| AC 21 ( Barkskin), T 13, FF 17 | F +6, R +5, W +8 | CMD 17 (15 FF) | Init +3 | Per +11

Sven tank!

Will Save DC 12 (sickened): 1d20 + 8 ⇒ (13) + 8 = 21
Will Save DC 14 (paralysis): 1d20 + 8 ⇒ (5) + 8 = 13

Sven takes a bite on his shoulder and shrugs it off, but is barely stricken by paralysis, which freezes him in place. He cannot command Naeshorn, and so he stands, staring at the sinspawn, hoping Adarion’s magic will drop it.

Sven takes 2 damage from shield companion on Naesehorn, for 4 total. If it is "hold person," Sven would like to take a full round action to try to escape for his turn.

Will Save DC 14 (paralysis) - Shake Off: 1d20 + 8 ⇒ (9) + 8 = 17

Naesehorn stands quietly, unsure of how to help without his friend directing him.

Status:

Negative Effects: Paralyzed?
HP: 12/16
AC: 18 (Base 16, shield infusion and paralysis)
Spells Memorized
1st—obscuring mist
. . 0 (at will)—detect magic, grasp, guidance, light

Naesehorn - HP 18/19


male Varisian Human | HP: 52/52 | AC23 (T16, F18) | Init+5 | Perc+20+ | CMB+5(10), CMD21 | F+4, R+11, W+3 | DD+23+, Bluff+11/Dip+11/SM+12, Know(Local)+13 Unchained Rogue 7 | Speed 30' | Sneak Attack+4d6; Trapfinding+3; Danger Sense+2 | Trapspotter+27+ | Active conditions: None.

The young Varisian lets out a roar of mixed frustration and anger as he continues struggling to hurt the thing which dropped the Shoanti he was starting to like.

Rapier: 1d20 + 4 ⇒ (9) + 4 = 13
Piercing: 1d6 + 1 ⇒ (5) + 1 = 6


Male N Aasimar Cleric of Nethys (evangelist) 3 | HP -6/23 | AC15 T11 FF14 | CMB+2 CMD13 | F+4 R+2 W+6 | Ini+3 | Prcp+7 SM+3 | Spd 30 | Perform: 8/11 | Channel: 1/6 | Blast Rune: 0/6 | Active:

Seeing the lemure devil *poof* out of existence, Nyx casts cure light wounds and rushes to the fallen Khalbar to deliver the healing magic—maintaining his sermon all the while. ”MAGIC is all things!...”
CLW: 1d8 + 2 ⇒ (6) + 2 = 8

Inspire Courage +1:
An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist’s performance skill.

A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.


male Varisian Human | HP: 52/52 | AC23 (T16, F18) | Init+5 | Perc+20+ | CMB+5(10), CMD21 | F+4, R+11, W+3 | DD+23+, Bluff+11/Dip+11/SM+12, Know(Local)+13 Unchained Rogue 7 | Speed 30' | Sneak Attack+4d6; Trapfinding+3; Danger Sense+2 | Trapspotter+27+ | Active conditions: None.

Oh, yeah! Inspire Courage! A 14 to hit for 7 damage sounds much better than a 13 to hit for 6 damage! Not that it will necessarily matter.


M N Tiefling Trap Breaker Alchemist 3 | HP 24/24 | AC 15 T 13 FF 12 | CMB +2, CMD 15 | F: +5, R: +6, W: +1 | Init: +5 | Perc: +6 (+7 vs traps), SM: +0, Darkvision 60 ft, deathwatch | Speed 30ft | Extracts: 1st 4/4 | Bombs 7/7 | Active conditions: None

From the rear, Bartholomew loads his sling and let’s a stone fly at the sinspawn. Khalbar: stable. Sinspawn: injured. Quassit: unknown he mentally tallies.

Sling, PBS, IC: 1d20 + 4 + 1 + 1 ⇒ (13) + 4 + 1 + 1 = 19
Bludgeoning damage, PBS, IC: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6

Cover and shooting into melee are not factored into the above roll.


Male Human Barbarian 2 HP: 14/35 (41) | AC 16 (14) | T 12 | FF 14 | CMD 19 (17) CMB +7 (+9) | F +6 | R +3 | W +1 (+3) | Init +2 | Per +5

The magic from Nyx, unknown to the unconscious barbarian, restores enough of Khalbaar's vitality that he is able to stir himself. He grasps his greataxe, flying into a senseless rage that makes him see little but red. From the prone position, Khalbar makes an attack at the ankles of the sinspawn.

Khalbar greataxe, IC, raging, prone, sickened: 1d20 + 7 + 1 + 2 - 4 - 2 ⇒ (14) + 7 + 1 + 2 - 4 - 2 = 18
Dmg, if hit, IC, raging, sickened: 1d12 + 6 + 1 + 2 - 2 ⇒ (7) + 6 + 1 + 2 - 2 = 14

Khalbar is at 4hp, but raging adds another 4 temporarily. He is also still sickened and prone. He is using 1/8 rage rounds for the day.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

With the summoned creatures gone Adarion refocuses back on the sinspawn as he blasts it with his magic. Sven stands there, frozen in place by the spell the quasit cast on him while is pet looks on unsure what to do next. Bart pulls uses his sling to toss a bullet at the sinspawn. It hits the creature square in the forehead and with the other injuries is enough to drop it to the ground. Nyx moves up to heal Kharlbar, waking him up.

With the sinspawn dead, Gudada/Kharlbar feel free to adjust your actions. Please note the quasit is out of melee reach unless you have a reach weapon.


male Varisian Human | HP: 52/52 | AC23 (T16, F18) | Init+5 | Perc+20+ | CMB+5(10), CMD21 | F+4, R+11, W+3 | DD+23+, Bluff+11/Dip+11/SM+12, Know(Local)+13 Unchained Rogue 7 | Speed 30' | Sneak Attack+4d6; Trapfinding+3; Danger Sense+2 | Trapspotter+27+ | Active conditions: None.

Seeing his companions working to get the big man back in the fight, Gudada moves across the room, trying to set himself up to leap out at the annoying flying caster in an attack, after another second or two, anyway.

Yep. Swap out to double move


Male Human Barbarian 2 HP: 14/35 (41) | AC 16 (14) | T 12 | FF 14 | CMD 19 (17) CMB +7 (+9) | F +6 | R +3 | W +1 (+3) | Init +2 | Per +5

Khalbar rises from prone, a bit wobbly at first, and slings his axe back on his shoulder, reaching, when he can, for one of his javelins to hurl at the flying little target.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

After recieving healing Kharlbar makes it to his feet and puts away his axe. Gudada moves quickly into the room. Not as concerned about Gudada, but seeing Kharlbar back on his feet she pulls out her tiny dagger and points it at him as she incites a curse upon him.

Kharlbar - DC13 Will Save to avoid falling asleep for 3 rounds.

Round 5
Enemy1, > Khalbar/Adarion/Sven/Bart/Nyx/Gudada


M Half-Orc (Ulfen) Druid (Goliath Druid) 3 Speed 20 ft | HP 23/23| AC 21 ( Barkskin), T 13, FF 17 | F +6, R +5, W +8 | CMD 17 (15 FF) | Init +3 | Per +11

Sven grunts at the little creature, and says to Khalbar, ”we can not reach the beast. I will draw on the spirits of the giants who once ruled this land. Let me know if you want the strength of giants.”

Sven begins casting a spell after stepping back.

Converting obscuring mist into enlarge person. If Khalbar makes his save and says he wants the spell, Sven will target Khalbar with enlarge person. Otherwise, next turn, Sven enlarges himself. Because it’s a full round action, I can decide the target at the start of my next turn, I think.

Status:

Negative Effects: None
HP: 12/16
AC: 20 (Base 16, shield infusion)
Spells Memorized
1st—none
. . 0 (at will)—detect magic, grasp, guidance, light
Naesehorn - HP 18/19


M N Tiefling Trap Breaker Alchemist 3 | HP 24/24 | AC 15 T 13 FF 12 | CMB +2, CMD 15 | F: +5, R: +6, W: +1 | Init: +5 | Perc: +6 (+7 vs traps), SM: +0, Darkvision 60 ft, deathwatch | Speed 30ft | Extracts: 1st 4/4 | Bombs 7/7 | Active conditions: None

Bartholomew pushes past the rest of the adventurers, hoping to get a clear shot at the creature. He tosses another cask at it. "Perhaps it burns," he states dryly as it arcs.

Bomb, PBS, IC vs Touch AC: 1d20 + 5 + 1 + 1 ⇒ (8) + 5 + 1 + 1 = 15
Fire damage, PBS, IC: 1d6 + 5 + 1 + 1 ⇒ (1) + 5 + 1 + 1 = 8
Miss: 1d8 ⇒ 8

Move and toss.


Male Elf Sorcerer 3 | Speed 30 ft | HP 16/16 | Spells: 1st: 3/6 | Arcane Bond: 1/1 | AC 12 (16), T 12, FF 10 (14) | F +1, R +3, W +3 | CMD 13 (11 FF) | Init +2 | Per +2, Low-Light Vision

"Quasits are resistant to fire, acid and cold; immune to electricity and poison and resist any damage not made by good-aligned or cold iron weapons. Its claws are also poisoned and it can turn invisible, so be careful. It will be a tough enemy to fight!"

Having informed everyone of its resistances again, Adarion raises his hand and a blue-white missile of force erupts from one of his fingers.

Damage(Magic Missile): 1d4 + 1 ⇒ (2) + 1 = 3

Adarion moves to get the quasit in his line of sight and casts magic missile.


Male N Aasimar Cleric of Nethys (evangelist) 3 | HP -6/23 | AC15 T11 FF14 | CMB+2 CMD13 | F+4 R+2 W+6 | Ini+3 | Prcp+7 SM+3 | Spd 30 | Perform: 8/11 | Channel: 1/6 | Blast Rune: 0/6 | Active:

Nyx continues his sermon and moves out of the clustered group of heroes.

Inspire Courage +1:
An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist’s performance skill.

A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.


male Varisian Human | HP: 52/52 | AC23 (T16, F18) | Init+5 | Perc+20+ | CMB+5(10), CMD21 | F+4, R+11, W+3 | DD+23+, Bluff+11/Dip+11/SM+12, Know(Local)+13 Unchained Rogue 7 | Speed 30' | Sneak Attack+4d6; Trapfinding+3; Danger Sense+2 | Trapspotter+27+ | Active conditions: None.

Gudada finishes working his way around to the platform before leaping out at the flying thing and trying to grab hold of it!

I'm guessing at what rolls you will want, here.

Acrobatics for jump: 1d20 + 8 ⇒ (13) + 8 = 21 So, up to 21 feet out and up to 5 feet up from the platform

Grapple w/ IC (provokes, if the jump didn't!): 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19

Acrobatics (DC 15 to reduce falling damage): 1d20 + 8 ⇒ (19) + 8 = 27

I took the liberty of putting my icon on top of the Quasit's icon. Didn't see how to move mine behind it so it would be visible.

"Wait! Poison claws? What?"


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Bart feel free to adjust after Adarion reminds you about the resistance to fire since he goes before you unless you want to test it out anyway. Will give Kharlbar through the end of the day before I bot to move us on.


M N Tiefling Trap Breaker Alchemist 3 | HP 24/24 | AC 15 T 13 FF 12 | CMB +2, CMD 15 | F: +5, R: +6, W: +1 | Init: +5 | Perc: +6 (+7 vs traps), SM: +0, Darkvision 60 ft, deathwatch | Speed 30ft | Extracts: 1st 4/4 | Bombs 7/7 | Active conditions: None

Eh, we'll keep it. Scientific method and all that.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Khalbar-Will: 1d20 ⇒ 10

Kharlbar falls back to the floor, unconscious but it is apparent he is just sleeping as he loudly snores on the ground. Adarion moves to where he has a clear line of sight to the creature and casts a spell as a missile of force slams into the quasit. Sven begins working some magic of his own as he starts casting a longer ritual. Bart tosses a bomb at the quasit but the thing is so small and flying making it a difficult target as the bomb explodes in the air to the creatures left. While some of the flames from the explosion wash over the quasit, it doesn't appear to do any actual damage. Nyx continues his oddly inspiring words, hoping to aid his companions in the continued fight. Gudada, up on the platform runs and jumps off towards the quasit, he manages to grab a hold of the flying creature and brings it down to the ground with him, rolling into the fall to avoid getting hurt.

CMB: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22

She struggles against his grasp and manages to slip free as she flies up toward the ceiling once again, this time sure to stay away from the upper balcony.

Also provoking an AoO

Round 6
Enemy1, > Khalbar/Adarion/Sven/Bart/Nyx/Gudada


Male Human Barbarian 2 HP: 14/35 (41) | AC 16 (14) | T 12 | FF 14 | CMD 19 (17) CMB +7 (+9) | F +6 | R +3 | W +1 (+3) | Init +2 | Per +5

Sorry to miss my save. Seems appropriate that Khal is asleep now.


Male N Aasimar Cleric of Nethys (evangelist) 3 | HP -6/23 | AC15 T11 FF14 | CMB+2 CMD13 | F+4 R+2 W+6 | Ini+3 | Prcp+7 SM+3 | Spd 30 | Perform: 8/11 | Channel: 1/6 | Blast Rune: 0/6 | Active:

Nyx steps over to the sleeping Khalbar and shakes him awake while continuing his sermon.

Inspire Courage +1:
An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist’s performance skill.

A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Nyx manages to wake Kharlbar from his snoring, as he quickly realizes that there is still a battle going on.

Kharlbar can still act this round, will just be after Nyx.


M Half-Orc (Ulfen) Druid (Goliath Druid) 3 Speed 20 ft | HP 23/23| AC 21 ( Barkskin), T 13, FF 17 | F +6, R +5, W +8 | CMD 17 (15 FF) | Init +3 | Per +11

With Khalbar still asleep when Sven’s enlarge person goes off, Sven has no choice but to embiggen himself.

Growing to a very giantish looking 10’ tall, Sven moves into the room to pummel the rude demon.

spear, inspire courage: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13
spear, enlarge person: 2d6 + 4 ⇒ (2, 3) + 4 = 9

But he likely swings wide.

Status:

Negative Effects:
HP: 12/16
AC: 18 (Base 20, shield infusion and enlarge)
Spells Memorized
1st—
. . 0 (at will)—detect magic, grasp, guidance, light


Male Elf Sorcerer 3 | Speed 30 ft | HP 16/16 | Spells: 1st: 3/6 | Arcane Bond: 1/1 | AC 12 (16), T 12, FF 10 (14) | F +1, R +3, W +3 | CMD 13 (11 FF) | Init +2 | Per +2, Low-Light Vision

Adarion moves closer to the entrance of the room and fires off another magic missile at the quasit.

Damage(Magic Missile): 1d4 + 1 ⇒ (3) + 1 = 4


male Varisian Human | HP: 52/52 | AC23 (T16, F18) | Init+5 | Perc+20+ | CMB+5(10), CMD21 | F+4, R+11, W+3 | DD+23+, Bluff+11/Dip+11/SM+12, Know(Local)+13 Unchained Rogue 7 | Speed 30' | Sneak Attack+4d6; Trapfinding+3; Danger Sense+2 | Trapspotter+27+ | Active conditions: None.

Okay, let's try this again . . ..

Gudada works his way back around to the platform, looking to try another flying leap, though his hopes aren't high.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Will move us forward botting as needed in the AM for anyone that doesn't have a chance to get a post in.


M N Tiefling Trap Breaker Alchemist 3 | HP 24/24 | AC 15 T 13 FF 12 | CMB +2, CMD 15 | F: +5, R: +6, W: +1 | Init: +5 | Perc: +6 (+7 vs traps), SM: +0, Darkvision 60 ft, deathwatch | Speed 30ft | Extracts: 1st 4/4 | Bombs 7/7 | Active conditions: None

Whoops! Sorry!

Hmm, that is quite the interesting effect, Bartholomew muses as he watches Sven grow suddenly. Could such an effect be created alchemically? This warrants further investigation - assuming we survive, of course.

Sling still in hand, Bartholomew loads another stone and gives it a twirl.

Sling, PBS, IC: 1d20 + 3 + 1 + 1 ⇒ (1) + 3 + 1 + 1 = 6
Bludgeoning damage, PBS, IC: 1d3 + 1 + 1 ⇒ (3) + 1 + 1 = 5


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Adarion blasts the quasit with a missile of force while Sven finishes his spell and grows significantly in size. He squeezes through the door way and goes to attack the quasit. However, he bumps into the ceiling as he attacks, not used to being so big and ends up missing the creature. Bart reloads his sling and tosses another stone at the creature but with big Sven in the way he can't find a clear shot and misses. Nyx continues trying to inspire the others as he works on waking up Kharlbar. Kharlbar stands and grabs his weapon as he moves into the room trying to decide how he can help in the fight. Gudada moves back up to the upper platform hoping to reproduce the results from before even though the jump will be much more difficult this time with how much further away the quasit flew from the edge of the balcony.

With Sven up in her face the quasit attempts to bite him and scratch him with one of her claws as she holds her dagger in the other hand.

Bite: 1d20 + 10 ⇒ (1) + 10 = 11
Damage: 1d4 - 1 ⇒ (2) - 1 = 1
Claw: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 1d3 - 1 ⇒ (2) - 1 = 1

While she misses with the bite she finds an opening and scrapes into Sven with her claw. While the injury is minor he can feel poison burning at the site of the injury.

DC 13 Fort save. If you fail first save continue saves for 6 rounds until you've achieved 2 consecutive saves. Dex Damage: 1d2 ⇒ 1

Round 7
Enemy1, > Adarion/Sven/Bart/Nyx/Khalbar/Gudada


M N Tiefling Trap Breaker Alchemist 3 | HP 24/24 | AC 15 T 13 FF 12 | CMB +2, CMD 15 | F: +5, R: +6, W: +1 | Init: +5 | Perc: +6 (+7 vs traps), SM: +0, Darkvision 60 ft, deathwatch | Speed 30ft | Extracts: 1st 4/4 | Bombs 7/7 | Active conditions: None

”You could just grab it and bring it down where Khalbar can hit it,” Bartholomew suggests. ”You hands are at least as large now as it is.”

Unfortunately, not much else I can do at the moment. Delay.


M Half-Orc (Ulfen) Druid (Goliath Druid) 3 Speed 20 ft | HP 23/23| AC 21 ( Barkskin), T 13, FF 17 | F +6, R +5, W +8 | CMD 17 (15 FF) | Init +3 | Per +11

Sven grumbles, ”easier to hit it with a spear, grabbing it exposes me to the claws.”

Attempting to grapple would provoke an AOO.

Fortitude Save: 1d20 + 6 ⇒ (4) + 6 = 10

Sven shudders as the poison slows his movement down slightly

attack, inspire courage: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
damage spear, enlarge person, inspire courage: 2d6 + 4 + 1 ⇒ (4, 1) + 4 + 1 = 10
confirm crit, inspire courage: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20

Might crit?

damage spear, enlarge person, inspire courage, if crit: 4d6 + 8 + 2 ⇒ (1, 3, 5, 6) + 8 + 2 = 25

Additional damage!

Status:

Negative Effects: Poisoned, no successful saves, 1 dex damage.
HP: 11/16
AC: 18 (Base 16, shield infusion and enlarge)
Spells Memorized
1st—
. . 0 (at will)—detect magic, grasp, guidance, light


M N Tiefling Trap Breaker Alchemist 3 | HP 24/24 | AC 15 T 13 FF 12 | CMB +2, CMD 15 | F: +5, R: +6, W: +1 | Init: +5 | Perc: +6 (+7 vs traps), SM: +0, Darkvision 60 ft, deathwatch | Speed 30ft | Extracts: 1st 4/4 | Bombs 7/7 | Active conditions: None

Bartholomew shrugs. ”That works too,” he remarks dryly, observing the quasit’s condition with a clinical eye.

With deathwatch, how does the quasit look?


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Before anyone else has a chance to act the big Sven, now more confident with his new size, stabs his spear right through the tiny creatures skull, skewering it on the spear as it hangs their lifeless.

Out of combat.


M Half-Orc (Ulfen) Druid (Goliath Druid) 3 Speed 20 ft | HP 23/23| AC 21 ( Barkskin), T 13, FF 17 | F +6, R +5, W +8 | CMD 17 (15 FF) | Init +3 | Per +11

Feeing the poison eating away at his muscles and tendons, Sven begins to try to stave off the effects.

Cast guidance on self each round for a bonus to saves, other than the first round.

Fortitude Save (DC 13): 1d20 + 6 ⇒ (18) + 6 = 24
Fortitude Save (DC 13), guidance: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22

Sven roars as he shakes off the poison, ”Raghhh! Die, monster!” then collects himself and lowers his spear, the still twitching form of the quasit on the end. He beckons Naesehorn to come over and let her sniff it. ”See, it is not scary. Just a little thing.” She sniffs uncertainly as he scratches her behind the ears with his large hand. ”The spirits blessed us today. Let us search the area to ensure there are no monsters to threaten Sandpoint.” He then waits a few moment to shrink back to regular size, and searches the room.

perception: 1d20 + 10 ⇒ (15) + 10 = 25


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Other than the odd bubbling pool on the upper landing there is little else of particular interest in the room. The quasit however does have some items that may be of value including her magical cold iron dagger, a tiny tiara worth 50 gp, a tiny black silk gown worth 25 gp, and obsidian unholy symbol of Lamashtu worth 10 gp.


M N Tiefling Trap Breaker Alchemist 3 | HP 24/24 | AC 15 T 13 FF 12 | CMB +2, CMD 15 | F: +5, R: +6, W: +1 | Init: +5 | Perc: +6 (+7 vs traps), SM: +0, Darkvision 60 ft, deathwatch | Speed 30ft | Extracts: 1st 4/4 | Bombs 7/7 | Active conditions: None

Bartholomew ascends the stairs, looking over Gudada for any obvious signs of injury. ”That was quite the leap earlier,” he observes with his usual lack of tact. ”Did you sprain anything from the fall?” His attention is obviously divided between the acrobat and the bubbling pool nearby.


Male N Aasimar Cleric of Nethys (evangelist) 3 | HP -6/23 | AC15 T11 FF14 | CMB+2 CMD13 | F+4 R+2 W+6 | Ini+3 | Prcp+7 SM+3 | Spd 30 | Perform: 8/11 | Channel: 1/6 | Blast Rune: 0/6 | Active:

Nyx stops his sermon as Sven takes care of the quasit. After the action has quieted for a moment he casts detect magic as usual and lights up as he discovers magical dagger. "Ooooh, magic! I wonder what it does??" He casts guidance on himself then tries to determine the properties of the dagger.
spellcraft: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13


male Varisian Human | HP: 52/52 | AC23 (T16, F18) | Init+5 | Perc+20+ | CMB+5(10), CMD21 | F+4, R+11, W+3 | DD+23+, Bluff+11/Dip+11/SM+12, Know(Local)+13 Unchained Rogue 7 | Speed 30' | Sneak Attack+4d6; Trapfinding+3; Danger Sense+2 | Trapspotter+27+ | Active conditions: None.

"Hurt? From this height?" The entertainer sounds insulted that you asked. "I'm just mad I couldn't hold onto the slippery little bugger."

As Nyx goes into his internal wonderland, Gudada starts laughing. "It puts holes in people, Nyx. Sometimes lethal ones."

He looks over the rest of the quasit's things. "Weirdly expensive doll's outfit . . .."

"So, there was that. What's next?"


Male Human Barbarian 2 HP: 14/35 (41) | AC 16 (14) | T 12 | FF 14 | CMD 19 (17) CMB +7 (+9) | F +6 | R +3 | W +1 (+3) | Init +2 | Per +5

Kkhalbar rubs sleep from his eyes, and nods his apprectiation at the others who took out the tiny flying pest while he was otherwise incapacitated.

Khal keeps well back of the bubbling pool, which clearly has some devilsh magic about it.


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

With Ameiko safe and these ruins explored as far as you can tell, it seems the group has a little time to themselves before the sheriff is scheduled to return tomorrow.

Let me know if there is anything you want to do in your downtime. Otherwise when everyone is ready we can move on to the next day.


Male Elf Sorcerer 3 | Speed 30 ft | HP 16/16 | Spells: 1st: 3/6 | Arcane Bond: 1/1 | AC 12 (16), T 12, FF 10 (14) | F +1, R +3, W +3 | CMD 13 (11 FF) | Init +2 | Per +2, Low-Light Vision

Adarion nods to the group as Sven defeats the quasit, "Good work everyone!"

As they are examining the room, his interest is drawn to the bubbling pool, trying to determine what it is or what its purpose may be.

Spellcraft: 1d20 + 7 ⇒ (14) + 7 = 21 +2 to identify objects

He'll also lend his aid in examining magical objects to Nyx, trying to help him discover what the dagger does, aside from putting holes in things.

Spellcraft: 1d20 + 7 ⇒ (10) + 7 = 17 +2 to identify objects

Replying to Gudada's question, Adarion says, "We could try to follow that stairwell that we found earlier? It seems like it goes up towards Sandpoint itself, it would be interesting and potentially useful to find another entrance down here... or find out wherever else it leads to?"


CotCT | HR | MM | RoA | RotRL1 | SD | SS1 | SS2 | WftC_1 | WftC_2 |

Nyx figures out that the dagger is a tiny +1 returning dagger. As for the pool Adarian isn't quite sure what exactly it does, the magics on it are very strong. He can sense a mixture of strong evocation, enchantment and conjuration auras emanating from the pool.

You will recall the stairway leading up, like the stairway leading down are both collapsed and currently blocked by rubble. You could try and excavate it if you like though.


Male Elf Sorcerer 3 | Speed 30 ft | HP 16/16 | Spells: 1st: 3/6 | Arcane Bond: 1/1 | AC 12 (16), T 12, FF 10 (14) | F +1, R +3, W +3 | CMD 13 (11 FF) | Init +2 | Per +2, Low-Light Vision

Ah...didn't realise the stairwell up was also blocked by rubble. Ignore my reply to Gudada then :)


Male N Aasimar Cleric of Nethys (evangelist) 3 | HP -6/23 | AC15 T11 FF14 | CMB+2 CMD13 | F+4 R+2 W+6 | Ini+3 | Prcp+7 SM+3 | Spd 30 | Perform: 8/11 | Channel: 1/6 | Blast Rune: 0/6 | Active:

Nyx smiles at Gudada. "Not just any holes...MAGIC holes! And apparently if you chuck it at someone it comes right back. Might be helpful for you to get someone in the kidney before they know you're there, hm?"
It could be useful for you to get sneak attack before engaging in melee when enemies are still flat-footed.

GM Dak wrote:
Let me know if there is anything you want to do in your downtime.

If there's enough time left today Nyx would go back to his room at the Rusty Dragon and scribe a scroll.

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