Radi Hamdi

Rumha Varju's page

286 posts. Alias of stormraven.


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HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

Hey guys, this is a drive-by post. I apologize for vanishing. Work has increased exponentially in the last month and it looks like I'm going to be almost completely offline until the end of January. That might possibly slip into the first week in February as well.

Feel free to bot my character if that works best. If you'd rather replace my character given the projected length of my absence, that is fine too. I completely understand. Thanks!


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

You've got my sympathy and condolences as well. Take care of yourself and your family.


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

"I'm for leaving. There may be more city guardians we have to face on the way out. There was that dragon skeleton and statues waiting."


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

Rumha says, "We've captured Iramine and her minions. We'll leave your city and take them back to face justice."


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

Rumha shrugs, "I'm not sure what crimes Iramine has committed in town... so justice may be fleeting. However, I think we should attempt to get her home since we've captured her alive. With a little preparation, I think we can move her in relative safety. I'll pray for more spells of Silence. As long as we agree that her gag doesn't come off until I be-spell a coin and shove it in her shoe whenever she needs to eat, we should be able to check most of her spellcasting. And if she or her minion act up, we strike without mercy."

The priest muscles the woman up. "Let's get going."


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

"Actually, I'm willing to give the naga the benefit of the doubt. If we leave it alone with its treasure and take this lot with us, it might be happy to avoid a fight."


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

Focusing on the practical, Rumha strips every bit of equipment off the Iramine - including her golden mask.


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2
Rumha Varju wrote:
How many rounds did we spend questioning the cultists? If it's few enough, I should have a round or two of Spiritual Weapon left.
GM Birch wrote:
As many as you feel is fair.

Putting on my DM hat... There is a bit more dialog than 5 rounds worth so I'm going to say Spiritual Weapon is expired.

Rumha steps up behind Grob and conveys a fragment of divine luck.

MOVE: Step in
STAND: use Bit o Luck

Grob, roll 2d20 on every d20 roll this round and take the better result... Finish this chick off.

Status:
AC:16 | HP: 39 / 39
1st Spells (5+1):
2nd Spells (4+1): xx
3rd Spells (3+1):
Channels (5):
Bit o Luck (7): x
Good Fortune (1):
Sudden Shift (7):
Wand (50): xx
Effects:
Silence - Rnd 2 of 6


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

Hey, ya gotta play it how it feels right for your character. Rumha's 'musing' wasn't meant to contrast against Rythan's approach, FWIW. It was more about him being a combat pragmatist even though he's a cleric and should be willing to give a baddie a chance to surrender. Rumha just isn't that generous... so he's gonna try to shortstop Iramine hard and fast. Silence + Caster = :D

I don't have a great deal of faith that Silence will overcome her Will save. I'm betting my odds of success are pretty bad on that... but this is kind of a 'tester' spell to see what we're up against without me wasting a really good one.


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

And we have no idea what nasty surprises Iramine has in store for us... Those good rolls might not compensate for the bomb that is about to hit our little party. :D


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

How many rounds did we spend questioning the cultists? If it's few enough, I should have a round or two of Spiritual Weapon left.

The priest blinks at the wall of heat pouring from the room and wonders (uncomfortably) how Iramine can stand in a blast furnace... but he puts that question aside for the moment to capitalize on their momentary advantage. Uncharitable as it is, Rumha doesn't offer the cult leader a chance to surrender - or speak. He quickly weaves a spell of silence and throws it upon her flowing silk robe.

STAND: Cast Silence
Will DC:17 to negate Silence

Status:
AC:16 | HP: 39 / 39
1st Spells (5+1):
2nd Spells (4+1): xx
3rd Spells (3+1):
Channels (5):
Bit o Luck (7):
Good Fortune (1):
Sudden Shift (7):
Wand (50): xx
Effects:
Spiritual Weapon - Rnd x of 6
Silence - Rnd 1 of 6


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

"What are her strengths? What weapons does she use?"


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

With a wave of his hand, Rumha conjures a mystical blade of force and sends it after the cultist leader.

STAND: Cast Spiritual Weapon

Spiritual Weapon
6 rnds
Spirit Longsword (19-20/x2)

HIT: 1d20 + 9 ⇒ (1) + 9 = 10
DAM: 1d8 + 2 ⇒ (7) + 2 = 9

Status:
AC:16 | HP: 39 / 39
1st Spells (5+1):
2nd Spells (4+1): x
3rd Spells (3+1):
Channels (5):
Bit o Luck (7):
Good Fortune (1):
Sudden Shift (7):
Wand (50): xx
Effects:


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

Sorry for going silent over the last few days. I got sick as a dog while coming back from vacation and I've been bed-ridden since then. I'll try to catch-up with the game and post within the next day or so.


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

Hey folks,

I'm going to be on vacation for about 10 days starting on Tuesday (7th). I'll try to post but I may not have the opportunity regularly. Feel free to bot me as needed.


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

Runmha starts spooling up the cut rope (if possible)."I've got a good rope. Let's tie the ropes together, and throw the other end to Talarin. She can tie off to the platform and we can monkey across this thing."


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

Rumha waits until Talarin is safely to the other side before starting his own careful trek across. Thinking on it, He ties a rope around his waist and hands the rest of the coil to Grob. "In case I fall."

So what are our options? Acro check or Climb check? Can we take 20 on it? I'll take 20 if I can, otherwise here is my roll:

Acrobatics 1d20 + 2 ⇒ (12) + 2 = 14


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

oohhhh... dragon hide armor... if we can find a dragon with a hide. :)


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

I'm not concerned about the gold except as encumbrance. I just want to be sure we know who is holding the 'tactical items' before we push forward into the next encounter.

I think the front-liners should have the potions. The horn of fog is a good battlefield control item so it might be worth it if I carry that. I'm happy to move forward quickly and lay down fog as needed and it means the front-liners won't have to switch from offensive actions.


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

We should decide who holds each of the potions of CMW, the brooch of shielding, and the horn of fog.


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

Cleric 6

HP:+5

1 2nd Spell
1 3rd Spell

Luck Domain: Good Fortune 1/day

BAB: +1
Fort: +1
Ref: +1
Will: +1

Skills:5
Appraise 1
Perception 1
Spellcraft 1
UMD 1
Stealth 1

I'll have my sheet updated by tomorrow.


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

Rumha risks a run across the bridge.


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

I'm excited about this plan! Or we're going to die horribly. :D
At 90', unless this sucker can fly fast on skeletal wings, we've probably got a couple rounds before this beast is on us. Heledar, I suggest you don't waste time on Protection from Evil. I can cast the Communal version on my next round. I'm going to open with my RTA which ?maybe? goes against it's flatfooted Touch AC.

"That does make me wonder how the cultists got past it." Rumha calls on the power of the Gods and a ray of burning light from the heavens seeks to smote the beast.

Cast Searing Light

Searing Light
Range: 100' +10/lv (150')
RTA Ray HIT: 1d20 + 5 ⇒ (13) + 5 = 18
DAM Undead: 5d6 ⇒ (3, 4, 5, 4, 3) = 19
DAM Undead & Vulnerable to Light: 5d8 ⇒ (7, 1, 3, 3, 6) = 20

Status:
AC:16 | HP: 33 / 34
1st Spells (5+1): xx
2nd Spells (3+1): x
3rd Spells (2+1): xx
Channels (5): xxxx
Bit o Luck (7): xxxx
Sudden Shift (7):
Wand (50): xx
Effects:


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

Ah, OK. I thought the beastie had already seen us. How far away is the dragon?

I can't think of a way of tricking this guy. I've got one decent ranged attack against the dragon, one channel, and then I'm down to converting spells to Cures and going for touch attacks against it. Hopefully it is just a glorified skeleton and not something nastier.


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

"I'm thin on ideas on how to handle a rampaging skeletal dragon." Since this beast appears to be real, Rumha tries to determine if it is an undead or a construct and gauge how dangerous it is.

I'm a tad confused. Can we actually take actions before initiative here?

Knowledge: Religion 1d20 + 9 ⇒ (17) + 9 = 26


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

Can't hit the rolls either, aside from casting Detect Magic which I will do...

Rumha casts a spell and his eyes glow, granting mystic vision. He looks at the runes. "Well, they aren't magical. so I suppose that's good..." Then he sees the charging dragon skeleton. "Aaaaand here comes the bad."

The priest turns his glowing gaze on the approaching form, hoping it isn't real...

I'm hoping this is an illusion and Detect Magic will lets me see through it.

Status:
AC:16 | HP: 33 / 34
1st Spells (5+1): xx
2nd Spells (3+1): x
3rd Spells (2+1): x
Channels (5): xxxx
Bit o Luck (7): xxxx
Sudden Shift (7):
Wand (50): xx
Effects:


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

Rumha casts a cloaking fog over the statues and races onto the bridge.

STAND: Cast Obscuring Mist
MOVE: For-WARD!

Status:
AC:16 | HP: 33 / 34
1st Spells (5+1): xx
2nd Spells (3+1): x
3rd Spells (2+1): x
Channels (5): xxxx
Bit o Luck (7): xxxx
Sudden Shift (7):
Wand (50): xx
Effects:


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

I'm down to my last channel of the day but I have quite a number of spells that could be converted to heals... which might be the route to go because most of my spells aren't likely to do a thing against the sentinels. I'm happy to heal up whoever needs it. I'm inclined to save my Channel when things get dicey - which seems likely.

There MIGHT be a sneaky way out of this. I've got Obscuring Mist on deck. I could attempt to cast it around the sentinels to blind them to our movements (and hopefully prevent them from animating) and then we run past them.

Status:
AC:16 | HP: 33 / 34
1st Spells (5+1): x
2nd Spells (3+1): x
3rd Spells (2+1): x
Channels (5): xxxx
Bit o Luck (7): xxxx
Sudden Shift (7):
Wand (50): xx
Effects:


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

"How many people are in her group?"


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

Rumha closes with the (possibly tripped )black-robe and tries to put her down.

STAND: Hanbo (20/2x)
HIT: 1d20 + 4 ⇒ (9) + 4 = 13
DAM: 1d6 ⇒ 1


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

Hey, guys, I am flying out for an offsite company pow-wow today. I'll be gone through Thursday and expect to have little chance to post. Feel free to bot my character as needed.


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

The priest keeps the enemy leader distracted with another blast from his wand.

FREE: 5' away from any baddie if they can AoO me
STAND: Cast Cause Fear from wand

Will Save vs DC:11 for partial - frightened or shaken
Duration: 1d4 + 1 ⇒ (3) + 1 = 4 rnds

Status:
AC:16 | HP: 33 / 34
1st Spells (5+1): x
2nd Spells (3+1): x
3rd Spells (2+1): x
Channels (5): xxxx
Bit o Luck (7): xxxx
Sudden Shift (7):
Wand (50): xx
Effects:


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

With a flick of his wrist, a wand drops in the cleric's hand. He points it at the leader and fires.

SWIFT: Draw Wand
STAND: Cast Cause Fear from wand

Will Save vs DC:11 for partial - frightened or shaken
Duration: 1d4 + 1 ⇒ (4) + 1 = 5 rnds

Status:
AC:16 | HP: 33 / 34
1st Spells (5+1): x
2nd Spells (3+1): x
3rd Spells (2+1): x
Channels (5): xxxx
Bit o Luck (7): xxxx
Sudden Shift (7):
Wand (50): x
Effects:


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

Rumha laughs, "Not gonna happen as Razmir has no such forces. But we will accept your immediate surrender. Come out or prepare yourself for death."

Diplomacy 1d20 + 7 ⇒ (3) + 7 = 10


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

Again Rumha calls on various good deities (in a frenetic litany), "Oh, great IroriIomedaeShelynShizuruSarenraeErastil, SMOTE these suckers!" And thankfully it appears the Gods are attentive.

Channel Energy: 3d6 ⇒ (6, 6, 5) = 17 Heal/DAM - Will Save DC:14 for 1/2

Status:
AC:16 | HP: 33 / 34
1st Spells (5+1): x
2nd Spells (3+1): x
3rd Spells (2+1): x
Channels (5): xxxx
Bit o Luck (7): xxxx
Sudden Shift (7):
Effects:


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

Rumha examines the creatures to make sure they are undead, not some clever construct.

Knowledge: Religion 1d20 + 9 ⇒ (12) + 9 = 21
Knowledge: Arcana 1d20 + 5 ⇒ (18) + 5 = 23

Assuming they are undead...

Rumha nods at Heledar's idea and steps back as far as he can while keeping the skeletons in range of his god-granted abilities. He waits for the team to set themselves before calling upon various deities of good to smite the skeletons with holy light.

Channel Energy (Damage): 3d6 ⇒ (6, 3, 6) = 15 Will Save DC:14 for 1/2

Status:
AC:16 | HP: 33 / 34
1st Spells (5+1): x
2nd Spells (3+1): x
3rd Spells (2+1): x
Channels (5): xx?
Bit o Luck (7): xxxx
Sudden Shift (7):
Effects:


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2
GM Birch wrote:
Rumha - yes, he was a mean opponent

Cool! Good to know.


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

Dammo! The demon managed to hit Grob even though he was prone? Bummer. And I assume he didn't try to get up since he would have drawn AoOs, correct?


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

No worries, man. You also benefit from the Channel Heal for 11 HP, if you haven't included that. :)


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

Heledar, my status bar is accurate. I took 17 DAM, you healed 5 (leaving 12 DAM) and I channeled energy healing everyone for 11 (leaving me with 1 DAM).

Rumha chants a magical phrase. A ghostly 10' long chain of pure force appears and lashes at the demon attempting to bind its legs and drive it to the ground.

STAND: Cast Chain of Perdition to TRIP

Chain of Perdition
DURATION: 1 rnd/lv (5)
EFFECT: TRIP

SR (if needed, otherwise call this the Trip attempt CMB:26): 1d20 + 5 ⇒ (16) + 5 = 21
CMB HIT: 1d20 + 5 + 5 ⇒ (9) + 5 + 5 = 19

Status:
AC:16 | HP: 33 / 34
1st Spells (5+1): x
2nd Spells (3+1): x
3rd Spells (2+1): x
Channels (5): xx
Bit o Luck (7): xxxx
Sudden Shift (7):
Effects:
Chain of Perdition - rnd 1 of 5


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

Rumha staggers from the spear blow into his vitals even as he realises he knows nothing about this creature. Seeing it land another fell blow, the cleric decides to best course is to keep everyone up and fighting.

FREE: 5' move away from Speary MySpearson
STAND: Channel Energy to Heal (leaving out the baddie)

Knowledge: Arcana 1d20 + 5 ⇒ (2) + 5 = 7
Channel HEAL: 3d6 ⇒ (4, 1, 6) = 11

Status:
AC:16 | HP: 33 / 34
1st Spells (5+1): x
2nd Spells (3+1): x
2nd Spells (2+1):
Channels (5): xx
Bit o Luck (7): xxxx
Sudden Shift (7):
Effects:


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

The cleric opines, "I don't think it's them. Might be something local... and hopefully it left us alone because it likes us."


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

Rumha follows the Paladin closely onto and/or across the bridge.


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

"So... send a scout or everyone and hope the bridge doesn't get cut?"

I'll play the sacrificial lamb if we want to go with the scout option.


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

"Fortune sometimes favors the foolish... and I am nothing if not a periodic fool."


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

Rumha looks surprised. "That went better than I expected. Well, let's press on."


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

Not sure if the gold-dipping with protect the skeletons, Rumha lets them get in range and then channels energy to destroy them.

2d6 ⇒ (4, 6) = 10 DAM vs Will Save DC:14 for 1/2

STAND: Channel Energy to Harm Undead

Status:
AC:16 | HP: 34 / 34
1st Spells (5+1): x
2nd Spells (3+1): x
2nd Spells (2+1):
Channels (5): x
Bit o Luck (7): xxxx
Sudden Shift (7):
Effects:


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

Rumha again passes luck onto Grob, hoping to finish the fight in one blow.

Grob, roll 2 d20's on your attack and take the best.

Status:
AC:16 | HP: 31 / 34
1st Spells (5+1): x
2nd Spells (3+1): x
2nd Spells (2+1):
Channels (5):
Bit o Luck (7): xxxx
Sudden Shift (7):
Effects:
Bless - 2 mins


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

Rumha lays a hand on Grob, imparting luck on his next strike.

Use Bit o' Luck
Grob - you get to roll two d20's for any rolls next round and take the best result.

Status:
AC:16 | HP: 31 / 34
1st Spells (5+1): x
2nd Spells (3+1): x
2nd Spells (2+1):
Channels (5):
Bit o Luck (7): xxx
Sudden Shift (7):
Effects:
Bless - 2 mins


HP: 39/39 - AC: 16|12|14 - For:+5 | Rex:+4 | Wil:+10 - Per:+12 Init:+2

"I'd rather avoid getting tossed off this bridge. Up and over." Rumha clambers up to the roof.

Climb 1d20 + 0 ⇒ (15) + 0 = 15

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