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  1. - Top - End - #841
    Titan in the Playground
     
    DrK's Avatar

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    Default Re: Rise of the Runelords IC 2

    Rakieth Anlec

    Rakieth breathes heavily as the flurry of fighting happens around him, he hates these sort of melees preferring the hit and run of shadowy night! Stepping through to beside Krusk he jabs out with a savage blow to the maiden in fronts visor slit seeking a vital spot


    Spoiler:
    Show


    Step through door to EL14
    Hunting serpent vs EK14
    ** Heal check (1d20+12)[19] (if hits AC then FF and +1d6 dam)
    ** Attack (1d20+9)[22] dam (1d8+3)[4] +(1d6)[2] if FF then (3d6)[7] extra dam
    If hit serpent style -2 AC for 3 rounds

    HPs 28 / 40 Saves +3/9/5 (+2 Vs Enchant, +2 vs Traps)
    AC 20 (FF 20 Touch 15) +2 shield +2 deflection vs Evil= 24
    Init +7 Perception +9 (11 vs traps) Darkvision 60ft/Lowlight vision

    Abilities
    Inspiration 3 /5 Remaining (+1d6 on skill check, Free on Knowledge/S.motive Perception, 2 points for Saves / Attack rolls)
    Sneak Attack +2d6
    Trapfinding +2
    Uncanny Dodge

    Path of War
    Active Stances: Scarlet Einhander
    Body of Night (Heal ranks to Stealth, +4 to hit/+1d6 dam Vs FFooted)
    Scarlet Einhander (If one weapon fighting, +1d6 damage, +2 shield AC)
    Riven Hourglass (+4 Dodge AC/Initiative, Immune to Slow, 20% Spell Miss chance)

    Moves
    Hunting Serpent (strike)
    Dizzying Venom (boost)
    Sun Dips Low (Counter)
    Iron Fang (strike)
    Sight Piercing Fang (strike)
    Broken Blade strike (strike)

    Instead of recovering maneuvers like a standard stalker, a vigilante must open his mind to the flow of battle and the inherent patterns therein as a full-round action. When he does so, he recovers a number of expended maneuvers equal to his vigilante initiation modifier (minimum 2), gains a +4 insight bonus to his AC for one round and can move up to to his speed during the action, provoking attacks of opportunity as normal. In addition, the next attack he makes this encounter adds his sneak attack damage if it hits, regardless of whether or not the target his flanked or flat-footed. Alternately, the vigilante can center his awareness and recover a single maneuver as a standard action.

    Conditional effects



    [/QUOTE]
    Thanks to Emperor Ing for the nice Avatar

  2. - Top - End - #842
    Troll in the Playground
     
    CasualViking's Avatar

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    Default Re: Rise of the Runelords IC 2

    Lizuga Manescu

    "I think their minds are being controlled.... Lady, I've never tried to heal that... I don't know how that works...". Lizuga lunges through the opening with her hammer as Krusk dodges to the side.
    Piercing Strike at EJ15 and EK15 attack - (1d20+8)[21], nonlethal - (1d12+5)[16]+(1d6)[2]
    Spoiler: Stats
    Show
    AC 22, Touch 13, FF 20, CMD 21|Fort +6 Ref +3 Will +8|HP: 46/46
    Perception +12, Initiative +2
    Healer's Hand 4/6
    Triage 0/4. Maneuvers readied: Encouraging Roar (boost), Kill the Wounded, Curate's Strike (heals 16 or new save), Piercing Strike (+5' reach, attack two targets next to each other), Goring Strike (strike 15' line, +2d6 damage, fort 17 or bleed 1d4). Stance: Armaments of the Empire .
    Last edited by CasualViking; 2024-03-24 at 03:34 AM.
    Semper ludens.

  3. - Top - End - #843
    Ettin in the Playground
     
    Erloas's Avatar

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    Default Re: Rise of the Runelords IC 2

    Keeping up his defenses, Krusk attacks the maiden in front of him, following up from Lizuga's attack, trying to open up some room to move and let other's come in.

    Spoiler: OOC
    Show

    hps 9/64 = last turn was 11+9 temp, -11 from attack but crit didn't confirm (thanks to stance)
    AC 26 (stance for +2 still going)

    Martial power feat again for -3 to hit for 9 temp HPs for 1 round

    full attack vs EK15
    (1d20+6)[19] +9 base, - 3 martial power
    (2d4+4)[9] standard damage
    (1d6)[3] merciful blow

    (1d20+1)[5] +4 base - 3 martial power
    (2d4+4)[9] standard damage
    (1d6)[4] merciful blow

    Will 5ft step to EK15 if that one is taken out


  4. - Top - End - #844
    Ettin in the Playground
     
    u-b's Avatar

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    Default Re: Rise of the Runelords IC 2

    Rakieth steps forward to attack one of Gray Maidens and, while he does, and has some success, he striking arm gets hit by a longsword real hard for 18 damage. Lizuga lunges with a piercing thrust between Krusk and Rakieth, skewering two Gray Maidens' thighs all the way through. You would expect major blood loss, but magic works and there is none. One of the Gray Maidens still collapses in shock from the pain. Krusk whacks the Gray Maiden in front of him. She's barely standing, but blocks the second attack with the shield and prevents Krusk's advance. Iris does hit her chest and takes her out moments later. Iris also attempts to hit the other one, but she's partially obscured by doorpost, which the arrow finds itself logged into.

    As you thus clear the way into the room, your Gray Maidens pour in. The first one just positions herself behind the two remaining defenders, trying to keep her shield up on the way, but nonetheless gets hit for 6 damage. Two others follow suit. Helanda Mertein stops a bit short to stab at an opponent and lands a very good hit. The two only remaining opposition Maidens do not seem deterred by even that. One swings at Rakieth and hits true for 18 damage and makes a way for the other, which also attacks, is unable to hit, drops her weapon and says: "I surrender."

    She still does not seem like she is in fear for her life.

    Spoiler
    Show

    Longsword (1d20+7)[27] for (1d8+5)[6] (sunder power attack)
    Confirm (1d20+7)[24] for (1d8+5)[12] (power attack)

    Longbow (1d20+9)[27] (+4 BAB, +4 Dex, +1 weapon, +1 bless, -2 rapid shot, +1 point blank) damage (nonlethal) (1d8+4)[7] (+2 Str, +1 weapon, +1 point blank) + (1d6)[5] (merciful)
    Longbow (1d20+9)[17] (+4 BAB, +4 Dex, +1 weapon, +1 bless, -2 rapid shot, +1 point blank) damage (nonlethal) (1d8+4)[9] (+2 Str, +1 weapon, +1 point blank) + (1d6)[1] (merciful)

    Longsword (1d20+8)[25] for (1d8+3)[6]

    Helanda Mertein: (1d20+8)[27] for (1d6+4)[8]
    Helanda confirm: (1d20+8)[22] for (1d6+4)[7]

    Longsword (1d20+7)[26] for (1d8+5)[7] (power attack)
    Longsword (1d20+7)[12] for (1d8+5)[10] (conditional, power attack)
    Confirm (1d20+7)[25] for (1d8+5)[11] (power attack)

    EK13 16 dmg => EK14
    EK14 28(?) dmg - not sure if your Gray Maidens also do +1d6 nonlethal; if they do, this one is out at this point; if not, she makes way for EK13 and AoOed into oblivion

    EJ14 6 dmg

    => Party (everyone, any order OR combat is over if you don't knock her out)

  5. - Top - End - #845
    Troll in the Playground
     
    CasualViking's Avatar

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    Default Re: Rise of the Runelords IC 2

    Lizuga Manescu

    Lizuga reaches out, hooks the dropped weapon with her hammer, and pulls it out of reach. Then, she straightens up, lets out a huge sigh, and starts looking around to see if anyone is critically injured.

    (the maidens did not do +1d6 damage from me)
    Spoiler: Stats
    Show
    AC 22, Touch 13, FF 20, CMD 21|Fort +6 Ref +3 Will +8|HP: 46/46
    Perception +12, Initiative +2
    Healer's Hand 4/6
    Triage 0/4. Maneuvers readied: Encouraging Roar (boost), Kill the Wounded, Curate's Strike (heals 16 or new save), Piercing Strike (+5' reach, attack two targets next to each other), Goring Strike (strike 15' line, +2d6 damage, fort 17 or bleed 1d4). Stance: Armaments of the Empire .
    Semper ludens.

  6. - Top - End - #846
    Ettin in the Playground
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    Default Re: Rise of the Runelords IC 2

    Iris

    As the others move to check over the injured and secure the defeated, Iris stays wary. She positions herself where she can see as many of the multiple exits as possible.

    Spoiler: actions
    Show

    perception (1d20+12)[19]


    Spoiler: Stats
    Show
    Iris
    F NG Human (Varisian) Inquisitor (Urban Infiltrator), Level 6, Init 7, HP 18/28, Speed 30ft
    AC 20, Touch 16, Flat-footed 16, CMD 22, Fort 4, Ref 6, Will 8, CMB +6, Base Attack Bonus 4
    +1 Composite Longbow (+2 Str) +9 (+4 BAB, +4 Dex, +1 weapon) (1d8+3, x3)
    Battle aspergillum +6 (+4 BAB, +2 Str) (1d6+2, x2)
    Dagger +6 (+4 BAB, +2 Str) or ranged +8 (+4 BAB, +4 Dex) (1d4+2, 19-20/ x2)
    Mithral MW Chain Shirt Armour (+4 Armor, +4 Dex, +2 Misc)
    Abilities Str 14, Dex 18, Con 8, Int 10, Wis 16, Cha 10
    Condition
    *Lucky Number [18](24 hours): reroll or +2 Luck bonus if number [18] rolled
    *Adoration: immediate sanctuary (Will DC15)
    *Agent of Chance: immediate - adjacent ally can reroll a skill check
    *Bless: +1 morale bonus on attack rolls and on saving throws against fear effects
    *Protection from Evil: +2 deflection to AC & +2 resist to saves
    *Expeditious Retreat (+30 move)
    *Armaments of the Empire (Merciful +1d6 nonlethal)

  7. - Top - End - #847
    Ettin in the Playground
     
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    Default Re: Rise of the Runelords IC 2

    Lizuga's first reaction was to move the dropped weapon away from the surrendered Gray Maiden, but looking down, there is a whole lot more of the same weapons as well as knocked out Gray Maidens on the way. At Helanda's suggestion, you move the Gray Maiden to the northern storeroom, take her shield, then let three "your" Gray Maidens guard her with the door still open. As for those knocked out... some do have serious wounds, but no one looks like they are about to die if left or themselves. Iris repositions herself to EK16 and tries to look in all directions at once. So far, the things seem to be perfectly quiet. No one seems to be coming at you and Helanda says this is the whole lot. No Gray Maiden is left unaccounted for.

  8. - Top - End - #848
    Ettin in the Playground
     
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    Default Re: Rise of the Runelords IC 2

    With the gray maidens secured, Krusk goes around the edge of the room, checking doors seeing which ones are locked and which are open. Any that are open he opens slightly and peaks through to see what is on the other side.

    (1d20+6)[9] Perception

  9. - Top - End - #849
    Troll in the Playground
     
    CasualViking's Avatar

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    Default Re: Rise of the Runelords IC 2

    Lizuga Manescu

    Lizuga paces in front of the new prisoners. "So. You have been enchanted by the woman whose..." - she stumbles across her words, losing her commanding tone for a moment before she clears her throat and tries again. "The woman whose face I'm borrowing. You know I'm not her. You also know we just spared your lives. So. What are we going to find, deeper in?"
    Spoiler: Stats
    Show
    AC 22, Touch 13, FF 20, CMD 21|Fort +6 Ref +3 Will +8|HP: 46/46
    Perception +12, Initiative +2
    Healer's Hand 4/6
    Triage 0/4. Maneuvers readied: Encouraging Roar (boost), Kill the Wounded, Curate's Strike (heals 16 or new save), Piercing Strike (+5' reach, attack two targets next to each other), Goring Strike (strike 15' line, +2d6 damage, fort 17 or bleed 1d4). Stance: Armaments of the Empire .
    Semper ludens.

  10. - Top - End - #850
    Ettin in the Playground
     
    u-b's Avatar

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    Default Re: Rise of the Runelords IC 2

    Krusk checks the adjoined rooms and the exits. The main octagonal chamber has a broad central column of stone filling its center. A flight of stairs coils up around this column, passing through an opening in the ceiling thirty feet above. From here you don't see anything of the room that it leads to. It seems that this room's ceiling is not that room's floor, but you are unable to see how hight the stairs go as they spiral to eventually block the line of sight from your level.

    The large octagonal room itself features a large amount of ancient and archaic but no less frightful-looking torture implements. If you only wanted to, you could easily ask your prisoners things while using some other things on them in all sorts of manners, since those other things seem to be mostly in operable condition and there is a lot to choose from.

    The three small octagonal rooms are naturally the cells. Two of the three were closed, but are easily opened and confirmed empty, and one was repurposed as a lavatory, complete with a covered pot. They have rotathing locking devices that can be easily operated from the outside, but cannot be operated from inside. These require no keys and you could easily lock all your prisoners in these if only you wanted to.

    The only remaining room features ten bunks and some backpacks and pieces of armor and stuff... it seems that people lived here for some time, but weren't about to furnish the room. The doors to this room can be closed and will hold in place, but have no locking and no barring mechanisms.

    Lizuga's questioning, not using any things, is not readily successful.

    "You'll find your fate, such as it is. You may or may not find what you've come here for. Or what we've came here for."

    Spoiler: Sense Motive 15
    Show
    If they are still enchanted, they are likely Charmed, not Dominated. You don't see the later's quite obvious signs.

    Spoiler: Sense Motive 25
    Show
    In fact, you are pretty sure they are Charmed. And generally not trained to question their loyalties. They mught be grateful enough to tell you some, but they are not quite switching sides.
    Spoiler
    Show
    If you spend some time, let's roll Diplomacy or some other sort of persuasion vs the spell's DC of 20. A success and every 5 over it will give you a fact. Or at least a statement.

    If you do this for each one individually one-on-one, you'll take -4 to Diplomacy, but can make several rolls, taking proportionate amount of time.

    Asking them in bulk and with respect like Lizuga seems to do will be at +4. You'll make only one roll, but the facts/statements are guaranteed to be non-overlapping.

    You can make suggestions at to what details you'd like to know. And there might be limits of what they know.

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