Allence's Last Hope

Game Master sarpadian

Can the heroes retrieve the magic artifact that will break the half-century stalemate between the Kingdom of Kassht and the Taloth orcs?

Intiative:

Rhona
Chantif
Umash
Det
Enemy
Drexel


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Male Human HP (5/6) | AC/Touch/Flat 13/13/10 | Fort/Ref/Will +0/+3/+3 | Init +3 | Percep +2

Just saying, setting out with low HP is how I ended up with more then one party wipe.

"If we can get everyone healthy again I would not be adverse to moving on. But Rhona obviously needs bed rest. I am for staying unless Rhona says otherwise."


female Half-Orc Investigator 1 HP (10/10) | AC/Touch/Flat 15/11/14 | Fort/Ref/Will +4/+3/+0 | Init +1 | Percep +7

"It would give me some time to actually build a small stock."


It looks like the majority favor sticking around. If Chantif and Rhona go on bed rest for the day and the next night, all of Chantif's ability damage will be gone and they will recover 2 HP apiece.

Umash spends the morning making potions.

Potions take 2 hours each, and you have CLW prepared twice, so you'd be done about noon-ish. Is there anything else y'all would like to do while you wait?

GM Rolls:
random encounters: 6d6 ⇒ (1, 1, 2, 3, 4, 5) = 16type: 2d6 ⇒ (4, 2) = 6severity: 2d6 ⇒ (6, 5) = 11


- INACTIVE (GM abandoned game) -

Chantif looks at the sky and tries to predict the weather.

-Posted with Wayfinder


Male Human HP (5/6) | AC/Touch/Flat 13/13/10 | Fort/Ref/Will +0/+3/+3 | Init +3 | Percep +2

I will attempt a 'long term care' check on Chantif and Rhona. DC 15 if I succeed then they gain double normal healing for 8 hours or quadruple for a full days rest. Aid another would probably help.

"Anyone want to help care for these two?"

heal: 1d20 + 1 ⇒ (4) + 1 = 5

Looks like I am not helping at all.


Det tends to Chantif and Rhona.

Heal: 1d20 + 1 ⇒ (16) + 1 = 17


Chantif is unable to predict the weather, but soon predictions become necessary. About noon, as Umash is finishing up her second potion, the heavens open up. The torrential rains continue for about eight hours. Just about sunset (though, given the cloud cover, it's already dark),Chantif notices something.

Chantif:
The pond is about to overflow and send a torrent of water in your direction. You have less than a minute (but you're not sure exactly how long), to get away. The ground slopes up as you head south and west. Floods like this have been known to last as long as three hours.

GM Rolls/Notes:
Chantif guessing weather: 1d20 + 5 ⇒ (4) + 5 = 9Chantif noticing flood: 1d20 + 5 ⇒ (18) + 5 = 23Det noticing flood: 1d20 + 5 ⇒ (14) + 5 = 19Drexel noticing flood: 1d20 + 1 ⇒ (14) + 1 = 15Rhona noticing flood: 1d20 + 5 ⇒ (9) + 5 = 14 Umash noticing flood: 1d20 + 1 ⇒ (14) + 1 = 15 warning: 1d4 ⇒ 1[/dice]duration: 3d6 ⇒ (2, 5, 1) = 8[/dice]


-INACTIVE-

Rhona sputters incoherently as water begins to pour. "Oh, what luck!" she says, still clutching at her ribs where Det has patched them. "Gotta love the outdoors, eh, folks?" She has to raise her voice over the sound of the rain beating down. She glances at Chantif, who seems to have something on his mind. "Oy, what's the matter?"


- INACTIVE (GM abandoned game) -

Chantif leaps to his feet. "FLOOD! Take the mules to higher ground!" He gestures to the Southwest, then slings his bow and pack before grabbing the tether for the mules and slicing it from its anchor to lead them away.

crossing my fingers that Chantif has some kind of survival knife or something. I can't see from Wayfinder.

-Posted with Wayfinder


Also worth emphasizing that it's dark. Y'all will need to figure out a light source that will function during a thunderstorm, or:

Penalties for darkness:
In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength- and Dexterity-based skill checks. Areas of darkness include an unlit dungeon chamber, most caverns, and outside on a cloudy, moonless night. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone.


female Half-Orc Investigator 1 HP (10/10) | AC/Touch/Flat 15/11/14 | Fort/Ref/Will +4/+3/+0 | Init +1 | Percep +7

S+~!!, Umash gets on her feet, pulls a sunrod from her pack and strikes it alight. She scoops up her equipment and follows closely behind Chantif.


-INACTIVE-

Rhona's jaw visibly drops at the words coming from Chantif's mouth. "Flood?! What, now?! Ah, hell..." She shouts across at Drexel, hoping he can hear her. "Drexel, fire up some kinda magic light! This rain'll kill our torches!" She struggles to scoop up her gear and stuff as much of it into her pack as possible. She throws her pack on and attempts to throw on her boots, only to slip in the mud and fall over, further injuring her ribs. She swears loudly and rather inappropriately for a follower of Iomedae, then punches the ground in frustration. As she struggles to her feet, she shouts: "Chantif, which way are we going? Drexel, where's that light?!"


- INACTIVE (GM abandoned game) -

I think Umash lit a sunrod already. Although a light cast on the mules' tether or something similar could be a good idea.

-Posted with Wayfinder


-INACTIVE-

My thoughts exactly. I think we'll need more than just that one sunrod considering the situation.


female Half-Orc Investigator 1 HP (10/10) | AC/Touch/Flat 15/11/14 | Fort/Ref/Will +4/+3/+0 | Init +1 | Percep +7

I have 9 more sunrods.


Male Human HP (5/6) | AC/Touch/Flat 13/13/10 | Fort/Ref/Will +0/+3/+3 | Init +3 | Percep +2

Unfortunately evocation is one of my opposition schools so I cannot cast light spontaneously through my ring and I do not have it prepared. Also, Since we only have one min, should we be moving in combat rounds (six second bursts) that way we will know when 10 have passed and the water has reached us.

I wake with a start from all the shouting and roll to my feet. "I can't cast light right now!" I shout as I gather up my most important gear. "Grab what you can and move, no sense in dying."


-INACTIVE-

Rhona groans at the realization that Drexel can't just magic up some light. "Umash, if you've got any more sunrods handy, I'll take one," she shouts, disappointment heavy in her voice. Assuming Umash doesn't randomly decide not to, Rhona holds the sunrod over her head, slings her pack over her shoulder and begins trudging toward whatever direction Chantif indicates.


BTW, Drexel, I'll allow you to create a candle's worth of light w/prestidigitation. To be clear, a minute is the upper limit; it could well be much quicker.

Chantif grabs his gear and heads over to the mules. Rhona leaves the tent and heads southwest as Chantif indicated. Drexel gathers his gear. Umash lights a sunrod and gathers her gear. Det moves out of the tent and positions himself so that he'll be able to cut the tethers Rhona and Chantif can't reach.

Map updated. The two circles around Umash are the light cast by her sunrod: the inner circle is normal light and the outer is dim light. There are 4 tethers that need cutting and three of you already outside to do the cutting; one tether will have to wait until "round 3". The party is up for "round 2."


-INACTIVE-

Rhona curses as the rain beats down on her head and moves to cut the nearest tether, taking a moment to carefully measure the swing before swiping at it with her longsword.

Longsword (vs. Tether): 1d20 + 4 ⇒ (19) + 4 = 23

If we can't cut 'em down quickly, I suggest we just plain ol' run for the hills.


- INACTIVE (GM abandoned game) -

Do we really need attack rolls for this?

Cold Iron Dagger (vs. Tether): 1d20 + 4 ⇒ (8) + 4 = 12

Anyway, I'm content with the actions I've already described.


-INACTIVE-

No idea if we need 'em or not, my man. Just throwing that out there in case we do.


Male Human HP (5/6) | AC/Touch/Flat 13/13/10 | Fort/Ref/Will +0/+3/+3 | Init +3 | Percep +2

I rush over and cut the next nearest tether that needs to be cut.

attack: 1d20 ⇒ 10


You only need an attack roll in the "don't roll a 1, it'll take you an extra round" sense.
Rhona slices Hal's tether. The startled beast manages to pull free as Rhona is attempting to lead it away, but--luckily--he bolts south-west, which was the direction you were heading anyway. Walt tries to get away from Chantif, but he manhandles it like a boss and drags it off to the southwest. Det realizes his hammer is going to be ineffective, so he hoists Sal over his shoulder, ripping his tether loose from the ground, and heads off. Umash takes off southwest, holding her sunrod aloft so that Hal won't get out of the party's sight. Drexel runs outside the tent and sees that Bob is still tethered. He cuts him loose and somehow manages to hold him fast when he tries to bolt. The water is continuing to rise; it reaches almost halfway from the lake to Drexel. Flying debris strikes Drexel and Bob as they struggle. Drexel, somewhat shielded by Bob's bulk, recieves a cut on his scalp. Bob takes a tree branch to the side of his head.

Drexel takes 2 damage and Bob takes an undisclosed, greater amount of damage :). Drexel and Bob are the only ones still in danger of being engulfed, but y'all should probably chase Hal down before he comes to any mischief. He's 15' ahead of Chantif, Rhona and Umash. Trying to calm him down is a Handle Animal check, and it takes a move action. You can also try to run up to him, grab the remnants of the tether, and try to stop him that way. That's a Strength check as a standard action. Party up.

Rolls:
Rhona's HA: 1d20 ⇒ 4STR check, Rhona: 1d20 + 3 ⇒ (2) + 3 = 5STR check, Hal: 1d20 + 3 ⇒ (7) + 3 = 10direction: 1d8 ⇒ 7Chantifs' WE: 1d20 + 1 ⇒ (2) + 1 = 3 STR check, Chantif: 1d20 + 3 ⇒ (20) + 3 = 23STR check, Walt: 1d20 + 3 ⇒ (1) + 3 = 4 Det: 1d20 + 4 ⇒ (18) + 4 = 22HA, Drexel: 1d20 + 2 ⇒ (1) + 2 = 3STR, Drexel: 1d20 ⇒ 19 STR, Bob: 1d20 + 3 ⇒ (1) + 3 = 4 Reflex, Drexel: 1d20 + 3 ⇒ (5) + 3 = 8 Reflex, Bob: 1d20 + 3 ⇒ (1) + 3 = 4 damage: 2d6 ⇒ (2, 6) = 8


-INACTIVE-

I'll try to catch ol' Hal!

Rhona chases after Hal, thankful that the stubborn beast decided to flee in the same direction the party was already running. "Hal, get back here!" she shouts, well aware that the mule cannot understand her.

Let's see if Rhona can grab that tether... Handle Animal ain't gonna happen for me.

Strength: 1d20 + 3 ⇒ (18) + 3 = 21


Strength: 1d20 + 3 ⇒ (15) + 3 = 18

Rhona manages to grab the tether and keep Hal from running farther away.


female Half-Orc Investigator 1 HP (10/10) | AC/Touch/Flat 15/11/14 | Fort/Ref/Will +4/+3/+0 | Init +1 | Percep +7

"Stupid beasts..." Umash mumbles to herself. "Alright everyone, let's get to higher gorund!", she shouts to the others.

I think we can move a long.


- INACTIVE (GM abandoned game) -

Yup.

Chantif will continue leading the mules uphill until he feels they have reached a safe elevation.

-Posted with Wayfinder


Male Human HP (5/6) | AC/Touch/Flat 13/13/10 | Fort/Ref/Will +0/+3/+3 | Init +3 | Percep +2

I follow the others up the hill, dragging my donkey along.


Drexel leads Bob uphill. The water surges across the campsite, ripping the tent free of the tent pegs and slamming it against a tree. Flying debris slices Drexel and Bob again.

Det and Umash make it uphill far enough to take cover underneath a rocky overhang. Chantif and Walt are close behind. Rhona, having been drug slightly off-course by chasing Hal, is a bit further back. Drexel and Bo are bringing up the rear.

Drexel takes 1 more damage (total of 3); Bob is looking pretty rough. Det and Umash are safe. Chantif will make it under the overhang next round. If someone can succeed on a Handle Animal check to calm Hal down, then Rhona makes it under the overhang next turn. Without the Handle Animal check, it will take two rounds (basically, she moves half speed if Hal is fighting her). Drexel needs 2 rounds to get under the overhang. Bob is docile for the moment, but he just took damage, so there will need to be a Handle Animal check to keep him that way. Any character may attempt a Handle Animal check to calm a mule but only one mule apiece.

Rolls:
HA (Drexel): 1d20 + 2 ⇒ (15) + 2 = 17Reflex save, Drexel: 1d20 + 3 ⇒ (2) + 3 = 5Reflex save (Bob): 1d20 + 3 ⇒ (4) + 3 = 7damage: 2d6 ⇒ (3, 4) = 7


Male Human HP (5/6) | AC/Touch/Flat 13/13/10 | Fort/Ref/Will +0/+3/+3 | Init +3 | Percep +2

handle animal: 1d20 + 2 ⇒ (15) + 2 = 17

"Come on you dumb brute, Lets follow Det!" I shout at the donkey as I pull it towards the overhang.


- INACTIVE (GM abandoned game) -

Chantif continues leading Walt to the overhang.

-Posted with Wayfinder


female Half-Orc Investigator 1 HP (10/10) | AC/Touch/Flat 15/11/14 | Fort/Ref/Will +4/+3/+0 | Init +1 | Percep +7

Umash slumps down under the overhang and watches the others struggle with the mules, not sure whether to be amused or annoyed.


-INACTIVE-

Handle Animal is trained only, right? If so, don't guess there's anything I can do myself to get Hal moving any faster. I'll keep him going as quickly as I can otherwise and keep on moving toward the overhang.


Now that you point it out, I see that it is. I hadn't noticed that before. To remain consistent, amend "Handle Animal check" to "Handle Animal or Charisma check."

Rolls:
Rhona's CHA: 1d20 ⇒ 9Rhona, STR: 1d20 + 3 ⇒ (14) + 3 = 17Str, Hal: 1d20 + 3 ⇒ (17) + 3 = 20

Chantif and Walt make it under the overhang. Rhona drags Hal towards the overhang but doesn't make much headway. Drexel and Bob clear the cloud of flying debris and head towards the overhang.

At this point, the only real variable is whether or not Hal breaks free and runs off (Bob is docile), so I'll go ahead and move this along.

Rolls:
Rhona's CHA 2: 1d20 ⇒ 3Rhona, STR 2: 1d20 + 3 ⇒ (5) + 3 = 8Str, Hal 2: 1d20 + 3 ⇒ (13) + 3 = 16direction: 1d8 ⇒ 6Det: 1d20 + 3 ⇒ (1) + 3 = 4

Drexel and Bob make it under the overhang. As Rhona gets close to the overhang, her grip on the rope slips, and Hal takes off. Det tries to grab the mule as it passes the overhang, but he misses.

Hal is passing E of the overhang. Chantif and Umash still have actions for this round.


- INACTIVE (GM abandoned game) -

Chantif hands Walt off to Det and runs after Hal.

Chantif is also untrained in Handle Animal, so he'll be making a Strength check as well when he catches up to the mule. If necessary, he will use the Run full-round action.


female Half-Orc Investigator 1 HP (10/10) | AC/Touch/Flat 15/11/14 | Fort/Ref/Will +4/+3/+0 | Init +1 | Percep +7

Umash decides that "amused" is the right response to the situation and leans back with a smirk.


Chantif drags Hal to a stop and leads him back to the rest of the party.
The rain stops after an hour or so, but your campsite is still underwater.

Rolls:
attack roll: 1d20 + 4 ⇒ (15) + 4 = 19STR check, Chantif: 1d20 + 3 ⇒ (14) + 3 = 17 STR check, Hal: 1d20 + 3 ⇒ (4) + 3 = 7STR check,Chantif: 1d20 + 3 ⇒ (11) + 3 = 14


- INACTIVE (GM abandoned game) -

Did we save any of the EQ with the mules?

-Posted with Wayfinder


Male Human HP (5/6) | AC/Touch/Flat 13/13/10 | Fort/Ref/Will +0/+3/+3 | Init +3 | Percep +2

"Great, we stay to help some people heal and now I feel like a pin cushion." I slump back into the overhang. Knowing not much will be moving in this weather I try to get some more sleep.


-INACTIVE-

Rhona can't help but laugh at their circumstance. She isn't sure what she would rather face- this volatile weather, or the hordes of the Taloth. She looks at Umash, who is obviously amused at the party's desperate efforts, and can only continue to chuckle.

She pats poor Drexel on the shoulder. "It was a nice idea, pal." Satisfied that their pack animals are safe, and not allowing herself to worry about any equipment that might have been lost in the flood, Rhona leans back and tries to get comfortable.

What a fine couple nights they've been having.

Woo hoo! We're almost level 2, right? Fast Experience Track?


It makes sense to me that you kept as much with the mules as possible (after all, whatever you take off you have to put back on in the morning), so we'll say the mules had everything but the tents, your cooking supplies, and your sleeping gear. And, yes, fast XP track.

The party passes the rest of the night uneventfully under the overhang. In the morning, you see that the water has receded. Your tents are somewhat smashed, but still visible down below.

What do you want to do? Are y'all pressing on today? Chantif's ability damage is gone, and he and Rhona gain 4 HP. Drexel gains 1 HP.

Rolls:
random encounters: 3d6 ⇒ (5, 5, 5) = 15[/dice]


- INACTIVE (GM abandoned game) -

I reckon that was one of the more worse sorts of nights I've had, at least as far as rest is concerned. Chantif goes to check on the tents and see if they're recoverable, as well as any cooking supplies or sleeping gear.


The tents' canvas looks salvagable, but the frame is shot. The bedrolls inside are thoroughly soaked, but they should be fine if you get them dried out before they mildew. About 50 ft. away, and about 20' up, you see your iron pot hanging from a branch. The rest of the cooking supplies are nowhere to be seen.

Basically, y'all have lost the cooking kit.


- INACTIVE (GM abandoned game) -

Chantif scratches his head as he sees the pot in the tree. "How?..." He trails off and shakes his had. He does what he can to recover the canvas and the bedrolls.

-Posted with Wayfinder


- INACTIVE (GM abandoned game) -

"We oughtta' be movin' along now."

I guess we'll hang the bedrolls over the mules to dry as we go?

-Posted with Wayfinder


-INACTIVE-

That sounds good to me.

Rhona can't help but laugh at the visual of the cooking pot in the tree. She picks up a random piece of debris and tosses it at the cooking pot, hoping to knock it down, but when it doesn't fall, she simply shrugs. C'est la vie.

"You're right, Chantif," she says. "Let's hit the ol' dusty trail."


Somehow, Rhona manages to knock the pot down to the ground. The party hits the road. Nothing untoward happens during the day. The party pauses about dinnertime and contemplates whether or not they should make up lost time for yesterday.

GM Rolls:
ranged attack roll: 1d20 + 4 ⇒ (19) + 4 = 23random encounters: 2d6 ⇒ (6, 3) = 9


Male Human HP (5/6) | AC/Touch/Flat 13/13/10 | Fort/Ref/Will +0/+3/+3 | Init +3 | Percep +2

"Most of us are still injured, I vote we turn in for the night."


- INACTIVE (GM abandoned game) -

"That may be for the best. We'll make better time tomorrow."

-Posted with Wayfinder


-INACTIVE-

"Same," Rhona says with a groan. "We need all the rest we can get until we're fighting fit again. Until then, let's try to avoid hostiles and random floods, shall we?"

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