pbp day Waking Rune (Inactive)

Game Master Pirate Rob

Waking Rune


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The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Ezrek continues to ponder the mystery of the runes. Perhaps the Control rune can be destroyed with a summoned creature as well, unless anyone knows a word of command.

Grand Lodge

Male Human Fighter 11 | HP 114/114 | AC 34 | Touch 19 | FF 29 | F +14 | R +11 | Wi +11 | Init +9 | Perception +17 | Sheet

"Do you want me to attempt to bash that Rune?" Liam asks, as he straps his shield back on to his arm.

Grand Lodge

Male Halfling Cleric of Besmara (Cloistered Cleric) 12

"I do have some mind-controlling Enchantments prepared... but I worry about using them on runes, instead of runelords. But, if you wish, I can attempt to use one on it."

Baltar nods at Liam in approval.


Aspenthar

As a note attacking the runes does not require an attack roll as they are inanimate objects.

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Ezrek nods at Baltar. I agree and fear the same, but I also fear that if we do not disable these runes, the runelord will be all the stronger. Ezrek paces near the Defense rune. Shock will damage this on as well...I have three flasks of bottled lightning, but I cannot be sure they will deal enough damage.

Grand Lodge

Male Halfling Cleric of Besmara (Cloistered Cleric) 12

GM, would you be able to post the information we've discovered on the runes on the campaign tab for easy reference? I'm having a hard time jumping back and forth to try and find what either I learned, and what Ezrek discovered. Thanks!


Aspenthar

Good idea, posted here and on the campaign tag.

Runes:

Rune of Life
A PC who identifies a rune of life understands that the subtle forces of death can disrupt and destroy the rune.

The following can disable the rune: dealing 27 points of negative energy damage in one round; bestowing 2 or more negative levels; dealing 3 or more points of ability damage to a single ability score by a poison or disease in one round; or casting a spell at the rune of 4th-level or higher with the death descriptor.

Rune of Alacrity
A PC who identifies a rune of alacrity understands that effects that would impede a creature’s speed and mobility can disrupt and destroy the rune.

Rune of Defense
A PC who identifies a rune of defense understands that effects that batter and shock can disrupt and destroy the rune.

Rune of Armor-Disrupted:

A PC who identifies a rune of armor understands that effects that scorch, tear, or sabotage can disrupt and destroy the rune.

Rune of Control
A PC who identifies a rune of control understands that it is vulnerable to servant creatures and powerful commands.

Grand Lodge

Male Halfling Cleric of Besmara (Cloistered Cleric) 12

Thank you, sir! :)

Baltar ponders a bit over this dilemma.

"Besmara grants me spells with control over the storms, but I wonder if they would help. I could summon an Ice Storm, which impedes mobility, on the Rune of Alacrity, but do you think that would suffice?"

"I can also cast a Hold Person spell, but would the rune respond to something that targets the living? It's a quandary, for certain."

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

It may, I was thinking of a Hold Person spell, but perhaps that would not be powerful enough.

Grand Lodge

Male Halfling Cleric of Besmara (Cloistered Cleric) 12

"It's worth a shot, I suppose. If it doesn't work, I can step it up with an Ice Storm."

Baltar moves to the Rune of Alacrity and casts Hold Person on it.


Aspenthar

I almost forgot, wrapped around the neck of one of the stone outsiders (a monadic deva) as if it were a noose is a +3 flail.

Either ~10 minutes of chipping will get it out, or any good aligned creature can draw it with no trouble.


Aspenthar

Baltar: your magic hits the rune and it shimmers momentarily before reflecting back a bolt of energy.

Baltar: Will Save. It's an extraordinary curse effect with no other keywords

Grand Lodge

Male Human Fighter 11 | HP 114/114 | AC 34 | Touch 19 | FF 29 | F +14 | R +11 | Wi +11 | Init +9 | Perception +17 | Sheet

Does a LG aligned PC count as a good-aligned creature?

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

Ouch! Sorry Baltar


Aspenthar
Liam L'Outre wrote:
Does a LG aligned PC count as a good-aligned creature?

Yup.

Grand Lodge

Male Halfling Cleric of Besmara (Cloistered Cleric) 12

Will: 1d20 + 16 ⇒ (20) + 16 = 36


Aspenthar

Baltar: you are unaffected by the reflected energy.

Grand Lodge

Male Human Fighter 11 | HP 114/114 | AC 34 | Touch 19 | FF 29 | F +14 | R +11 | Wi +11 | Init +9 | Perception +17 | Sheet

Liam takes the +3 flail. Unhooks his shield again, walks over to Baltar and gets tapped by the wand and approaches the rune. He raises the flail up over his head 2 handed and brings it down with all his might.

Vital Strike, Power Attack, 2 Handed

Bludgeoning: 4d6 + 7 + 3 + 9 ⇒ (5, 6, 3, 1) + 7 + 3 + 9 = 34

If that works, great, if it fails, here's my Will save.

Will Save: 1d20 + 13 ⇒ (11) + 13 = 24

Hopefully that is high enough.

I'm going to roll another attack as if the save succeeded.

Bludg: 4d6 + 7 + 3 + 9 ⇒ (3, 6, 4, 6) + 7 + 3 + 9 = 38

Hopefully that did it, because I did similar with the sword.


Aspenthar

Liam's first hit causes the rune to flicker momentarily before before it regains its full brilliance and reflects its power back at Liam.

Fortunately Liam is able to shake off the effect.

Liam's second hit however is enough to cause the rune to fade away, leaving just a blank, (and now dented) abyssium plate.

Grand Lodge

Male Halfling Cleric of Besmara (Cloistered Cleric) 12

After feeling a bit of a surprise from the reflected energy, Baltar is pleased to see Liam take out yet another rune.

"Nicely done, sir!"

Grand Lodge

Male Human Fighter 11 | HP 114/114 | AC 34 | Touch 19 | FF 29 | F +14 | R +11 | Wi +11 | Init +9 | Perception +17 | Sheet

Liam takes a few moments to strap his shield back on his arm.

"Lets take out these life runes. If nothing else we've dealt him a serious blow."

Grand Lodge

Male Halfling Cleric of Besmara (Cloistered Cleric) 12

"I suggest that Hugo direct his summoned insects quickly to the Runes of Life, before they disappear back to their home plane. We have to be quick about it."

Frustrated that he hasn't been able to contribute to disabling the runes, Baltar wanders over to the Rune of Control.

Powerful commands, hm? I hope Hugo's theory of using summoned beasts to destroy it will work. Otherwise, I will try this rune. Whatever that feeling was, it certainly wasn't pleasant and I'd hate to suffer its effects!

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo finishes his prayer to Abadar and preps Sum Mon III.

He will cast the spell extended using his metamagic rod (duration 20 rounds).

"I summon vipers from my homeland of Osirion. Come and fight for me."

1d4 + 1 ⇒ (4) + 1 = 5 celestial vipers appear. Hugo will direct a couple of them to attack each of the rune plates. If they have problems climbing to the plates, he will carefully pick them up on his buckler (he has delay poison up, but I would not expect they would attack him).

Basic stats: Climb 20ft, Poison (Ex) Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

Grand Lodge

Male Human Fighter 11 | HP 114/114 | AC 34 | Touch 19 | FF 29 | F +14 | R +11 | Wi +11 | Init +9 | Perception +17 | Sheet

My fly is gone most likely.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

fly was good for 20 mins...I think you have about 1-3 mins left...but you are right, not much longer.

The Exchange

AC28(38)/T18(22)/F23(33)/CMD32(38)||HP202[136]|F:+15(18);R:+17(21);W+11|Percept. +23(+31 trapspotter)|Init.+5(+9) Human Alchemist (Cryptbreaker) 16

dealing 3 or more points of ability damage to a single ability score by a poison or disease in one round

Perhaps you should have three strike at a time for the guaranteed 3 pts?

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

I can try 3 on one and 2 on another or all 5 on one, rinse and repeat at the next one.., not sure what the save is for a rune plate, so could be cumulative for 6 rounds...who knows?.may also work on the rune of control too.


Aspenthar

Remember, that unless you have some way of communicating with the vipers you can't give them more complex commands than pointing at things and telling them to attack. As for climbing up to the runeplates it shouldn't be any trouble for the vipers but will cost them 5ft of movement each way.

We should probably break this down into rounds for the vipers because they are actually going to have a lot of distance to cover. Let me know where you want to summon them and move them in the first round. I even made 5 little Vs to help.

Dark Archive

Order them to go for the Rune of Control, once the Runes of Life are gone, as well since they are your servants.

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

Schnikies! Go away for an afternoon and there have been 30 posts!

Fletch watches with interest, but little understanding.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Ok, let me try this GM, and tell me if any part of it does not work. In the interest of time, please roll attacks and damages for me if that is acceptable to you.

Round 1 - Vipers appear, Hugo separates LOS of 3 of them from the other 2 (with cloak if needed) and points the 3 to attack the SW LIFE rune close to them, and commands them to attack (which they should be able to do this round) . "Attack this!"

He then will walk south to the square where he can see the other 2 snakes and the other SE LIFE rune and commands them to attack.

"Attack this!"

If they double move, the 2 snakes should be able to reach Hugo's new square.

Round 2 - The 2 snakes will hopefully continue to their target (double move) and end about 15' from the SE LIFE rune, ready to attack it next round. Hugo waits to see what happens with the first SW LIFE rune. If it is successfully deactivated, he will move, back to the north closer to the CONTROL rune and point for the 3 snakes to attack it

"Attack this!"

(which they cannot reach this round (but can get to within 15' with a double move). If the first rune is not deactivated, he will let the snakes continue the attack. If all goes well, LIFE Rune 1 is off, and both sets of snakes are within a single move of the next targets. I doubt it will go this well, so I will stop listing actions until these 2 rounds are resolved. (18 rounds remaining on 5 snakes).

Round 3 - Waiting...

Also, if the group has better idea they agree to, Hugo will change tactics as directed.

Grand Lodge

Male Human Fighter 11 | HP 114/114 | AC 34 | Touch 19 | FF 29 | F +14 | R +11 | Wi +11 | Init +9 | Perception +17 | Sheet

If I were to do this. I would send 3 to one rune, 2 to the other. I would have the 3 attack the Rune. There is no AC as we saw with my melee attacks on them. If there's a save, we're hosed, so I wouldn't worry about it. Order the three to attack the rune, send one to the other 2 while you send the others to the next rune of life. Order the Vipers to attack the second rune. Send 1 to the third rune where the others from the first rune are waiting and send 2 to the rune of control. Order to attack until we disable and move all five to the rune of control. You'll be reducing travel time, if you're willing to take a chance on making the save you can have the 2 attack, while the 3 are attacking. You've got a 50% chance of getting it with two.


Aspenthar

Round 1: The 3 vipers slither up to the rune plate and sink their tiny little fangs into it. The rune flickers briefly before dissipating. While the other 2 vipers make it to Hugo's position in the southern corner.

Round 2: The 2 vipers next to hugo continue their slithering towards the SE life rune. Seeing his success on the SW rune Hugo double moves to where he can see the rune of control and commands the 3 vipers on his side to attack it. They faithfully slither forward.

Gm Dice:

1d6 ⇒ 3
3d2 ⇒ (2, 2, 1) = 5
5d20 ⇒ (3, 11, 13, 18, 8) = 53

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

I will post the next two rounds in a bit. Is anyone working on the 3rd (non-life) rune? .

Dark Archive

Since the spell failed to stop the one maybe we could try and grapple it? Not really my specialty but I can give it a try unless someone is more skilled at grappling.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Round 3 - The 2 southern snakes move 15' and attack the SE LIFE rune. Hugo directs 2 of the trio of snakes attack the CONTROL rune, which they should be able to do this round after moving 15'. Hugo (double) moves north to where the other N LIFE rune is within view and orders the 3rd snake to attack it.

Round 4 - If the 2 snakes are successful in disabling the CONTROL rune, then he will call them forward to attack the N LIFE rune with their 3rd buddy, who will double move that direction and within striking distance of round 5. Hugo will double move 80 east to stand in front of the DEFENSE rune (and hopefully within sight of the 2 southern snakes). If they are successful, he calls them to attack the DEFENSE rune (just to get them to move north).

Round 5 - The single viper moves and attacks the N LIFE rune. The 2 snakes of the trio move towards the N LIFE rune with their buddy from before. The other 2 snakes continue north. Hugo will adjust as necessary if anything does not go as planned.

Round 6 - 3 snakes attack N LIFE rune if needed. Hugo waits to see actions for the other 2 snakes from the south...


Aspenthar

We'll assume somebody is near enough to the SE Rune to shout what's going on. I moved the minis around on the map to a position to cover everything, feel free to make adjustments if you guys don't like it.

Round 3:
The SE vipers slither up and inject their poison into the Life Rune causing it to dissipate.

The 2 vipers slithering up to the Control Rune try and bite into it but are unable to penetrate the plate with their fangs, leaving a little bit of venom to ooze down the front of the plate. The Control Rune channels black energy back through the vipers and into Hugo.

I need 2 will saves from Hugo. (Extraordinary Curse)

GM Dice:

2d2 ⇒ (2, 2) = 4
2d2 ⇒ (2, 1) = 3
5d20 ⇒ (5, 15, 18, 19, 10) = 67

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Hugo shakes at the unexpected backlash of energy from the rune.

"AHHHRRR! What in the name of Abadar was that?"

Will: 1d20 + 16 ⇒ (14) + 16 = 30 (+2 vs Evil, +2 vs Enchantments)
Will: 1d20 + 16 ⇒ (4) + 16 = 20 (+2 vs Evil, +2 vs Enchantments)

* GM (*) Star Reroll, if allowed, otherwise will burn a favor *

Will: 1d20 + 16 ⇒ (10) + 16 = 26 (+2 vs Evil, +2 vs Enchantments)

If Hugo survives, he will move back and call the 2 snakes on the CONTROL rune to attack the N LIFE rune instead.


Aspenthar

Reroll still requires portfolio or shirt, but you get to add your stars to the reroll. I will assume we're going with 30 and 27, let me know if you don't actually have a reroll though. (I don't need a picture or anything, your word is good enough)

Hugo manages to shake off the black energy without ill effect.

Rounds 4/5: the 3 vipers make it to the north Life Rune and inject it with their venom, successfully destroying it.

GM Dice:

3d2 ⇒ (2, 1, 2) = 5
3d2 ⇒ (1, 1, 2) = 4
7d20 ⇒ (1, 6, 10, 10, 3, 15, 5) = 50

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

I have a player portfolio for the reroll. I can scan it to googledocs if needed.

Once the snakes finish the 3rd LIFE rune, Hugo will ask...

"Ok, now what? Was there a door or something? Any ideas on these other two rune plates? That one backlashed on me or at least tried."


Aspenthar

No need to scan, reroll is fine.

Alacrity and Control remain; the tiny vipers do not seem powerful enough to disrupt the Control Rune. Of course you've got a bunch more rounds so you're welcome to try some more with them if you like. :)

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

Um, no thanks. That was enough fun. I already have a feeling I will regret not having that reroll later. :-(

Liberty's Edge

Male Human Ranger 14 (Freebooter and Skirmisher) - HP 122/130, AC 29/T: 16/FF: 25 - Perception +19 - F: +14/ R: +14/ W: +8* - CMB: +18 - CMD: 34, Speed: 30*, Init. +4

"So...We cant' just smash 'em?" asks Fletch, getting bored, something new to the usually patient ranger.

Grand Lodge

Male Halfling Cleric of Besmara (Cloistered Cleric) 12

"The Rune of Control needs a powerful command to break it, correct? I could cast Greater Forbid Action on it, which is a strong compulsion spell. My hope was to possibly forbid Krune himself from attacking us if it came to it, but if it might be better served to disrupt his wards..."

Baltar will defer to the judgment of his allies if he should attempt the Rune or leave it and move on.

Grand Lodge

Male Half Elf Cleric-16/ Ranger-1 (HP 157/157; AC:25, T:14, FF:22; Fort:+18(+20) Ref:+14 Will:+22; Init+5; Perception+28) {i} {0/11 channels used, 2/3 rod-q, 0/3 rod-x, 0/32 hops, 0/11 inspired word +2, pyrex 0/1 might 0/1 } {fly, death ward, prot evil circle, resist fire 30/50min }

"It may be worth the attemp, Baltar. I am more fluent in enabling movement, not hampering. I fear I have nothing to offer on that one. "


Aspenthar

Well let me know if you guys want Baltar to give it a try or not.

Grand Lodge

Male Halfling Cleric of Besmara (Cloistered Cleric) 12

I'll just go ahead with it.

Baltar begins to sweat as he stares down the Rune. His last attempt failed... Will this one as well? He begins the incantations and hand movements necessary to cast his spell.


Aspenthar

Baltar casts, the rune flickers and pulses before dissipating.

This leaves the interior stone door and the Alacrity Rune as obvious next steps.

Grand Lodge

Male Halfling Cleric of Besmara (Cloistered Cleric) 12

Baltar feels a rush of excitement come over him, but stifles it before it explodes to the surface. A librarian, after all, needs to maintain proper composure and noise levels at all times.

"Well, this last rune seems to evade our efforts. Shall we leave Krune with one of his precious toys and proceed through the door?"

Grand Lodge

Male Human Fighter 11 | HP 114/114 | AC 34 | Touch 19 | FF 29 | F +14 | R +11 | Wi +11 | Init +9 | Perception +17 | Sheet

"I could throw a net on it, but that seems a bit silly." Liam says showing the basic net he has tucked in his belt.

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