DM B's PFS PbP Game Day 3 - Glories of the Past (Inactive)

Game Master Beckett

Init:

[dice=Celie]1d20+2[/dice]
[dice=Dhastrach]1d20+1[/dice]
[dice=Guilford]1d20+7[/dice]
[dice=Oloch]1d20+3[/dice]
[dice=Ramen]1d20+5[/dice]
[dice=*Theo*]1d20+2[/dice]
---------------------------
[dice=Bug Aberration 1-3]1d20+3[/dice]
[dice=Bug Aberration Alpha]1d20+2[/dice]

DM Notes:

Init +3; Senses darkvision 60 ft., scent metals 90 ft.; Perception +12
DEFENSE
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 27 (5d8+5)
Fort +2, Ref +4, Will +5
OFFENSE
Speed 40 ft., climb 10 ft.
Melee bite +6 (1d3), antennae +6 touch (rust)
STATISTICS
Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Base Atk +3; CMB +3; CMD 16 (20 vs. trip)
Feats Ability Focus (rust), Skill Focus (Perception), Weapon Finesse
Skills Climb +8, Perception +12
SPECIAL ABILITIES
Rust (Su) A rust monster’s antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition, a second hit destroys the item. A rust monster never provokes attacks of opportunity by attempting to strike a weapon with its antennae. can attempt a DC 15 Reflex save to negate this effect.
------------------------------------------------------------------------
N Large aberration (Pathfinder RPG Bestiary 238)
Init +2; Senses darkvision 60 ft., scent metals; Perception +17
DEFENSE
AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
hp 67 (9d8+27)
Fort +6, Ref +5, Will +8
OFFENSE
Speed 40 ft., climb 10 ft.
Melee antennae +10 (rust), bite +9 (1d4+6)
Space 10 ft.; Reach 5 ft. (10 ft. with antennae)
STATISTICS
Str 18, Dex 15, Con 17, Int 2, Wis 14, Cha 8
Base Atk +6; CMB +11; CMD 23 (27 vs. trip)
Feats Ability Focus (rust), Blind-Fight, Improved Natural Armor,
Skill Focus (Perception), Weapon Focus (antennae)
Skills Climb +12, Perception +17
SPECIAL ABILITIES
Rust (Su): DC 19

MAP LINK


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The Exchange

N Dwarf Ranger 9

The dwarves and the heavily-armored half-orc will only have a 20 foot movement. Theo use longstrider for increasing his during exploration, but that's only good for 4 hours.

We will probably want to purchase a cart of some sort, if the terrain is amicable for such. I can hook it up to the axebeak... he won't like it though! =)

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Yeah, 30' on me, though I can expeditious retreat someone for a short time. Cart is a good idea, unless we can do a scroll of something like teleport. Not familiar with high level magic...

Guilford tries to ask about bulettes.

Diplo: 1d20 ⇒ 2

-Posted with Wayfinder

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

i'll see if i can find the muleback cords to buy here ( 500gp magic item. )

I think i've got a wand of longstrider around here somewhere... ahh found it. Ramen holds it up to Theo or Oloch. Can either of you use it?

The Exchange

N Dwarf Ranger 9

"Will burn through it too fast at an hour a pop." Little Foot responds. "Who knows how long it will take to find this thing."

Gather Information: 1d20 - 1 ⇒ (19) - 1 = 18

No clue how much a bullet weighs... could be a couple thousand pounds (like a big cow) or twice that (like a hippo) or ten times that (like a triceratops).

Don't suppose we can just charm it or something, and walk it back? How much is a 4th level spell scroll?

Oh... hmmm... maybe I can use my Wild Empathy class feature! Ha! Pull a Crocodile Dundee on it...

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

Dhastrach sighs heavily. "It would be best if we just get ourrselvess some horrsess orr such," he says, "and Theo, you betterr prreparre deadeye's lore spell as well, and rride yourr axebeak. If in the case we get the beast corrnerred, I can utilize deathwatch and monitorr the situation of the bulette'ss health... if we everr encounterr it."

Dhastrach can purchase some cheap transportation that moves 30 ft. if available.

The Exchange

N Dwarf Ranger 9

Little Foot gives Dhastrach an odd look.

"If I tried climbing on top of Fairbeaks, he'd probably bite my foot off." He says, with a scowl.

"I'm sure Celie can make short work of any land shark we come across... with hardly a scratch required."

"Though you're right, it will probably be a little trickier tracking burrowing creatures, if they spend significant portions of their time underground."

He shrugs slightly, not knowing much about them.

"But if it walks topside, and we can get ourselves in the right general area, should be able to hunt it down well enough if its as big as you say."

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Celie listens to all of the and thinks about her spells. Since it will take half a day, can i change the spells that i have prepared?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Asking around, you find that the Orc city has no horses, instead using them for food not unlike how many more civilized cities use cows. They do instead have yaks and oxen. But, once you indicate just what you plan to capture, you are informed at practically every venue you try that you will need no less than a huge cage, a large wagon, and likely about 8 oxen and/or yaks.

This part deliberately leaves it up to the party to make plans and purchases for the expedition. But, it does offer a few options if you want t go that way. Oxen/Yaks are 24gp each (192gp), a heavy wagon is 400g, and there are 2 cages you can find that might be large enough, but are a it rickety, for 60 gp each. But, all the suggestions you hear imply you might need at least 2 heavy wagons.

Celie, you might have time to swap out spells be the time you get back, but, unless you want to stop for 24 hours, wasting 1 of your days entirely, no, you can not switch out spells before hand. (It actually says this).

The Exchange

N Dwarf Ranger 9

bloody hell

Don't suppose that Ettin is hiring out? =)

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

That's good... Looked over my spells just now and the ones that may help us are already in for the day.

Celie looks at the cages and sees if there is anything she might do to make them a little bit more sturdier. Craft Smith: 1d20 + 11 ⇒ (9) + 11 = 20

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

"Whose got the smoothest tongue herre?" Dhastrach asks, "with luck we might be able to chip off some of those prricess. Alterrnatively, unlesss someone objectss, we could steal a pairr of wagonss." The dwarf shows a distinctive sign of disgust towards Urglin and its inhabitants.

1112 gp if we buy everything. Divide that by 6 (I don't expect Fredrik to be with us anymore), it'd be 185,33 gp per PC.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Please note that this is just one option. If you can think of another reasonable way to accomplish this, I'll allow it. Muleback Cords was one. You could also hire laborers. However, one thing to note, because you would actually be making these purchases, the cost can not be divided evenly. One person could buy the wagon(s), another the Oxen, and another the cage(s).

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

if it takes 2 days to get to where we'll be looking for the bulette... just curious how it can explicitly stop a character from switching out prepared spells. spells only take 1 hour of time daily to exchange.

gather info: 1d20 + 14 ⇒ (8) + 14 = 22 (almost forgot)

it may be easier to put the bulette in a cage, and use magic like shrink item, or reduce animal spells on it. ... 192gp for 8 yaks/oxen to pull 1 heavy cage, and needing two heavy wagons to haul one heavy cage? i don't get why we would need two rickety cages at 60 gp each...

this whole gambit sounds like it is fraught with failure from the start. teleporting us here with no preparation, you'd think they could spare a legend lore or soemthing... cheapo decemvirate.

if we can find a shrink item scroll and Guilford can cast it ( hell, lets buy it for him and have him scribe it on the way down. ), then he can cast it and shrink the bulette in its cage for 5 days. i'd rather haul a scrap of paper around for 375gp + scribe cost than pay 192gp for yaks, 60gp for a cage, and 400gp for a wagon (possibly 800gp for 2 heavy wagons and likely twice as many yaks. thats a whole caravan, we'd need drivers for the wagons as well and handlers for the animals. likely 1000gp )

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

and why couldn't the cost be divided evenly ? nothing prevents us from sharing costs on expenses for things we use during the scenario. its not like we're planning to keep the wagons or oxen anyway. we could purchase them as a group. split the cost. then if they survive , sell them for half when we get back and just write off the amount we lost.

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

another idea might be hiring spellcasting services from a druid. 2nd level reduce animal lasts 3 hours. would it work on a bulette? is that thing an animal ? only problem on the shrink item is squeezing a huge creature into a 10 cu ft cage. Ramen scrunches up his face.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

[ooc]Its not going to take you 2 days, thats the time limit Ploog gave you. The trip itself is eventful, so no promise that you will get a solid hour. The listed prices are to purchase those items, (vs hiring out for a few days). Its not required, just a possibility. As are others you come up with. Reduce Animal is anither. Muleback Cords. But, once you head out, there will not be a chance to make purchases.

-Posted with Wayfinder

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

ahh, gotcha.

Guilford, think you could handle a scroll of teleport if we got you one?
would that be enough to get a huge bulette through ?

I like Theo's idea of charming it and walking back with it.

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

Celie, you're not the kind of witch that can baleful polymorph things , are you? i've known a few nasty ... ladies. a frog in pocket is easiest of all to transport. then just break your spell or something

Ramen will purchase the muleback cords just in case. (-500gp). still leaves 3,500gp from last adventure in case the group decides on another way.

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

"Of courrse, we've got the axebeak," Dhastrach ponders, "why couldn't it drrag the bulette back herre?"

"Furrtherrmorre, I believe it'd be a lot cheaperr to hirre someone with the rrequirred equipment. Merrely for trransporrtation. And haggle the prrice."

The Exchange

N Dwarf Ranger 9

OOC observations:
1)The bullete is a magical beast, not an animal... so many of the typical animal related spells probably won't work.
2) Assuming the bulette is a typical specimen... it will be size Huge and weigh 4000 pounds or more.
3) 4k pounds is the weight limit for a typical heavy wagon.
4) The axebeak is only size large. Currently he has a max carrying capacity of about 800 pounds. His capacity would increase to 2400 pounds with an ant haul spell... though I currently do not have that spell available. Still not even close to hauling the bulette though. (a typical oxen will probably be able to haul more due to being a quadruped)

We could try to charm it (via Charm Monster), but Guilford would have to cast it, and (assuming it didn't save) it would only be friendly to him, and he wouldn't have the handle animal skills to make it do much beyond not eat him =)

Most other magical options would cost even worse then the mundane equipment, and fail entirely if it saves. Never mind we have no idea how long the trip will be so have to worry about durations.

I like Dhastrach's suggestion of either a) trying to steal the wagon, or b) negotiating to reduce the price (it does seem a tad inflated), but also c) possibly we could 'rent' the wagon temporarily?

Although Ramen's Baleful Polymorph idea would simplify everything (assuming it didn't save) and be more humorous... though pricier then the mundane method.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

It can be done in less than 24hrs, there and back, but its going to depend on later choices. 2 days is pretty extreme though.

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Also, it might be possible to knock it out and drag it back. With a cart, Axebeak wouldnt be carrying it all on its back, but you will probably need a little bit more muscle. Renting is an option.

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Let me say it in a little different way. Have fun coming up with a plan, and if its feasible, cool.

-Posted with Wayfinder

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

Fairbeaks, with the muleback cords, would be pretty strong.
i think it'd be 28 str, to haul the bulette back on a sled. if water worked for the pharoas, it'll work for us, we just need someone to keep casting create water and it'll make it much easier for Fairbanks to drag the sled

28:
would have a heavy load of between 1600 - 2400lbs as a large creature w/ 28 str. he can push or drag 5 x his max load.

sound fun?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Only if someone springs for antlers and a little red paint for a nose job. . .

-Posted with Wayfinder

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

i'll even disguise self into a grinch.

The Exchange

N Dwarf Ranger 9

Heh... ok, a fun and seasonal image at least! =)

Grab a few scrolls of ant haul (at 25 gp, and 2 hours a pop) to triple the capacity from there

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Is that the plan? Ill update when I get home, but until then, can I get some Survival and Know Nature/Geography checks. Also, rolling your own fate for later, a d10 from everyone.

-Posted with Wayfinder

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

I have no idea what the plan is. Muleback Cords and Ant Haul? Well, sure, why the heck not? Fairbeaks' carrying capacity goes to some 7800 lb at maximum. Of course a wand of ant haul would be a better investment.

The Exchange

N Dwarf Ranger 9

That presumes one wants to use it that often. Where's the partially charged wand when you need one? =)

Though not sure where one buys fake antlers and red beak paint

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

its part of my disguise kit. that or we mug a clown in a dark alley and swipe some antlers form an inn somewhere

The Exchange

N Dwarf Ranger 9

chortle... orcs are known for their clown affinity.

Off to Mount Crumpit to find the roast beast!

GM: Theo will purchase 4 scrolls of ant haul for 100 gp

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

and i'll get two mwk saps. (-602gp) and 20 blunt arrows (2gp) with the mule backs, my receipt is up to 1104gp.

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

The onlythings i have to work with, is a Scroll of Deep Slumber , the spell Slee and pup shape, and my hex Slumber

I am a nite-nite witch.

The Exchange

N Dwarf Ranger 9

Traversing the Cinderlands...

Survival: 1d20 + 10 ⇒ (17) + 10 = 27 (+2 more if its tracking related)

Knowledge (nature): 1d20 + 3 ⇒ (10) + 3 = 13

Random Fate Generator: 1d10 ⇒ 9

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Sorry for going AWOL. Crazy busy at work and home. Full post tonight.

Guilford thinks of a scroll he might use...

Random: 1d10 ⇒ 4

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Same here. I got home and my computer was down, so was not able to post.

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Spending another hour or so looking around town for your supplies, you are able to "rent" a sled and even a few oxen for a few days that should work just fine. I'll say 60gp, so 10 each A few other items and you are on your way, but it isn't until you are on your way out that you really start to hear much about where you are going.[/I]

The reason that no one has managed to bring one back to replace the one Kline killed is they only tend to dwell in an area north of the city aptly named The Cinderlands. A patch of wastelands filled with ash and dust, and randomly struck by odd volcanic weather conditions, you know you are going to need to hurry up.

I made a mistake, so I'll go ahead and roll. It should have been d12's not d10's for the low tier.

Travel is slow going, though for now, everyone is able to pile onto the sled which makes things a bit easier.

1st Hour: 1d12 ⇒ 8
2nd Hour: 1d12 ⇒ 7
The first hour goes by uneventful, but also with no signs of the beast you seek. Not long after that, a dark cloud appears on the horizon, almost like a wall, and within minutes washes over you. Inside the "wall" strange chaotic winds batter at you and blowing dust everywhere You quickly loose your sense of direction, but Theo manages to get you all on track once it begins to clear.

3rd Hour: 1d12 ⇒ 1

But, before the party can get their hopes up too much, it looks like you are actually in the eye of the storm, rather than having passed it altogether. But this time, it isn't dust that's being buffeted about, but rather burning ash. . .

Going to need another Survival check. Actually can I get a total of 4 just in case. Something I want to point out, all of these weather affects will hit everyone, characters, livestock, pets, etc. . . Just keep that in mind.

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

i'll activate my sihedron medallion for 1d10 + 5 ⇒ (8) + 5 = 13 temporary hp lasting 5 hours

Ramen tries to help Theo navigate.
survival aid: 1d20 ⇒ 16
survival aid: 1d20 ⇒ 19
survival aid: 1d20 ⇒ 15
survival aid: 1d20 ⇒ 15

The Exchange

N Dwarf Ranger 9

Can one take a 10 on the Survival checks?

1d20 + 10 ⇒ (3) + 10 = 13
1d20 + 10 ⇒ (20) + 10 = 30
1d20 + 10 ⇒ (4) + 10 = 14
1d20 + 10 ⇒ (13) + 10 = 23

Little Foot scowls at the weather, muttering intermittent curses under his breath. He keeps Fairbeaks close, as the ash clouds close in.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Sure

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Sorry, less time than I thought.

Guilford ponders possible magical solutions, though none seem very appealing or feasible. In the end, the party's plan seems best to him.

"Forgive me, I am no very great wizard, and I am learning as I go. I have already reached the abilities of my old master."

-Posted with Wayfinder

Sovereign Court

Female Half-Elf Witch 7 | HP:51/51 | AC: 13/ FF 13/ T 11 | Fort: +4 Ref: +4 Will: +7 | Perception: +10| Init: +6

Survival Checks:

Survival: 1d20 + 2 ⇒ (15) + 2 = 17
Survival: 1d20 + 2 ⇒ (7) + 2 = 9
Survival: 1d20 + 2 ⇒ (15) + 2 = 17
Survival: 1d20 + 2 ⇒ (16) + 2 = 18

Scarab Sages

Male Dwarf Cleric 7; HP 54/56; CMD 18; AC 23, t 11, ff 22; Fort +9 Ref +4 Will +11; Init +1, Perc +3 (Stonecunning, Darkvision 60ft.)

Survival 1: 1d20 + 3 ⇒ (20) + 3 = 23
Survival 2: 1d20 + 3 ⇒ (15) + 3 = 18
Survival 3: 1d20 + 3 ⇒ (5) + 3 = 8
Survival 4: 1d20 + 3 ⇒ (14) + 3 = 17

Remember that Dhastrach has endure elements constantly on, if it is of any help.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Seeing it coming, you are able to circle around to the west a bit and avoid most of it, but get caught in the tail end of the ash storm. Flipping the sled over to offer some cover, you are able to mitigate some of threat until it passes, but even then it causes you to choke for a little while, and begins to singe your skin and lungs before it passes.

Everyone takes:Nonlethal Damage: 4d3 ⇒ (2, 3, 1, 1) = 7 + Fire Damage: 4d1 ⇒ (1, 1, 1, 1) = 4
This happens over 4 Rounds, so Fire Resistance of 1+ negates all the Fire Damage, and if needed, you can heal in between each "dice roll" (1d3+1)

4th Hour: 1d12 ⇒ 4
5th Hour: 1d12 ⇒ 8
6th Hour: 1d12 ⇒ 7
7th Hour: 1d12 ⇒ 1

The rest of your journey seems to be mainly through other random storms, with small breaks within. The final one is a massive storm that the Orcs have coined "Sarenrae's Tresses", for even though they do not as a people follow her ways, they can at least marvel and somewhat respect her faiths destructive inferno aspects.

You are again able to avoid a great deal of nature's unrestrained wrath, but not entirely.

Everyone takes:Nonlethal Damage: 4d3 ⇒ (3, 2, 1, 2) = 8 + Fire Damage: 4d1 ⇒ (1, 1, 1, 1) = 4 + Piercing Damage: 8d6 ⇒ (4, 4, 6, 3, 1, 2, 4, 6) = 30

Again, this happens over 4 Rounds, so any DR or Resistance applies x4, and you can heal in between. It's very likely that the Oxen and possibly some pets might be downed from this though, as it's a total of 15 Nonlethal, 8 Fire Damage, and 30 Damage to everyone over 8 hours.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

There was also, over the entire trip, a total of 2 uninterrupted hours, so you could swap out spells if needed. Because it was random, I couldn't say for sure before hand.

The Exchange

N Dwarf Ranger 9

Nonlethal damage heals at the rate of 1 per character level per hour. So assuming the oxen have at least 2HD, everyone should heal all that damage up before the next storm. So only the 4 fire would carry through.

Also when you heal hp damage, you get an equal amount of nonlethal damage... which will come up later =)

Also, since your allowing it, he will switch out his Feather Step spell for another Ant Haul

Little Foot was caught a little unprepared by the first storm, earlier in the day, having not seen weather like this anywhere before.

He quickly adjusts his thinking however, and from that point forward, assumes everything, including the weather, is trying to kill them. He does what he can to guide the group around all of it.

He seems unusually chipper about it however, which is unusual given he has been nothing but dour and serious for most of the time you've known him to date.

This works for a while, but it seems the Cinderlands has other plans. When the entire horizon goes dark, with the occasional flashes of light, he laughs.

"Angry place." He chortles. "Who knew Yamatsumi's presence would be so strong here."

He immediately stops and starts organizing everyone to prepare. "Hunker down. We're not avoiding this one." He watches the darkness close on them rapidly. "And its not happy." He adds.

He turns to Dhastrach, "Best stay in the middle priest. Don't know if your god can hear you in this forsaken place, but we're likely to need him soon enough, if he can."

He takes cover next to an extremely unhappy and on-the-verge-of-panicking Fairbeaks. He calms the bird down, though its eyes watch the incoming storm fearfully.

For those keeping track at home, the damage by round is:
Going in: 4 (fire)
Rnd1: 3 (nonlethal) + 1 (fire) + 8 (piercing) = 12
Rnd2: 2 (nonlethal) + 1 (fire) + 9 (piercing) = 12
Rnd3: 1 (nonlethal) + 1 (fire) + 3 (piercing) = 5
Rnd4: 2 (nonlethal) + 1 (fire) + 10 (piercing) = 13

I'm assuming Dhastrach will channel during the worst of this last storm. How many hp's does an oxen have anyway? We might be losing our damage deposit!

He will have his wand of cure light wounds in hand, in case there is no other healing incoming during the storm

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I'll have to recheck, but, assuming there is some healing in between, they should be alive, but very likely knocked out for a little while. On another note, when I played, we played at higher tier, and I spent about 2,000 myself buying cattle, wagon, cages, etc. . . and basically lost it all to well over 100 damage. :( Trying to be easier on you guys, as our DM was new and originally did it all together, which would have killed the entire party too.

The Exchange

N Dwarf Ranger 9

I've played through the Curse of the Crimson Throne AP... so am familiar with some of the dangers of the Cinderlands. =) I can't imagine any sort of livestock would survive out here long.

Actually liked the description of the Tresses at the time... the volcanic glass filliments ... I found fascinating. No one expects a glass storm! =)

The Exchange

Male Kitsune Male Kitsune Ninja 7 ( hp 5/52; AC 20, t 16, ff 15; F +5, R +11, W +3; Perception +10; Low-light vision )

would definitely try to be healing myself, and some of the oxen
so assuming i try for 4 rounds each round. vs myself, oxen, oxen, oxen, i can try and heal 3 of them.

umd: 1d20 + 14 ⇒ (11) + 14 = 251d8 + 1 ⇒ (7) + 1 = 8
umd: 1d20 + 14 ⇒ (12) + 14 = 261d8 + 1 ⇒ (1) + 1 = 2
umd: 1d20 + 14 ⇒ (14) + 14 = 281d8 + 1 ⇒ (7) + 1 = 8
umd: 1d20 + 14 ⇒ (10) + 14 = 241d8 + 1 ⇒ (4) + 1 = 5

all activate. so i receive 8hp, an oxen receives 2, if it has more damage, it gets 8 healing the next round, otherwise another one gets that 8. and the same for the following 5. get me?

As I go on. it deals 7NL and 4 fire, which notches my temporary hp down from 13 to 2. then 8nl and 4 fire, as well as 30 piercing become 6 NL, and 34 damage. with 4 rounds of healing as it happens. if i'm not bad off, i'll give it to an oxen i'm stabilizing. i can take about 40 without worrying too much.

umd: 1d20 + 14 ⇒ (19) + 14 = 331d8 + 1 ⇒ (7) + 1 = 8
umd: 1d20 + 14 ⇒ (10) + 14 = 241d8 + 1 ⇒ (4) + 1 = 5
umd: 1d20 + 14 ⇒ (1) + 14 = 151d8 + 1 ⇒ (8) + 1 = 9
umd: 1d20 + 14 ⇒ (20) + 14 = 341d8 + 1 ⇒ (5) + 1 = 6

i'll heal myself 8 ,
and an oxen 5 and 6. so one gets 11 healing, and I end up with 26 damage, my NL is gone.

an oxen would take 15 NL , and 38 fire. and that one would heal 5 then 6, ending up with 4 NL and 27 damage. we'll call her betsy. and see if she survives this due to other spare healing.

that's 7 charges of my 39 leaving me with a running total of 32 charges remaining on my wand.

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