Rise of the Runelords with a Twist

Game Master Shadow Bloodmoon

Rise of the Runelords Anniversary Edition with some Variant Rules in Play

Maps, etc.


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Female Catfolk Swashbuckler (Inspired Blade) 4 [ HP 44/44 | AC 20 / 14FF / 15T | Fort +5 Ref +9 Wil +2 | Init +4(+6) | Perception +8 | Panache 7/7 | Charmed Life 3/3 ]

Again, sorry for the lack of posting. Work and life get me out of the habit of posting, then one day turns into 2 weeks...

Milah greets Mirah and Gurin, then looks to Grenz. "If he's at a sanitorium...are we likely to get anything useful from him?"


"Might be worth a shot, since most likely he has at least seen his assailants?"


M Halfling Medium (Fiendkeeper) 5

Khamul walks up, having left his dog at the Rusty Dragon (because getting it through a tunnel could be challenging), in time to hear Grenz'z proposal.

"I thought we had agreed that the ghouls underneath Sandpoint were a threat to be challenged immediately; we were worried about an undead eruption... Going to Habe's will take at least a day."

I am not discussing other events at Pillbug's because the acolytes are present. Also, I would like to talk tactics a bit for this

He turns to the two acolytes, and looks them up and down: "Howdy, you two are clearly churchmen. What holy abilities do you bring to this expedition?"

In terms of marching order, how big is the tunnel at this point @GMShadowBloodmoon?


"Fine by me" - Grenz shrugs as it seems everyone is dead set on their current path - "I am ready whenever you are" - he nods at Khamul.

Will use the wand of Mage Armor before we move inside.

Also, since at least a day has passed (I think), could I ask those with Spellcraft (is it Drek'Thar and Zarque?) to give a go at trying to identify the magical items we have found so far?


M Elf Gestalt Fighter/Rogue 1 | HP 11/11 | AC17/T14/F13/CMD17 | F+3/R+6/W+2+ | Init +4 | Per +9+, low-light | arrows 30 durable

"It will be a nasty business, regardless."


Female Human (Ulfen) HP 28/33 | AC +9 | T +4 | F +5 | CMD +10 | F +4 | R +9 | W +5 | Init +4 | Per +8 | Spell Points 1d6/1d6 | Arrows 1d12 | Martial Focus -> Yes

"We've tried to gather a lot of clues to little effect so far. But clearing out the undead from the sewers will definitely leave our enemy with less tools to use, no matter their plan. I'm for leaving the sanitorium to later." Idun seems to approve of immediate action.


Savage Rifts RotRwT

It’s going to take me a bit to get you guys on the map for this, had some difficulty getting it together this weekend, but I will try to have it finished this evening.

The two acolytes nod as they are introduced. The younger female stays quiet as the young man speaks. ”Mirah and I have been training with Father Zantus for a couple of years and we have learned to heal minor wounds and afflictions. He has taught us a little about the dangers of the unliving creatures that sometimes haunt the area. He said if we focus on our faith, we may be able to give those creatures a proper rest. We haven’t really had a chance to practice that yet.” He looks down. ”We are happy to do what we can to help though.”

He looks at the tunnel with the rest of you. It appears that if you stayed close together, you could fit two at a time down the tunnel, but as it is mostly dug out earth and not a truly stone worked sewer, the width could vary at any time. To fight more comfortably, at least those who are not the size of children, single file would be best.


M Elf Gestalt Fighter/Rogue 1 | HP 11/11 | AC17/T14/F13/CMD17 | F+3/R+6/W+2+ | Init +4 | Per +9+, low-light | arrows 30 durable

"I hope everybody's wearing tall boots, because I bet this is going to get wet and nasty. Ready?"


"Ready"


M Halfling Medium (Fiendkeeper) 5

"Halfling boots just don't come that tall! Still, ready."


Savage Rifts RotRwT

You begin marching forward, after unlatching the gate. It creeks open and you move along. After only a few feet, the old brick and stone give way to moist dirt walls and mud floors. You have to work to pull your boots free with each step. Even with torchlight, magical and otherwise, it is easy to spot humanoid tracks permeating the floor. Most of them seem to be barefoot except one set that is in boots. As if to tell you that you are going the right way, you hear the sound of wet mud sloshing in the distance.

Coming to a left turn, you see that the digging has widened a bit here and then continues about forty to fifty feet and then narrows again. Beyond that is darkness.

Perception DC 15:
You spot the tell take outline of a humanoid body in the mud, at first you think it might be dead, but a twitch of the shape tells you something else. You may roll initiative and act if you beat a 13. Note that this is difficult terrain.


M Halfling Medium (Fiendkeeper) 5

Perception: 3d6 + 4 + 3 + 1 ⇒ (3, 3, 2) + 4 + 3 + 1 = 16
4 ranks +3 trained +1 trait (and another +4 Racial to detect danger not added yet)


M Halfling Medium (Fiendkeeper) 5

Init: 3d6 + 4 ⇒ (2, 6, 2) + 4 = 14
+4 dex


M Halfling Medium (Fiendkeeper) 5

ok, we don't have a map here (or at least I don't see one in the presentation; the description doesn't sound like slide 11), so I am going off of description... I am thus assuming that 20' of move will get me within longspear reach...

"That body twitched! even as he speaks, Khamul skips past Sileven, and drives his longspear into the body.

move action - move up to 20' to get within longspear reach
standard action - attack the "corpse"

To Hit: 3d6 + 3 + 3 + 1 ⇒ (2, 4, 6) + 3 + 3 + 1 = 19 and a prone target has a -4 AC vs melee
+3 bab +3 champion spirit bonus +1 str
damage: 1d6 + 3 + 3 + 1 ⇒ (2) + 3 + 3 + 1 = 9
Spirit Bonus +3, Str +1, Séance Bonus +3

Assuming it gets up:

Getting up draws an AoO, thus
To Hit,AoO: 3d6 + 3 + 3 + 1 ⇒ (1, 3, 4) + 3 + 3 + 1 = 15 and a prone target has a -4 AC vs melee
damage: 1d6 + 3 + 3 + 1 ⇒ (2) + 3 + 3 + 1 = 9

Defense Rolls (3):

Defense Roll 1: 3d6 + 4 + 4 + 1 ⇒ (6, 3, 1) + 4 + 4 + 1 = 19
4 armor +4 dex +1 size
Defense Roll 2: 3d6 + 4 + 4 + 1 ⇒ (6, 5, 1) + 4 + 4 + 1 = 21
Defense Roll 3: 3d6 + 4 + 4 + 1 ⇒ (4, 3, 4) + 4 + 4 + 1 = 20


Perception: 3d6 + 12 ⇒ (6, 4, 5) + 12 = 27
Initiative: 3d6 + 2 ⇒ (5, 4, 5) + 2 = 16

Hearing the commotion up front, Grenz whirls around and focuses on the areas behind them.

Almost unconsciously, his stance changes to a ferocious one - that of the Dragon, and he prepares himself in case of an ambush.

Readied Attack: 3d6 + 8 ⇒ (6, 4, 3) + 8 = 21
Damage if it hits: 1d6 + 6 ⇒ (3) + 6 = 9

On his shoulder, Scourge squeaks menacingly.

Scourge Bodyguard:

Bite vs. AC10: 3d6 + 3 ⇒ (2, 6, 2) + 3 = 13
Bite vs. AC10: 3d6 + 3 ⇒ (1, 1, 5) + 3 = 10
Bite vs. AC10: 3d6 + 3 ⇒ (5, 3, 4) + 3 = 15

Defense Rolls if needed:

Defense 1: 3d6 + 1 + 2 + 1 + 1 + 3 + 4 ⇒ (6, 6, 2) + 1 + 2 + 1 + 1 + 3 + 4 = 26 +2 if Scourge Bodyguard applies
Defense 2: 3d6 + 1 + 2 + 1 + 1 + 3 + 4 ⇒ (2, 1, 3) + 1 + 2 + 1 + 1 + 3 + 4 = 18 +2 if Scourge Bodyguard applies
Defense 3: 3d6 + 1 + 2 + 1 + 1 + 3 + 4 ⇒ (4, 1, 3) + 1 + 2 + 1 + 1 + 3 + 4 = 20 +2 if Scourge Bodyguard applies

----------

AC: 22 (24 with Aid Another on defense from Scourge)
HP: 34/34
Effects: Mage Armor


M Elf Gestalt Fighter/Rogue 1 | HP 11/11 | AC17/T14/F13/CMD17 | F+3/R+6/W+2+ | Init +4 | Per +9+, low-light | arrows 30 durable

Perception: 3d6 + 7 ⇒ (6, 6, 5) + 7 = 24 Remember Fey Sight

Sil hesitates before trying to kill this unidentified opponent. Is it undead lying in wait or recently turned? Is it a poor citizen tied and left to see if the team will just kill anything?

Difficult terrain, remember!

Sil moves forward up to 10' to get a better look at the form.

If it appears to be a poor citizen left to distract them:

"Guys? Try not to kill the civilians, okay?"

If it appears to be another undead thing, and 10' is close enough to attack it, Sill will.

Thornblade w/ prone opponent: 3d6 + 8 + 4 ⇒ (3, 2, 5) + 8 + 4 = 22
Slashing: 1d6 + 2 ⇒ (6) + 2 = 8

If that's not close enough to attack, or not even to try to identify it, Sil can full move up to 20'.

Defense: 3d6 + 7 ⇒ (5, 4, 5) + 7 = 21

If I closed with it, it looks like an opponent, and it provokes, then AoO:

Thornblade w/ prone opponent: 3d6 + 8 + 4 ⇒ (6, 5, 3) + 8 + 4 = 26
Slashing: 1d6 + 2 ⇒ (6) + 2 = 8
Confirm Thornblade w/ prone opponent?: 3d6 + 8 + 4 + 2 ⇒ (6, 3, 5) + 8 + 4 + 2 = 28
Slashing: 1d6 + 2 ⇒ (6) + 2 = 8 For 16 total


F Kobald Incanter 4 / Monk 1

Zarque grudgingly hands over the gold, mumbling about highway robbery, remembering to find out later if it actually got turned in somewhere or if he pocketed it.

Then I'd meet up to go hunting.

Down in the tunnels,

Zarque seems quite comfortable navigating down here, possibly because of her size. With the breakout of combat, Zarque unleashed a bolt of molten gold that exploded into ensnaring tendrils of metal.

Cast dc 14/17: 3d6 + 10 ⇒ (4, 2, 3) + 10 = 19
rta: 3d6 + 5 ⇒ (4, 3, 1) + 5 = 13
dmg: 2d4 ⇒ (4, 4) = 8
spellpoint: 1d6 ⇒ 5
Initiative: 3d6 + 2 ⇒ (2, 1, 1) + 2 = 6


Savage Rifts RotRwT

Yes, Slide 11 is the map. I put the rest of you in marching order single file at the bottom to represent that you haven’t entered the room yet. And yes, it is difficult terrain, so movement cost is double. Khamul had just enough, as did Sil. I will add in Zarque’s attack after the Ghouls go and Idun and Drek’Thar (and hopefully Milah) check in, else I will bot them for this round.
Sil Init: 3d6 + 6 ⇒ (2, 5, 5) + 6 = 18

Round 1
Sileven 18- Move and Attack
Grenz 16- Readied attack (21/9)
Khamul 14- Move and Attack
Ghouls 13
Acolytes 10
Zarque 6
Idun ?
Drek’Thar ?
Milah ?

As Khamul realizes what is going on and Sileven’s elf eyes notice the movement as well, the rest of you start to notice that the mud begins moving and a lot of creatures tear themselves free with howls that threaten to send shivers down your spine. Steeling yourselves, you join in the defense.

Khamul’s spear holds the first one in place and as it attempts to stand, Sileven’s blade first removes its legs and then its head before to even gets a chance to fall. You instantly recognize them as creatures like the one you watched turn at the abandoned house. Father Zantus called them ghouls.


M Halfling Medium (Fiendkeeper) 5

A question - how deep are those pits in the middle of the floor? (I am guessing they are pits, not upward mounds)


Female Human (Ulfen) HP 28/33 | AC +9 | T +4 | F +5 | CMD +10 | F +4 | R +9 | W +5 | Init +4 | Per +8 | Spell Points 1d6/1d6 | Arrows 1d12 | Martial Focus -> Yes

Initiative: 3d6 + 4 ⇒ (5, 6, 3) + 4 = 18
Perception: 3d6 + 7 ⇒ (1, 6, 4) + 7 = 18

Idun appears to have confidence in her friends to handle the fighting, at least for now, and plasters herself against the wall to let anyone else have a clear shot past her with spell or if they wish to rush forward. She rummages through her pack for the alchemical items they have, so that she can tonic or stillgut anyone who gets affected.

Would a readied action to draw the appropriate alchemical countermeasure if someone gets nauseated/paralyzed be acceptable?


Savage Rifts RotRwT

The pits are as marked, 5 feet deep. The other one that looks like a well is 15 ft deep.

You can ready to draw an alchemical item, we can mark you as readied.
DrekBot Initiative: 3d6 + 7 ⇒ (4, 4, 3) + 7 = 18
MilahBot Initiative: 3d6 + 6 ⇒ (5, 1, 2) + 6 = 14

Round 1
Sileven 18- Move and Attack
Idun 18- Ready Draw Alchemy
Drek’Thar 18-
Grenz 16- Readied attack (21/9)
Khamul 14- Move and Attack
Milah 14-
Ghouls 13
Acolytes 10
Zarque 6

I’ll give the others one more day and then bot their actions pending the Discussion question.


NG Half-Orc Incanter 3 / Druid 1 | Status:
Stats:
AC 18 (T 18, FF 15) | CMD 19 | Init +7 | Speed 30ft | F +8, R +6, W +11 | Perc +10, SM +4
HP 27/27 | Spell Points d10/d10 | Spirits 8/8 | FoL 40/40 | BS 8/8

Sorry, skipped notifications because I was soooo sleepy...

Drek's not sure that his help will be needed, and in any case he can't do much, so he keeps his magical energies to cure his friends if they get into trouble.

Most of Life talents won't do much vs undead.


Savage Rifts RotRwT

Round 1:

Sileven 18- Move and Attack
Idun 18- Ready Draw Alchemy
Drek’Thar 18- Ready to Heal
Grenz 16- Readied attack (21/9)
Khamul 14- Move and Attack
Milah 14- Readied Attack
Ghouls 13- Move and Attack
Acolytes 10- Readied Cure Light Wounds
Zarque 6- Golden Burst

Milah readies her weapon at the rear of the line, making sure that no one sneaks in from behind to ambush you in this fight. The ghouls rush forth and attempt to grab at anyone they see, while the acolytes prepare to heal anyone that gets hit. As one rounds a corner, Zarque is ready for it and blasts it with her golden magic.

Sil, I will need two Defense rolls from you, DC 14 or take 4 damage each. Then, everyone is up except Zarque.

Round 2:

Sileven 18-
Idun 18-
Drek’Thar 18-
Grenz 16-
Khamul 14-
Milah 14-
Ghouls 13-
Acolytes 10
Zarque 6


M Halfling Medium (Fiendkeeper) 5

Ok, I am pretty sure that the now dashed red box ghoul drew an AoO from Khamul's longspear as it closed. Do you want to use the one I rolled in my previous post (To Hit = 15 and Damage = 9) or do you want a fresh roll)?


M Halfling Medium (Fiendkeeper) 5

Ok, making the tactical decision without input...

Khamul calls out "We need more blades in here, there's a lot of them!", and stabs sideways with his longspear to make space...

standard action - Attack solid red box ghoul (I believe that's the one Zarque zapped, the one right in front of her).

To Hit: 3d6 + 3 + 3 + 1 ⇒ (5, 1, 4) + 3 + 3 + 1 = 17
+3 bab +3 champion spirit bonus +1 str
damage: 1d6 + 3 + 3 + 1 ⇒ (6) + 3 + 3 + 1 = 13
Spirit Bonus +3, Str +1, Séance Bonus +3


Hopefully that's enough to put solid red box down, which will make space potentially for Grenz to get in here.
Sileven, kill the dashed box one if you can - it will save you being flanked, and I will get an AoO if another one tries to move there...(I also might get an AoO if green moves to where Red box is now). Next priority for you is the ones in the pit; you get an advantage attacking them from higher ground (and they get a penalty attacking you)

Possible AoO:

AoO To Hit: 3d6 + 3 + 3 + 1 ⇒ (3, 3, 1) + 3 + 3 + 1 = 14
AoO damage: 1d6 + 3 + 3 + 1 ⇒ (2) + 3 + 3 + 1 = 9

Defense Rolls (3):

Defense Roll 1: 3d6 + 4 + 4 + 1 ⇒ (6, 2, 3) + 4 + 4 + 1 = 20
4 armor +4 dex +1 size
Defense Roll 2: 3d6 + 4 + 4 + 1 ⇒ (5, 1, 3) + 4 + 4 + 1 = 18
Defense Roll 3: 3d6 + 4 + 4 + 1 ⇒ (2, 3, 5) + 4 + 4 + 1 = 19


M Elf Gestalt Fighter/Rogue 1 | HP 11/11 | AC17/T14/F13/CMD17 | F+3/R+6/W+2+ | Init +4 | Per +9+, low-light | arrows 30 durable

So, I was attacked 3 times? I included a defense roll in the previous post (21), knowing of only 1 opponent, 1 roll seemed sufficient.

Defense 2: 3d6 + 7 ⇒ (1, 3, 5) + 7 = 16
Defense 3: 3d6 + 7 ⇒ (3, 4, 3) + 7 = 17

Also, did any of the 3 around me provoke through movement, by, say standing up or moving through a threatened square? Here are some AoO rolls, in case.

AoO 1 vs standing up w/ prone opponent bonus: 3d6 + 8 + 4 ⇒ (1, 1, 1) + 8 + 4 = 15
Slashing: 1d6 + 2 ⇒ (3) + 2 = 5

AoO 2 vs movement: 3d6 + 8 ⇒ (1, 4, 5) + 8 = 18
Slashing: 1d6 + 2 ⇒ (6) + 2 = 8

AoO 3 vs movement: 3d6 + 8 ⇒ (4, 1, 1) + 8 = 14
Slashing: 1d6 + 2 ⇒ (1) + 2 = 3

AoO 4 vs movement: 3d6 + 8 ⇒ (6, 4, 6) + 8 = 24
Slashing: 1d6 + 2 ⇒ (6) + 2 = 8

Confirm AoO 4 vs movement: 3d6 + 8 + 2 ⇒ (1, 2, 2) + 8 + 2 = 15
Slashing: 1d6 + 2 ⇒ (5) + 2 = 7

Should be more AoOs than could apply

Then Sill will strike at the surrounding opponents with both blades. Solid Red is primary target, then Green, if I need a second target.

Thornblade: 3d6 + 6 ⇒ (2, 6, 5) + 6 = 19
Slashing: 1d6 + 2 ⇒ (1) + 2 = 3

Leafblade: 3d6 + 6 ⇒ (5, 4, 3) + 6 = 18
Slashing: 1d4 + 1 ⇒ (4) + 1 = 5

Then Sil steps back to the wall, looking to reduce the threat against both himself and Khamul. "A wider skirmish line, at least, would be really good!"

A bevy of Defense rolls. Looks like up to 4 could be required . . ..

Defense 1 w/ Full Attack: 3d6 + 7 + 1 ⇒ (5, 2, 5) + 7 + 1 = 20
Defense 2 w/ Full Attack: 3d6 + 7 + 1 ⇒ (4, 2, 2) + 7 + 1 = 16
Defense 3 w/ Full Attack: 3d6 + 7 + 1 ⇒ (5, 5, 1) + 7 + 1 = 19
Defense 4 w/ Full Attack: 3d6 + 7 + 1 ⇒ (2, 3, 1) + 7 + 1 = 14

I do have another AoO possible from last round, but I don't expect it was needed. If I'm wrong, tell me! Something tells me there will be far less opportunity or them this round.


NG Half-Orc Incanter 3 / Druid 1 | Status:
Stats:
AC 18 (T 18, FF 15) | CMD 19 | Init +7 | Speed 30ft | F +8, R +6, W +11 | Perc +10, SM +4
HP 27/27 | Spell Points d10/d10 | Spirits 8/8 | FoL 40/40 | BS 8/8

From behind the lines, Drek launches a positive energy attack that impacts one of the undead (green)

Cure (Harm) vs Will for half: 3d6 + 8 ⇒ (2, 3, 2) + 8 = 15
Damage: 1d8 + 8 ⇒ (3) + 8 = 11

Spell Points: 1d10 ⇒ 3


Savage Rifts RotRwT

Only twice Sil, but I must have missed the defense roll. Either way, you are good. As far as your AoOs, I will try to mark them as used when it happens. In this case, I don’t think they provoked any except from Khamul because of his spear. Khamul, the reason the one is outlined in red is because of the AoO it provoked and took from you because of your spear before it got close to you. The red was an indicator of how much damage they had taken. That said, I will use a different indicator so you can use the boxes as targeting reticles.

Sileven swings his blades in a wide arc, hacking one ghoul down as Khamul holds it in place with his spear and then tearing into another as they close in on him. Before it gets a chance to strike, Drek’thar sends a powerful spiritual burst into its chest and it burns to ashes.

Round 2:

Sileven 18- Attack Solid Red then Green
Idun 18-
Drek’Thar 18- Heal to Harm Green
Grenz 16-
Khamul 14- Spear at Solid Red
Milah 14-
Ghouls 13-
Acolytes 10-
Zarque 6-

Idun, Grenz and Milah are still up!


Grenz's tactic is the same, but he moves forward to support his companions.

Readied Attack: 3d6 + 8 ⇒ (3, 2, 2) + 8 = 15
Damage if it hits: 1d6 + 6 ⇒ (5) + 6 = 11

On his shoulder, Scourge threatens any foe who approaches.

Scourge Bodyguard:

Bite vs. AC10: 3d6 + 3 ⇒ (6, 6, 4) + 3 = 19
Bite vs. AC10: 3d6 + 3 ⇒ (3, 3, 2) + 3 = 11
Bite vs. AC10: 3d6 + 3 ⇒ (5, 6, 4) + 3 = 18

Defense Rolls if needed:

Defense 1: 3d6 + 1 + 2 + 1 + 1 + 3 + 4 ⇒ (1, 1, 4) + 1 + 2 + 1 + 1 + 3 + 4 = 18 +2 if Scourge Bodyguard applies
Defense 2: 3d6 + 1 + 2 + 1 + 1 + 3 + 4 ⇒ (1, 3, 1) + 1 + 2 + 1 + 1 + 3 + 4 = 17 +2 if Scourge Bodyguard applies
Defense 3: 3d6 + 1 + 2 + 1 + 1 + 3 + 4 ⇒ (4, 6, 4) + 1 + 2 + 1 + 1 + 3 + 4 = 26 +2 if Scourge Bodyguard applies

----------

AC: 22 (24 with Aid Another on defense from Scourge)
HP: 34/34
Effects: Mage Armor


Savage Rifts RotRwT

Botting Milah...

Brandishing her blade, Milah charges forward past the others to engage the ghouls, trying to put a line between them and the other casters, standing shoulder to shoulder with Grenz, ready for the next wave.

Round 2:

Sileven 18- Attack Solid Red then Green
Idun 18-
Drek’Thar 18- Heal to Harm Green
Grenz 16- Ready
Khamul 14- Spear at Solid Red
Milah 14- Ready
Ghouls 13-
Acolytes 10-
Zarque 6-

Idun?


Savage Rifts RotRwT

I am going to presume Idun is going to wait until someone needs some alchemical help before acting, so she will ready to draw what she needs again.
MilahBot Ready Attack: 3d6 + 9 ⇒ (1, 1, 5) + 9 = 161d6 + 6 ⇒ (3) + 6 = 9

Khamul, now facing two ghouls, dodges out of the way of one, his small stature saving him from being grabbed and dragged off. His spear catches the other one trying to close in on him, but it keeps coming. Sileven is ready for it as it grabs at him instead and he cuts at it, but it moves just out of the way. Milah is ready for it though and she skewers the thing through its head. More ghouls crawl out of the pit ahead, but Sileven’s blades slash back and forth keeping them at bay. More come around the corner to get at Grenz. They seem to be trying to grab everyone...

Round 2:

Sileven 18- Attack Solid Red then Green
Idun 18- Ready to Draw Alchemy
Drek’Thar 18- Heal to Harm Green
Grenz 16- Ready
Khamul 14- Spear at Solid Red
Milah 14- Ready
Ghouls 13- Attack!
Acolytes 10-
Zarque 6-

Khamul AoO and 3 defenses used, Sil, AoO 1 through 4 used and Defense 1 to 3 used.

Everyone is up, Zarque to finish the round and then the rest of you.


Female Human (Ulfen) HP 28/33 | AC +9 | T +4 | F +5 | CMD +10 | F +4 | R +9 | W +5 | Init +4 | Per +8 | Spell Points 1d6/1d6 | Arrows 1d12 | Martial Focus -> Yes

Yup, I'll continue maintaining alchemical readiness.


Surrounded by undead foes, Grenz falls into himself - in perfect balance he throws punches and kicks at the closest ghoul reaching out for them.

Free Action to start a Bloodrage (Urban applied to STR). Using Combat Expertise. Priority is orange, then purple.

Flurry 1: 3d6 + 8 + 1 ⇒ (5, 6, 4) + 8 + 1 = 24
Damage if it hits: 1d6 + 9 + 1 ⇒ (4) + 9 + 1 = 14

Flurry 2: 3d6 + 8 + 1 ⇒ (3, 3, 3) + 8 + 1 = 18
Damage if it hits: 1d6 + 6 + 1 ⇒ (4) + 6 + 1 = 11

Scourge looks menacing and distracting.

Scourge Bodyguard:

Bite vs. AC10: 3d6 + 3 ⇒ (1, 5, 4) + 3 = 13
Bite vs. AC10: 3d6 + 3 ⇒ (5, 6, 3) + 3 = 17
Bite vs. AC10: 3d6 + 3 ⇒ (5, 5, 3) + 3 = 16

Defense Rolls if needed:

+1 Dodge
+2 Dex
+1 Amulet of Natural Armor
+1 Ring of Protection
+3 Wisdom
+4 Mage Armor
+2 Combat Expertise
+2 Bodyguard Aid from Scourge

Defense 1: 3d6 + 1 + 2 + 1 + 1 + 3 + 4 + 2 + 2 ⇒ (3, 4, 1) + 1 + 2 + 1 + 1 + 3 + 4 + 2 + 2 = 24
Defense 2: 3d6 + 1 + 2 + 1 + 1 + 3 + 4 + 2 + 2 ⇒ (3, 1, 2) + 1 + 2 + 1 + 1 + 3 + 4 + 2 + 2 = 22
Defense 3: 3d6 + 1 + 2 + 1 + 1 + 3 + 4 + 2 + 2 ⇒ (4, 4, 1) + 1 + 2 + 1 + 1 + 3 + 4 + 2 + 2 = 25
Defense 4: 3d6 + 1 + 2 + 1 + 1 + 3 + 4 + 2 ⇒ (3, 3, 4) + 1 + 2 + 1 + 1 + 3 + 4 + 2 = 24
Defense 5: 3d6 + 1 + 2 + 1 + 1 + 3 + 4 + 2 ⇒ (5, 6, 6) + 1 + 2 + 1 + 1 + 3 + 4 + 2 = 31
Defense 6: 3d6 + 1 + 2 + 1 + 1 + 3 + 4 + 2 ⇒ (4, 6, 1) + 1 + 2 + 1 + 1 + 3 + 4 + 2 = 25

----------

AC: 24 (26 with Aid Another on defense from Scourge)
HP: 34/34
Effects: Dragon Style, Bloodrage (Urban 10/11), Combat Expertise, Mage Armor


M Elf Gestalt Fighter/Rogue 1 | HP 11/11 | AC17/T14/F13/CMD17 | F+3/R+6/W+2+ | Init +4 | Per +9+, low-light | arrows 30 durable

Having seen the catfolk's skill with a blade, Sil focuses more to his left than his right.

He looks to slice these undead up as well as he can. Solid purple is primary target. Dashed red is secondary target.

Thornblade: 3d6 + 6 ⇒ (2, 4, 6) + 6 = 18
Slashing: 1d6 + 2 ⇒ (4) + 2 = 6

Leafblade: 3d6 + 6 ⇒ (2, 1, 1) + 6 = 10
Slashing: 1d4 + 2 ⇒ (4) + 2 = 6

Defense rolls (plenty potentially needed):
Defense 1 w/ TWD: 3d6 + 7 + 1 ⇒ (6, 5, 3) + 7 + 1 = 22
Defense 2 w/ TWD: 3d6 + 7 + 1 ⇒ (1, 3, 1) + 7 + 1 = 13
Defense 3 w/ TWD: 3d6 + 7 + 1 ⇒ (3, 1, 5) + 7 + 1 = 17
Defense 4 w/ TWD: 3d6 + 7 + 1 ⇒ (5, 1, 3) + 7 + 1 = 17
Defense 5 w/ TWD: 3d6 + 7 + 1 ⇒ (6, 2, 5) + 7 + 1 = 21
Defense 6 w/ TWD: 3d6 + 7 + 1 ⇒ (5, 4, 6) + 7 + 1 = 23
Defense 7 w/ TWD: 3d6 + 7 + 1 ⇒ (3, 3, 6) + 7 + 1 = 20
Defense 8 w/ TWD: 3d6 + 7 + 1 ⇒ (5, 3, 4) + 7 + 1 = 20
Defense 9 w/ TWD: 3d6 + 7 + 1 ⇒ (2, 5, 5) + 7 + 1 = 20

AoO rolls (unlikely any needed):
Thornblade AoO 1: 3d6 + 8 ⇒ (6, 6, 6) + 8 = 26
Slashing: 1d6 + 2 ⇒ (1) + 2 = 3

Thornblade AoO 2: 3d6 + 8 ⇒ (1, 6, 2) + 8 = 17
Slashing: 1d6 + 2 ⇒ (4) + 2 = 6

Thornblade AoO 3: 3d6 + 8 ⇒ (4, 6, 2) + 8 = 20
Slashing: 1d6 + 2 ⇒ (2) + 2 = 4

Confirm AoO1?: 3d6 + 8 + 2 ⇒ (6, 3, 4) + 8 + 2 = 23
Bonus slashing: 1d6 + 2 ⇒ (5) + 2 = 7


M Halfling Medium (Fiendkeeper) 5

Khamul has to concentrate on the fight in his face now. He drops his longspear and grabs his estoc for a close fight. Taking advantage of his size, he steps under the Ghouls guard and drives the blade into his gut


Free Action - Drop Longspear
Move action - Draw estoc
standard action - Attack dashed red box ghoul

To Hit: 3d6 + 3 + 3 + 1 ⇒ (1, 6, 3) + 3 + 3 + 1 = 17
+3 bab +3 champion spirit bonus +1 str
damage: 2d3 + 3 + 3 + 1 ⇒ (2, 3) + 3 + 3 + 1 = 12
Spirit Bonus +3, Str +1, Séance Bonus +3

Defense Rolls (6):

Defense Roll 1: 3d6 + 4 + 4 + 1 ⇒ (6, 5, 4) + 4 + 4 + 1 = 24
4 armor +4 dex +1 size
Defense Roll 2: 3d6 + 4 + 4 + 1 ⇒ (5, 6, 4) + 4 + 4 + 1 = 24
Defense Roll 3: 3d6 + 4 + 4 + 1 ⇒ (3, 4, 2) + 4 + 4 + 1 = 18
Defense Roll 4: 3d6 + 4 + 4 + 1 ⇒ (1, 2, 1) + 4 + 4 + 1 = 13
Defense Roll 5: 3d6 + 4 + 4 + 1 ⇒ (2, 5, 4) + 4 + 4 + 1 = 20
Defense Roll 6: 3d6 + 4 + 4 + 1 ⇒ (5, 4, 2) + 4 + 4 + 1 = 20


NG Half-Orc Incanter 3 / Druid 1 | Status:
Stats:
AC 18 (T 18, FF 15) | CMD 19 | Init +7 | Speed 30ft | F +8, R +6, W +11 | Perc +10, SM +4
HP 27/27 | Spell Points d10/d10 | Spirits 8/8 | FoL 40/40 | BS 8/8

Okay, I think I need to make a touch attack with Cure if I want to harm people. In this case, ranged touch thanks to the Reach talent. I'm also going to assume that, from a spot more or less adjacent to Zarque's, all I can see is Red and Yellow.

Drek once more invokes his energies, trying to create a gap in the undead ranks.

Cure (Harm) ranged touch attack, vs melee: 3d6 + 4 - 4 ⇒ (1, 6, 5) + 4 - 4 = 12
Damage: 1d8 + 8 ⇒ (2) + 8 = 10
Save vs Will for half damage: 3d6 + 8 ⇒ (5, 2, 6) + 8 = 21

It's a completely underpowered attack, with both an attack roll and a save, but that's what I have.


Savage Rifts RotRwT

From Round 2
ZarqueBot Cast dc 14/17: 3d6 + 10 ⇒ (5, 2, 5) + 10 = 22
ZarqueBot rta Orange: 3d6 + 5 ⇒ (5, 1, 6) + 5 = 17
ZarqueBot dmg: 2d4 ⇒ (1, 1) = 2
ZarqueBot spellpoint: 1d6 ⇒ 2

The fight is joined as the party sends magic and steel in the way of the encroaching ghouls. More fall to Sileven’s blades and as Grenz focus his inner rage to a finely honed edge, he lashes out with two dragon claw hand strikes, ripping the throats from two ghouls. Only a few remain, but they show no sign of giving up. Something is propelling them forward..

Round 3:

Sileven 18- Attack Purple
Idun 18- Ready to Draw Alchemy
Drek’Thar 18- Heal to Harm Yellow
Grenz 16- Attack Orange and Purple
Khamul 14- Estoc at Red
Milah 14- Here...
Ghouls 13-
Acolytes 10-
Zarque 6-

I will give one more day for Milah and then bot her again and then go through the Ghouls, or what’s left of them.


Female Human (Ulfen) HP 28/33 | AC +9 | T +4 | F +5 | CMD +10 | F +4 | R +9 | W +5 | Init +4 | Per +8 | Spell Points 1d6/1d6 | Arrows 1d12 | Martial Focus -> Yes

Yup, still readying, you guys got this.


F Kobald Incanter 4 / Monk 1

Sorry for taking so long. Keeping track of time is difficult at the moment. I'd like to point out that Zarque can also heal, so she can hurt undead, but no reach talent. Thus, 1d8+cl in melee. Don't forget the entangling effect of Zarque's gold!


Savage Rifts RotRwT

Milah holds the line, ready to impale the next ghoul that gets too close, her rapier ever at the ready. The last few close and fight to at least take one of you with them. Though Khamul is fast, one of them does catch him by the arm. Another ghoul closes with Grenz, but Scourge warns him and he moves out of the way just in time. In the distance, you hear the sound of iron grating on stone.

Khamul takes 5 damage and has to make a DC 13 Fortitude save or be paralyzed for Paralyzed: 1d4 + 1 ⇒ (3) + 1 = 4 rounds.

Round 3:

Sileven 18- Attack Purple
Idun 18- Ready to Draw Alchemy
Drek’Thar 18- Heal to Harm Yellow
Grenz 16- Attack Orange and Purple
Khamul 14- Estoc at Red
Milah 14- Ready
Ghouls 13- Attack!
Acolytes 10-
Zarque 6-

Everyone is up!


M Halfling Medium (Fiendkeeper) 5

Fort save: 3d6 + 1 + 1 + 1 + 3 ⇒ (1, 3, 3) + 1 + 1 + 1 + 3 = 13
+1 (Medium 4) + 1 Con + 1 Racial +3 Spirit bonus

Khamul HP: 22

Khamul grits his teeth and fights off the ghouls paralyzing touch.


M Halfling Medium (Fiendkeeper) 5

Khamul, looking for payback, takes another vicious thrust with his Estoc.


standard action - Attack either dashed red box ghoul or blue ghoul, in that order, depending on which (if either) is standing at my point in the init...

To Hit: 3d6 + 3 + 3 + 1 ⇒ (6, 3, 1) + 3 + 3 + 1 = 17
+3 bab +3 champion spirit bonus +1 str
damage: 2d3 + 3 + 3 + 1 ⇒ (2, 2) + 3 + 3 + 1 = 11
Spirit Bonus +3, Str +1, Séance Bonus +3

Defense Rolls (6):

Defense Roll 1: 3d6 + 4 + 4 + 1 ⇒ (1, 6, 4) + 4 + 4 + 1 = 20
4 armor +4 dex +1 size
Defense Roll 2: 3d6 + 4 + 4 + 1 ⇒ (3, 6, 3) + 4 + 4 + 1 = 21
Defense Roll 3: 3d6 + 4 + 4 + 1 ⇒ (3, 6, 3) + 4 + 4 + 1 = 21
Defense Roll 4: 3d6 + 4 + 4 + 1 ⇒ (1, 2, 3) + 4 + 4 + 1 = 15
Defense Roll 5: 3d6 + 4 + 4 + 1 ⇒ (3, 1, 1) + 4 + 4 + 1 = 14
Defense Roll 6: 3d6 + 4 + 4 + 1 ⇒ (2, 3, 5) + 4 + 4 + 1 = 19


Without a word, but with a smile at his animal friend, Grenz unleashed another flurry of attacks at the undead around him.

Targeting blue first, and green second. Unless the dotted line means it is already wounded, in which case, I will go for the green first.

Flurry 1: 3d6 + 8 + 1 ⇒ (6, 2, 1) + 8 + 1 = 18
Damage if it hits: 1d6 + 9 + 1 ⇒ (1) + 9 + 1 = 11

Flurry 2: 3d6 + 8 + 1 ⇒ (4, 2, 2) + 8 + 1 = 17
Damage if it hits: 1d6 + 6 + 1 ⇒ (3) + 6 + 1 = 10

Scourge stands proud and fierce!

Scourge Bodyguard:

Bite vs. AC10: 3d6 + 3 ⇒ (4, 3, 4) + 3 = 14
Bite vs. AC10: 3d6 + 3 ⇒ (4, 6, 3) + 3 = 16
Bite vs. AC10: 3d6 + 3 ⇒ (6, 4, 6) + 3 = 19

Defense Rolls if needed:

+1 Dodge
+2 Dex
+1 Amuklet of Natural Armor
+1 Ring of Protection
+3 Wisdom
+4 Mage Armor
+2 Combat Expertise
+2 Bodyguard Aid from Scourge

Defense 1: 3d6 + 1 + 2 + 1 + 1 + 3 + 4 + 2 + 2 ⇒ (5, 3, 1) + 1 + 2 + 1 + 1 + 3 + 4 + 2 + 2 = 25
Defense 2: 3d6 + 1 + 2 + 1 + 1 + 3 + 4 + 2 + 2 ⇒ (5, 3, 3) + 1 + 2 + 1 + 1 + 3 + 4 + 2 + 2 = 27
Defense 3: 3d6 + 1 + 2 + 1 + 1 + 3 + 4 + 2 + 2 ⇒ (5, 3, 1) + 1 + 2 + 1 + 1 + 3 + 4 + 2 + 2 = 25
Defense 4: 3d6 + 1 + 2 + 1 + 1 + 3 + 4 + 2 + 2 ⇒ (6, 4, 2) + 1 + 2 + 1 + 1 + 3 + 4 + 2 + 2 = 28
Defense 5: 3d6 + 1 + 2 + 1 + 1 + 3 + 4 + 2 + 2 ⇒ (3, 1, 3) + 1 + 2 + 1 + 1 + 3 + 4 + 2 + 2 = 23
Defense 6: 3d6 + 1 + 2 + 1 + 1 + 3 + 4 + 2 + 2 ⇒ (1, 1, 4) + 1 + 2 + 1 + 1 + 3 + 4 + 2 + 2 = 22

----------

AC: 24 (26 with Aid Another on defense from Scourge)
HP: 34/34
Effects: Dragon Style, Bloodrage (Urban 9/11), Combat Expertise, Mage Armor


M Elf Gestalt Fighter/Rogue 1 | HP 11/11 | AC17/T14/F13/CMD17 | F+3/R+6/W+2+ | Init +4 | Per +9+, low-light | arrows 30 durable

Sil attempts to reduce the threat, just like everybody else, really. Blue primary, Dashed Red secondary

Thornblade: 3d6 + 6 ⇒ (4, 5, 6) + 6 = 21
Slashing: 1d6 + 2 ⇒ (3) + 2 = 5

Leafblade: 3d6 + 6 ⇒ (2, 6, 6) + 6 = 20
Slashing: 1d4 + 2 ⇒ (4) + 2 = 6

Confirm Thornblade threat?: 3d6 + 6 + 2 ⇒ (5, 5, 1) + 6 + 2 = 19
Slashing: 1d6 + 2 ⇒ (2) + 2 = 4

Confirm Leafblade threat?: 3d6 + 6 + 2 ⇒ (5, 3, 1) + 6 + 2 = 17
Slashing: 1d4 + 2 ⇒ (2) + 2 = 4

Defense rolls (potentially need 6?):
Defense 1 w/ TWD: 3d6 + 7 + 1 ⇒ (3, 3, 4) + 7 + 1 = 18
Defense 2 w/ TWD: 3d6 + 7 + 1 ⇒ (5, 6, 2) + 7 + 1 = 21
Defense 3 w/ TWD: 3d6 + 7 + 1 ⇒ (3, 1, 5) + 7 + 1 = 17
Defense 4 w/ TWD: 3d6 + 7 + 1 ⇒ (2, 4, 1) + 7 + 1 = 15
Defense 5 w/ TWD: 3d6 + 7 + 1 ⇒ (4, 6, 4) + 7 + 1 = 22
Defense 6 w/ TWD: 3d6 + 7 + 1 ⇒ (3, 5, 6) + 7 + 1 = 22

AoO rolls (unlikely any needed):
Thornblade AoO 1: 3d6 + 8 ⇒ (5, 1, 3) + 8 = 17
Slashing: 1d6 + 2 ⇒ (1) + 2 = 3

Thornblade AoO 2: 3d6 + 8 ⇒ (3, 4, 4) + 8 = 19
Slashing: 1d6 + 2 ⇒ (1) + 2 = 3


Female Human (Ulfen) HP 28/33 | AC +9 | T +4 | F +5 | CMD +10 | F +4 | R +9 | W +5 | Init +4 | Per +8 | Spell Points 1d6/1d6 | Arrows 1d12 | Martial Focus -> Yes

Idun continues being ready at the back. She tenses when Khamul takes a hit, but he seems to be able to resist the much feared touch of these pestilent creatures, and so she remains where she is.


Savage Rifts RotRwT

After more splashes in the mud and the dragging of blades and fists through already dead bodies, the ghouls finally fall, leaving only unmoving corpses in the mud. It takes a moment for the adrenaline to wear off, but when it does, the two acolytes can no longer hold it and whatever they had for breakfast joins the ghouls on the muddy floor. The tunnel continues past these ghouls a bit, and those of you sensitive to such things can feel something emanating from the bodies, but the others confirm that they are indeed down. Fight over! Shall we continue?


M Halfling Medium (Fiendkeeper) 5

Khamul cleans and sheaths his Estoc. He grabs his longspear up from the mud and cleans it on a corpse. He says "There's something odd coming from the bodies..."; he kneels to take a closer look at one of the corpses...

Perception: 3d6 + 4 + 3 + 1 ⇒ (4, 6, 6) + 4 + 3 + 1 = 24 and a further +4 to detect danger
4 ranks +3 trained +1 trait
In particular, is there any sign of healing/regeneration ongoing?


M Elf Gestalt Fighter/Rogue 1 | HP 11/11 | AC17/T14/F13/CMD17 | F+3/R+6/W+2+ | Init +4 | Per +9+, low-light | arrows 30 durable

"Let it out. That's good. This SHOULD disturb you. It should feel like a violation of nature." Sil talks to the acolytes while he tries to clean his blades as much as possible in the circumstances.

He eventually chooses to just keep the in his hands, though, deciding not to push any of this gunk into the sheaths for him to have to clean out later.


Grenz leans on the wall, recovering from the heat of battle for a few moments.

Urban Bloodragers should not get fatigued after Rage :P

From his shoulder, Scourge sniffs the air.


Savage Rifts RotRwT

Khamul looks closer at one of the ghouls. While unmoving, he can see a trace of black energy coursing through where its veins would be. The flesh starts to shrivel as it does so and the energy seems to exit the body and then disappear into the mud. He follows it to the deep hole in the Northwest of the cavern, where all of it seems to be coalescing before disappearing down the hole.

The acolytes attempt to compose themselves. ”Thank you,” Gurin says. ”We are just not used to such filth and unholiness.”

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