GM Anthorg's Rise of the Runelords - everyone's a cleric!

Game Master Anthorg

This is a Rise of the Runelords campaign. All players can only pick cleric levels.

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M N Aasimar Herald Caller Cleric 3 | HP 24/24 | AC 16 T 11 FF 15 | CMB +2, CMD 13 | F: +5, R: +3, W: +6 | Init: +1 | Perc: +8, SM: +9, Darkvision 60 ft | Speed 30ft | Spells: 1st 4/4 2nd 2/3 | Channel Energy 4/6 | Bit of Luck 5/5 | Active conditions: None

Again Felix lays a hand on Izumi's shoulder. "Fate would not have brought you here to fail now," he says gently.

Casting guidance on Izumi. Go get 'em!


AC17, T11, FF16, CMD15, HP21(21)/(21)[24], Cond: Healthy Mv. 20. F +5, R +2, W +5, Init +3, Perc +4, Sen Mot +6 Ch. Energy 2/[4] DC14 +1Dmg per level v. Undead. Resist cold/acid/electric 5 Female Tien Scion of Humanity Aasimar Cleric/3 (Cleric Fav. class) Divine Paragon

Whose turn now?


Sorry, Izumi and Rooke can act.


Male Human (varisian)|HP: 21/21|AC: 14 (10 Tch, 14 Fl)|CMB: +3, CMD: 13|F: +6, R: +1, W: +6|Init: +0|Perc: +3, SM: +7, Diplo +8 Cleric (Divine Paragon)/3rd|Speed 40ft (40ft)|2d6 Channel Energy 4/4x a day

Rooke desperately tries to kill the goblin dog before the varisian is attacked again.
Rapier (Wounded, Inspired): 1d20 + 3 - 2 + 1 ⇒ (12) + 3 - 2 + 1 = 14
Dmg.: 1d6 + 1 ⇒ (2) + 1 = 3


Rooke manages to hurt the dog, making it bleed, but it still stands.


AC17, T11, FF16, CMD15, HP21(21)/(21)[24], Cond: Healthy Mv. 20. F +5, R +2, W +5, Init +3, Perc +4, Sen Mot +6 Ch. Energy 2/[4] DC14 +1Dmg per level v. Undead. Resist cold/acid/electric 5 Female Tien Scion of Humanity Aasimar Cleric/3 (Cleric Fav. class) Divine Paragon

Izumi swings...

1d20 + 4 + 2 - 1 ⇒ (13) + 4 + 2 - 1 = 18 for 1d8 + 3 - 1 + 1 ⇒ (4) + 3 - 1 + 1 = 7


Izumi manages to finish off the dog. With the dog dead, the party can breathe for a moment and examine the scene. They realize the dogs were all leashed to wooden stakes on the ground and wouldn't be able to move out of this particular chamber.

GM screen:

1d20 ⇒ 9


Male Human (varisian)|HP: 21/21|AC: 14 (10 Tch, 14 Fl)|CMB: +3, CMD: 13|F: +6, R: +1, W: +6|Init: +0|Perc: +3, SM: +7, Diplo +8 Cleric (Divine Paragon)/3rd|Speed 40ft (40ft)|2d6 Channel Energy 4/4x a day

Rooke cats cure moderate wounds on himself to heal from the vicious dog attacks.
CMW: 2d8 + 3 ⇒ (3, 5) + 3 = 11


AC17, T11, FF16, CMD15, HP21(21)/(21)[24], Cond: Healthy Mv. 20. F +5, R +2, W +5, Init +3, Perc +4, Sen Mot +6 Ch. Energy 2/[4] DC14 +1Dmg per level v. Undead. Resist cold/acid/electric 5 Female Tien Scion of Humanity Aasimar Cleric/3 (Cleric Fav. class) Divine Paragon

Izumi channels healing energy...

2d6 ⇒ (4, 4) = 8

She then casts lesser restoration to restore her strength.


Male Human (varisian)|HP: 21/21|AC: 14 (10 Tch, 14 Fl)|CMB: +3, CMD: 13|F: +6, R: +1, W: +6|Init: +0|Perc: +3, SM: +7, Diplo +8 Cleric (Divine Paragon)/3rd|Speed 40ft (40ft)|2d6 Channel Energy 4/4x a day

Rooke nods in appreciation to Izumi and the channeling of her goddess.


The group recharges their strengths. Afterwards, the soft sound of waves hitting the rock continues. The gulls continue their hunt.


As the group is sure that they're ready to go on, they realize the path splits north or south.


AC17, T11, FF16, CMD15, HP21(21)/(21)[24], Cond: Healthy Mv. 20. F +5, R +2, W +5, Init +3, Perc +4, Sen Mot +6 Ch. Energy 2/[4] DC14 +1Dmg per level v. Undead. Resist cold/acid/electric 5 Female Tien Scion of Humanity Aasimar Cleric/3 (Cleric Fav. class) Divine Paragon

Toss a coin? Cayden is known to be a god of luck Rooke, what do you think?


Male Human (varisian)|HP: 21/21|AC: 14 (10 Tch, 14 Fl)|CMB: +3, CMD: 13|F: +6, R: +1, W: +6|Init: +0|Perc: +3, SM: +7, Diplo +8 Cleric (Divine Paragon)/3rd|Speed 40ft (40ft)|2d6 Channel Energy 4/4x a day

Rooke smiles. "Damn. Beauty. Wisdom. And Brains! Excellent idea, Izumi!"
The caydenite takes out a copper piece, says is god's name once, and turns the coin in his hand. "Heads. North. Tails. South."
Rooke flips the coin in the air, catches it and slaps the coin to the back of his hand.
Cayden's Luck: 1d2 ⇒ 1
"North."


A few steps walking further north reveal a thistle door to the right. No sound comes from the other side. The path continues forward. A rope bridge spans the gulf between the cliff and a roundish, flat-topped island sixty-some feet to the north. Thick patches of nettles and briars grow here and there atop the island, but its most impressive feature is a wooden one-story stockade. Two thirty-foot-tall watchtowers guard the stockade’s southern facade. The rope bridge itself is made of hairy rope and thick wooden planks; the whole thing creaks and sways in the wind above the churning surf eighty feet below.

Grand Lodge

Melee: masterwork longspear +2 (1d8) 10 ft. reach; Ranged: dagger +1 (1d4) 20 ft. range, 5/6 round of Inspire Courage Half-Elf Evangelist Cleric of Shelyn 2, Perception +7, 12/12 HP; AC 13, touch 10, FF 13; Fort +3, Ref +0, Will +7, 7/7 Adoration, 3/3 1st level spells, 1/1 domain spell,

Seeing signs of inhabitation, but no inhabitants, Dart starts looking and listening for any sign that someone...or something....might be here.

Perception: 1d20 + 7 ⇒ (18) + 7 = 25


After a bit of listening, Dart manages to tell the sounds apart from the constant wave thrashing and sea gulls. He notices that, towards the southern path, a large animal seems to be snoring. Also, there does not seem to be anyone manning the watch towers in the fort, but there is some goblin screeching and laughing which sounds that it is coming from beyond the fort, to the northwest.


AC17, T11, FF16, CMD15, HP21(21)/(21)[24], Cond: Healthy Mv. 20. F +5, R +2, W +5, Init +3, Perc +4, Sen Mot +6 Ch. Energy 2/[4] DC14 +1Dmg per level v. Undead. Resist cold/acid/electric 5 Female Tien Scion of Humanity Aasimar Cleric/3 (Cleric Fav. class) Divine Paragon

Praise Cayden then Rooke, says Izumi looking at the fort.

Doubly so... I don't see any guards, otherwise that bridge is an invitation to death by stupidity. That said? I don't fancy the crossing. How can we make it safer?


M N Aasimar Herald Caller Cleric 3 | HP 24/24 | AC 16 T 11 FF 15 | CMB +2, CMD 13 | F: +5, R: +3, W: +6 | Init: +1 | Perc: +8, SM: +9, Darkvision 60 ft | Speed 30ft | Spells: 1st 4/4 2nd 2/3 | Channel Energy 4/6 | Bit of Luck 5/5 | Active conditions: None

"Pray." Felix's deep voice is calm as he surveys the situation. "We might also tie ropes to each other and cross one at a time. If one falls, the others catch them."

That being said, three guesses who doesn't have a rope himself. XD


AC17, T11, FF16, CMD15, HP21(21)/(21)[24], Cond: Healthy Mv. 20. F +5, R +2, W +5, Init +3, Perc +4, Sen Mot +6 Ch. Energy 2/[4] DC14 +1Dmg per level v. Undead. Resist cold/acid/electric 5 Female Tien Scion of Humanity Aasimar Cleric/3 (Cleric Fav. class) Divine Paragon

I have silk rope... light and strong. Maybe cross one at at time instead? Here... , she says as she ties the rope around her waist and handing the coil to Felix and Rooke. Play it out as I cross.

If anyone else has a rope then start roping yourselves together...

She then casts guidance on herself and gingerly sets forth over the rickety bridge.

Grand Lodge

Melee: masterwork longspear +2 (1d8) 10 ft. reach; Ranged: dagger +1 (1d4) 20 ft. range, 5/6 round of Inspire Courage Half-Elf Evangelist Cleric of Shelyn 2, Perception +7, 12/12 HP; AC 13, touch 10, FF 13; Fort +3, Ref +0, Will +7, 7/7 Adoration, 3/3 1st level spells, 1/1 domain spell,

Following Izumi's suggestion, Dart pulls out his rope and begins tying it around his waist. Then assuming Izumi makes it across safely, he follows Felix' advice and says a prayer for his safe travel across the bridge and casts guidance on himself then follows her across.

Grand Lodge

What rolls does the DM want? Acrobatics?


You, players, in your infinite wisdom, managed to avoid any checks. Maybe the text from the book is too foreshadowing...

Izumi tests the bridge and it holds her weight, even with armor. One by one, the group passes safely.

Perception DC 15:

After crossing, you realize that the bridge is rigged to drop if too much weight is placed on it.

You notice a series of knotted ropes at the base of the northern posts, which would allow one to tie off the trap so that it can drastically increase its support.

A Disable Device DC 15 allows you to "fix" the trap.


Male Human (varisian)|HP: 21/21|AC: 14 (10 Tch, 14 Fl)|CMB: +3, CMD: 13|F: +6, R: +1, W: +6|Init: +0|Perc: +3, SM: +7, Diplo +8 Cleric (Divine Paragon)/3rd|Speed 40ft (40ft)|2d6 Channel Energy 4/4x a day

Perception: 1d20 + 3 ⇒ (16) + 3 = 19
"I'm not engineer, but I don't like the look of that bridge." Rooke points out where the structure looks the weakest. "Maybe we should fix that if we want to use this bridge coming back."


AC17, T11, FF16, CMD15, HP21(21)/(21)[24], Cond: Healthy Mv. 20. F +5, R +2, W +5, Init +3, Perc +4, Sen Mot +6 Ch. Energy 2/[4] DC14 +1Dmg per level v. Undead. Resist cold/acid/electric 5 Female Tien Scion of Humanity Aasimar Cleric/3 (Cleric Fav. class) Divine Paragon

Please... we may be leaving at a run


Disabling the trap is for those that made the perception check.


M N Aasimar Herald Caller Cleric 3 | HP 24/24 | AC 16 T 11 FF 15 | CMB +2, CMD 13 | F: +5, R: +3, W: +6 | Init: +1 | Perc: +8, SM: +9, Darkvision 60 ft | Speed 30ft | Spells: 1st 4/4 2nd 2/3 | Channel Energy 4/6 | Bit of Luck 5/5 | Active conditions: None

Perception vs DC 15: 1d20 + 8 ⇒ (13) + 8 = 21

"If we lack the skills to conduct these repairs, then we should take care not to need to go back over in a hurry," Felix offers at last. "Our fates may come and find us if we wait here long enough, but let us not tempt them so."

Well, if nobody is trained in Disable Device, then there's not much we can do at this time unless we want to retreat while the retreating is calm and go another way.

Grand Lodge

Melee: masterwork longspear +2 (1d8) 10 ft. reach; Ranged: dagger +1 (1d4) 20 ft. range, 5/6 round of Inspire Courage Half-Elf Evangelist Cleric of Shelyn 2, Perception +7, 12/12 HP; AC 13, touch 10, FF 13; Fort +3, Ref +0, Will +7, 7/7 Adoration, 3/3 1st level spells, 1/1 domain spell,

I don't suppose anyone has mending as a prepared spell?


Map updated with the fort. I'm trying to draw some home-made grids on the map to help with combat, it's still not perfect, but it's something.


AC17, T11, FF16, CMD15, HP21(21)/(21)[24], Cond: Healthy Mv. 20. F +5, R +2, W +5, Init +3, Perc +4, Sen Mot +6 Ch. Energy 2/[4] DC14 +1Dmg per level v. Undead. Resist cold/acid/electric 5 Female Tien Scion of Humanity Aasimar Cleric/3 (Cleric Fav. class) Divine Paragon

Can disable untrained?

Perception 1d20 + 4 ⇒ (6) + 4 = 10

I can't make heads or tails of it... let's quietly scout out an entrance.

Yet she pushes on the gate to see if it's open, if it doesn't yield she follows the fence line left.


Unfortunately, disable device is trained only. Give me a moment, I'll open the door for you. Have a meeting now.


Apologies for the delay.

The door is, in fact, unlocked. It seems the goblins are not expecting invaders. Opening the door reveals a room whose floor is hard-packed soil, as if the builders either ran out of lumber after building the walls and roof, or as if they simply never thought about building a floor. A number of poorly preserved horse and dog heads are mounted along the eastern wall, while along the southern wall hangs a pair of large black-feathered wings tacked to the wall with daggers. Otherwise, nothing can be heard.


AC17, T11, FF16, CMD15, HP21(21)/(21)[24], Cond: Healthy Mv. 20. F +5, R +2, W +5, Init +3, Perc +4, Sen Mot +6 Ch. Energy 2/[4] DC14 +1Dmg per level v. Undead. Resist cold/acid/electric 5 Female Tien Scion of Humanity Aasimar Cleric/3 (Cleric Fav. class) Divine Paragon

Bakayarō, Izumi breathes in amazement at the goblins stupidity and unconsciously lapsing into Tien.

She draws her sword and moves as quietly as she can down the room, and towards the nearest enterance.


Izumi counts a total of 6 doors exiting this room. A double door to the west, 4 doors to the north, one of which is a double door and a door at the end of the corridor to the east.


AC17, T11, FF16, CMD15, HP21(21)/(21)[24], Cond: Healthy Mv. 20. F +5, R +2, W +5, Init +3, Perc +4, Sen Mot +6 Ch. Energy 2/[4] DC14 +1Dmg per level v. Undead. Resist cold/acid/electric 5 Female Tien Scion of Humanity Aasimar Cleric/3 (Cleric Fav. class) Divine Paragon

She considers silently then moves to the door in the blessed direction of Shizuru, to the east, waving her friends onwards.


Getting Diablo 2 entry cinematic feelings.

Izumi leads the group into a room with only an open flight of wooden stairs winding up to a trap door in the ceiling, thirty feet above.

The moment Izumi opens the door, she is faced with a pair of goblins sitting on the floor in a very tense game of cards. After the moment of silent staring between the group and the goblins, both groups go immediately for their weapons. One of the goblins tells the other something.

Goblin:

"Go tell the chief!"

Init:

goblins: 1d20 + 6 ⇒ (5) + 6 = 11
Dart: 1d20 ⇒ 20
Felix: 1d20 + 1 ⇒ (13) + 1 = 14
Izumi: 1d20 + 3 ⇒ (20) + 3 = 23
Rooke: 1d20 ⇒ 1

Dart, Felix and Izumi can act, then goblins then Rooke


AC17, T11, FF16, CMD15, HP21(21)/(21)[24], Cond: Healthy Mv. 20. F +5, R +2, W +5, Init +3, Perc +4, Sen Mot +6 Ch. Energy 2/[4] DC14 +1Dmg per level v. Undead. Resist cold/acid/electric 5 Female Tien Scion of Humanity Aasimar Cleric/3 (Cleric Fav. class) Divine Paragon

Izumi charges down the goblin who got the orders.

1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26 confirm? 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18

Crit uuuup...

2d8 + 6 ⇒ (7, 1) + 6 = 14

Her katana cleaves deep into the torso of the underling... leaving the boss for her friends.


Izumi cuts the goblins head right off his shoulders. The other goblin yelps in shock.

Grand Lodge

Melee: masterwork longspear +2 (1d8) 10 ft. reach; Ranged: dagger +1 (1d4) 20 ft. range, 5/6 round of Inspire Courage Half-Elf Evangelist Cleric of Shelyn 2, Perception +7, 12/12 HP; AC 13, touch 10, FF 13; Fort +3, Ref +0, Will +7, 7/7 Adoration, 3/3 1st level spells, 1/1 domain spell,

"Well, I suppose Diplomacy's out of the question now," Dart mutters as the swordswoman charges forward.

With that, Dart also moves into the room and swings his spear at the remaining Goblin.

Masterwork Longspear: 1d20 + 2 ⇒ (8) + 2 = 101d8 ⇒ 7


M N Aasimar Herald Caller Cleric 3 | HP 24/24 | AC 16 T 11 FF 15 | CMB +2, CMD 13 | F: +5, R: +3, W: +6 | Init: +1 | Perc: +8, SM: +9, Darkvision 60 ft | Speed 30ft | Spells: 1st 4/4 2nd 2/3 | Channel Energy 4/6 | Bit of Luck 5/5 | Active conditions: None

Felix levels his crossbow and exhales deeply. "Understanding of their language has not been granted to me at this time," he replies softly, finger on the trigger. A click, followed by a loud SNAP!

Crossbow, Cover, Shooting into Melee: 1d20 + 3 - 4 - 4 ⇒ (1) + 3 - 4 - 4 = -4
Piercing damage: 1d8 ⇒ 8

...and a loud THUNK as the bolt embeds itself in the doorframe.


Rooke can act.


Male Human (varisian)|HP: 21/21|AC: 14 (10 Tch, 14 Fl)|CMB: +3, CMD: 13|F: +6, R: +1, W: +6|Init: +0|Perc: +3, SM: +7, Diplo +8 Cleric (Divine Paragon)/3rd|Speed 40ft (40ft)|2d6 Channel Energy 4/4x a day

Rapier: 1d20 + 3 ⇒ (5) + 3 = 8
Dmg.: 1d6 + 3 ⇒ (1) + 3 = 4
Rookie advances toward the goblins, but not compensating for their nimbleness, fails to strike with his rapier.


The other goblin gets up awkwardly which makes everyone miss him. He tries attacking the so frightening Izumi.

GM screen:

Red @Izumi: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d4 ⇒ 2

Being so scared, he misses her entirely.

Party's up!

Grand Lodge

Melee: masterwork longspear +2 (1d8) 10 ft. reach; Ranged: dagger +1 (1d4) 20 ft. range, 5/6 round of Inspire Courage Half-Elf Evangelist Cleric of Shelyn 2, Perception +7, 12/12 HP; AC 13, touch 10, FF 13; Fort +3, Ref +0, Will +7, 7/7 Adoration, 3/3 1st level spells, 1/1 domain spell,

With a bit of a sigh, Dart stabs at the Goblin again with his spear.

Masterwork Longspear: 1d20 + 2 ⇒ (16) + 2 = 181d8 ⇒ 3


Dart hits the goblin with his spear, drawing blood. However, it's not enough to bring him down.


Male Human (varisian)|HP: 21/21|AC: 14 (10 Tch, 14 Fl)|CMB: +3, CMD: 13|F: +6, R: +1, W: +6|Init: +0|Perc: +3, SM: +7, Diplo +8 Cleric (Divine Paragon)/3rd|Speed 40ft (40ft)|2d6 Channel Energy 4/4x a day

Rooke slides a five-foot step to get just behind the injured goblin.
Rapier (flanking): 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Confirming: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Dmg.: 1d6 + 3 + 1d6 + 3 ⇒ (5) + 3 + (4) + 3 = 15


Rooke finishes off the goblin. Blood smears the playing cards on the floor.

Grand Lodge

Woot


Aside from the stairs that lead to a watchpost, there is a door to the north. It opens to a corridor that has two doors, one to the north and one to the west.

Perception DC 12:

The northern door has some noise coming from it. It seems that there are some goblins fighting and others watching and laughing.

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