Hymenopterix's Colonies of the Salt Coast

Game Master Electric Monk


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HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

The sinuous pillars, which rise 15 foot from the ground seem to be carved with figures similar in style to those on the restov gate. The scenes are different, however, in that they portrey what look like hunting scenes rather than the festive scenes of the gate. The humanoid figures, like those on the gate, bear the heads of animals over willowy human-like bodies. You can even recognise some of the animals which you have already encountered on you travells including teppecs, and the striped wolf-like creatures. In addition to these a number of somewhat famillier animals have been depicted including stags, otters, horses, some kind of large horned creature with a long furry coat, and a bear-like animal which looms over the other figures.

Perception DC 20:

Some type of animal tracks lead from a gap in the brambles next to the stone up the steps and into the cave entrance.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Perception! Lets go~! 1d20 - 1 ⇒ (19) - 1 = 18 Lol I was hoping for a critical 20 but even then I doubt its an auto success lol ;)

Bein gives up on trying to puzzle out the many figures and scenes depicted in the carvings, because as much as it did fascinated him and made him blush. He was trying desperately not to get distracted from his task of watching out for trouble.


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7
Jack Ciarathan wrote:
Jack paced all around the pool as he replied to Xerafine, "An elaborate home, if that's what it is. Does the stag have any significance in the histories that you know of?"

"Apart from the obvious similarities with the other structures we have found, I cannot recall anything."

Knowledge (religion): 1d20 + 7 ⇒ (5) + 7 = 12

Bardic Knowledge (history): 1d20 + 3 ⇒ (3) + 3 = 6


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

Perception 1d20 + 5 ⇒ (3) + 5 = 8

"Let's keep on our toes. Jack, Volpe and you cousin...oh sorry Teacher.... Well, hum, has any of you seen anything? Are there tracks leading to the cavern?"


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Oops! I DID get a 20 on my Perception check, didn't I...dur...

"Over here, Captain, there appear to be faint tracks. Some kind of animal, perhaps? They go from these brambles to the mouth of the cave."


Male Human Rogue 1 (Swashbuckler)

Perception: 1d20 + 3 ⇒ (20) + 3 = 23
Didn't the bandits say that Kressele had some sort of fealty to someone called Stag? If this is his lair, we might in in for some resistance. Yes, I see the tracks. Can anyone tell what kind of beast made them?


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

"Oh, that's a good point, Volpe. I imagine this place is older than a bandit title, but he or she could have taken the name from this place."

Jack looks up as Xerafine and Volpe point out the tracks. "Show me." He looks carefully at where they are looking, to identify the tracks and see where they may lead.

Survival1d20 + 9 ⇒ (1) + 9 = 10

I didn't bother with the Perception since the tracks were already pointed out by the time I got around to posting. I can go back and roll if you would like.

ETA: Clearly Jack is not on his game this morning!


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Bein held his position several feet from the cave entrance and chuckled at Volpe's comment. "If this is their lair then ending the bandit problems will be a lot easier then I had hoped... I am curious as to why they named themselves 'the Stag', it will be interesting unmasking this truth."


Male Human Rogue 1 (Swashbuckler)
Bein'Meleth Rámalóce wrote:
Bein held his position several feet from the cave entrance and chuckled at Volpe's comment. "If this is their lair then ending the bandit problems will be a lot easier then I had hoped... I am curious as to why they named themselves 'the Stag', it will be interesting unmasking this truth."

Curious, indeed, but we don't know the extent of this place, or population or decor. Someone who can command multiple bands of thieves will likely have skilled and interesting bodyguards, not to mention being a tough character himself. We don't have the advantage of observation or intelligence this time. So what are we waiting for, let's go!


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Jack:

The tracks are those of a large quadruped, somewhat similar to those of a bear. They seem reasonably fresh.

As you approach the cave entrance the rock looms above you. The steps upto the cave entrance are worn and slick with the growth of moss which muffles your steps as you mount them.

Once you are within the mouth of the cave, from which emenates a musty smell, the moss dissapears to be replaced with dry twigs and leaves which have blown in over the years. In front of you the cave opens up into a circular cavern 50' wide with five evenly spaced dark openings leading deeper into the rock. The animal tracks lead towards the left-most of these. Carved into the rock itself are life-sized images similar to those on the pillars outside. The opening directly in front of you is carved with two naked doe-headed female figures, arms outstreached forming the opening itself.

Perception DC 15:

From the second-from right opening you can hear a faint sound of rustling.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Perception: And when I need it, the dice doom me ;) 1d20 - 1 ⇒ (4) - 1 = 3

Bein was oddly distracted by the naked doe-headed female figures carved to form the cave entrance and he blushed furiously, hidden by his thick armor (Thank the gods!), after he realized he had stopped advancing to examine the oddly... well detailed carvings. With a cough, he refocused on the task at hand. Yes, best to act like this is no big deal... 'I've been with plenty of women'... Err... Shoulders back, deep breath and ready blade for a thrust... "Focus man...." Bein mumbles quietly to himself as he starts advancing again.


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Perception: 1d20 + 6 ⇒ (2) + 6 = 8

"These figures again. I wish Fillan would bless me with more information about them."


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Jack stands up from examining the tracks and follows the party toward the cave. "Well, whatever creature is here is no bandit, unless the bandit has large paws and walks on all fours."

Perception 1d20 + 8 ⇒ (14) + 8 = 22

Jack suddenly tenses as he enters the threshhold along with the others. He hisses and signals everyone to stop with his hands, pointing toward the opening that is second from the right.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

If there is time

Bein raises his shield and prepares for the worst as he follows Jacks warning and signaling to the right. He peers just over the lip of his buckler as he awaits Finnabar's command to advance.

I guess we should decide where everyone is situated, Bein is up front unless commanded differently by Finnabar or the Teacher. I'm totally game either way.

I doubt I have time to pull off a Standard Action: Total defense before combat begins. but its up to Hy of course ;)

Initiative 1d20 + 1 ⇒ (4) + 1 = 5


Male Human Rogue 1 (Swashbuckler)

Perception 1d20 + 3 ⇒ (1) + 3 = 4
Interesting bodyguards.
Volpe tips his sabre up to attention, and creeps slowly up to the side of the cave.

Stealth 1d20 + 7 ⇒ (6) + 7 = 13


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5
Bein'Meleth Rámalóce wrote:


I guess we should decide where everyone is situated, Bein is up front unless commanded differently by Finnabar or the Teacher. I'm totally game either way.

Just to clarify he is in front of finnabar and the teacher and following behind Jack and Volpe, they are after all the scouts ;)


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Xarafine follows after the cavalier, the Speaking Staff held in both hands, ready to strike.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

Readying his axe and shield, Finnabar stands by Bein, watching Volpe progression towards the grotto entrance and ready to intercept anything coming out of it.


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Jack had meant to signal the group to silence so they could hear what he heard, not to fully enter war mode--but the paranoid part of him is appreciative of the group's readiness to battle at any sign of danger. He whispers, "I just heard movement. I don't know what it is."


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Volpe:

You creep up slowely to the opening. Once close you can hear a strange rustling sound - almost like grain being poured from a sack but on a much larger scale, the sound is accompanied by a strong acrid smell. Peering into the darkness, however, you can't see well enough to determine the sound's or odour's source.


Male Human Rogue 1 (Swashbuckler)

Stealth 1d20 + 7 ⇒ (20) + 7 = 27

Volpe creeps back to the party slowly, with a look of disgust on his face, and describes sounds and smells.
Read the spoiler above.
...But there's not much more to go on, without getting a look at it. I'll need some light to see what's really going on in there, but from the smell of things, it's not too promising.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5
Volpe Coltello wrote:

Stealth 1d20+7

Volpe creeps back to the party slowly, with a look of disgust on his face, and describes sounds and smells.
Read the spoiler above.
...But there's not much more to go on, without getting a look at it. I'll need some light to see what's really going on in there, but from the smell of things, it's not too promising.

"Yes, it just sounds and smells like the old ruined tower on my father estate. There must be a colony of bats or something like that here."


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Jack nods, whispering. "Probably best not to disturb the area then. Do we want to look into any of the other openings? The animal tracks lead that way." He points to where the animal tracks led (leftmost entrance?).


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Xarafine listens carefully to Volpe's description, trying to decide if her cousin's assessment is correct.

Bardic Knowledge (nature): 1d20 + 3 ⇒ (6) + 3 = 9

Bardic Knowledge (dungeoneering): 1d20 + 3 ⇒ (3) + 3 = 6

*Whispering to herself* "The longer we spend out here, the more I learn how much I have to learn."


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Bein stands ready, sword point forward and poised to strike. He remained respectfully quiet as everyone talked around him, he was trying to watch each of the openings in turn but it was proving difficult with how little light shined within this place. "Perhaps we should light a torch so we can see what actual dwells within~"

If it's light enough inside here then ignore the dialog portion of my post lol =)


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

The main entrance cavern is shadowy but you can see well enough. The openings are, however, very dark and its impossible to see into them more than a few feet.


Male Human Rogue 1 (Swashbuckler)
Bein'Meleth Rámalóce wrote:
Bein stands ready, sword point forward and poised to strike. He remained respectfully quiet as everyone talked around him, he was trying to watch each of the openings in turn but it was proving difficult with how little light shined within this place. "Perhaps we should light a torch so we can see what actual dwells within~"

I agree. We came all the way here to see what this place is. it seems like a waste of effort to stop now!


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Jack shrugs. "Let's not stand on ceremony, then." Seeing no one else pull out a lighting implement, he pulls out his sunrod and lights it. He holds it out before him, staying alert for anything that might react to the light on their approach.

He moves toward the opening of one of the entrances they have not yet looked at--not the one where Jack heard the noise from nor the one with the tracks, but one of the three (pick one at random 1d3 ⇒ 1. He does not enter, just approaches within a few feet.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Bein gives a low whistle at Jacks peculiar little torch and settles his bullseye lantern back in its holder on his belt. "I need to get some of those..." he mumbles quietly as the new light brightens the chamber some. He keeps his eyes on where Jack had indicated the tracks had gone and keeps in step with the group while watching that particular alcove.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

The sunrod flares to light, banishing the shadows from the large hall. A moment later a loud roar pierces the air - emenating from the opening into which the animal tracks lead...

Init please....

1d20 + 1 ⇒ (8) + 1 = 9


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Initiative 1d20 + 5 ⇒ (13) + 5 = 18

The observer part in the back of Jack's mind wonders why, if there was a creature so close to them all along, it did not attack while they were unaware of it. Surely a creature accustomed to a dark cave would have sensed them or heard them talking before. Light-sensitive? he wonders, and already begins thinking about how that might be used to their advantage.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

Initiative: 1d20 + 1 ⇒ (1) + 1 = 2


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Initiative: 1d20 + 2 ⇒ (20) + 2 = 22


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Initiative.... Doh lol 1d20 + 1 ⇒ (4) + 1 = 5


Male Human Rogue 1 (Swashbuckler)

Initiative 1d20 + 6 ⇒ (15) + 6 = 21


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

OK say initiative order is...

Xerafine
Volpe
Jack
Creature
Bein
Finnabar

Xerafine, Volpe and Jack will have time to act before the creature.


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Xarafine takes a deep breath, clears her mind, and assumes a defensive stance.

Full Defense, +4 to AC


Male Human Rogue 1 (Swashbuckler)

Volpe dashes to the other side of the opening, sabre still in hand, hoping to catch whatever that thing is from behind.
Ready action to attack when a flank is available.


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

Jack, closest to the entrance, sidesteps a little (hopefully giving Volpe room to move in and flank when there is opportunity) while drawing his short sword with his free hand.

He holds up the sunrod--aware that he well may be drawing an attack for doing so--to see better into the cave if at all possible.


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

As Jack moves forward towards the tunnel the shadows within twitch and move, revealing a towering bear-like form. The creature stands upwards on its hind legs, towering 10 feet over your heads and holding its head back releasing a screaming roar from its beak-like mouth. Slumping downwards onto all fours it lumbers forward towards Jack striking outwards with one of its wicked claws...

Attack: 1d20 + 6 ⇒ (4) + 6 = 10

.. The beast swings but its claws scythe through the air just above Jack's head.


Male Human Paladin 2/Oracle of Battle 2 HP: 27/34 | Init: +1 | Perc: +7 | AC: 16 | Touch: 10 | FF: 16 | Fort: +8 | Ref: +3 | Will: +10
Skills:
Climb +6, Bluff +4, Diplomacy +10, Heal +5, Intimidate +10, Knowledge (eng) +6, Knowledge (religion) +5, Knowledge (nobility) +6, Ride +6, Sense Motive +5, Spellcraft +5

When the creature appears, Finnabar rushes her as fast as he can and swings his axe at the beast neck..

1d20 + 4 ⇒ (20) + 4 = 24, damage 1d8 + 2 ⇒ (8) + 2 = 10,

Roll to confirm critical 1d20 + 4 ⇒ (3) + 4 = 7, critical damage 2d8 + 4 ⇒ (6, 4) + 4 = 14


Male Human Rogue 1 (Swashbuckler)

Do I get my ready action or an AoO?


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10
Volpe Coltello wrote:
Do I get my ready action or an AoO?

Ready action... Yes


Male Human Rogue 1 (Swashbuckler)

Whoa, that thing's BIG
1d20 + 5 ⇒ (2) + 5 = 7

A moment of intimidation costs Volpe his swing. Steel meant for ribs finds only fur.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Bein doesn't haste for a moment when the creature reveals itself. He has no time to shake or doubt his ability, like any other opponent this creature threatens his comrades and he could not allow them to be injured while he still breathed. With his sword still readied to thrust he advanced as he charged the creature.

He let loose a battle cry. "Hakkaa Päälle!!" He attempted to ram the tip of his sword between where the creatures ribs hopefully lay...

FFA: Charge Attack with Longsword 1d20 + 6 ⇒ (11) + 6 = 17
Damage 1d8 + 4 ⇒ (7) + 4 = 11

Current AC 20 - 2 (Charge)= 18


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Finnabar's blade sinks into the creature's flank causing a gush of blood which matts its strangely patterned fur. Moments later Beins sword likewise bites into the creatures side, further opening the wound.

creature damage:
11 + 10


Back to Xerafine and Jack then the animal's action


Female Bard 2 / Monk 2 ; HP: 26/26 | Init: +2 | Perc: +9 | AC: 18 | Touch: 16 | FF: 15 | Fort: +3 | Ref: +8 | Will: +9
Skills:
Acro: +9 ;Dipl: +10 ;Heal: +8 (+10) ;Intim: +9 ;Know (relig): +9 ;Perf (ora): +8 ;Perf (sing): +9 ;Ride: +6 ;Sen Motv: +10 ;Spcrft: +8 ; UMD: +7

Xarafine moves behind and around Finnabar and Bein, trying to flank the creature and put it down quickly. She cries out loudly in supplication to the Lord of Battle.

In Canari:

Spoiler:
"Belan's Might be with me this day!" Arcane Strike

Attack:1d20 + 3 ⇒ (18) + 3 = 21 (+2 if flanking is permitted)

damage:1d6 + 3 ⇒ (3) + 3 = 6


NG Elf Guide Ranger HP 18/18 | Init +3; Perc +9 | AC 16 T13 FF13 | CMD 15 | Fort +3 Ref +6 Will +2; +2 vs ench, immune sleep

If Jack is not already flanking the beast with Volpe, he will 5 foot step to do so if that's possible

Jack wordlessly swings his blade, attempting to jab the beast.

Attack: 1d20 + 2 ⇒ (14) + 2 = 16 add 2 if flanking
Damage: 1d6 + 1 ⇒ (6) + 1 = 7


HP: 5/5 | Init: +1 | Perc: +4 | AC: 12 | Touch: 11 | FF: 11 | Fort: +1 | Ref: +3 | Will: +2
Skills:
Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10Knowledge (stuff) +10; Knowledge (other stuff) +10

Both Xerafine and Jack's attacks strike the creature (both flanking). In reply it rears upwards and swipes at Bein and Finnabar with its huge claws...

Attack on Finnabar: 1d20 + 7 ⇒ (12) + 7 = 19, Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Attack on Bein: 1d20 + 7 ⇒ (19) + 7 = 26, Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Striking both, slamming their armour and cracking ribs beneath the powerful blows.


General Bein'Meleth Rámalóce The Staglord:
Kingdom Stat+3 Stability
HP: 28/30 | Init: +1 | Perc: +4 | AC: 21| Touch: 12 | FF: 20 | Fort: +4 | Ref: +2 | Will: +2
Skills:
Climb +3, Craft (weapons) +5, Diplo +9, HA +9 (+11 to train), Intim +6, K (nobility) +5, K (religion) +5, Per +3 (+5 SH), P (soldier) +3, Ride +4, Sense Motive +3 (+5 when oppose bluff) Swim +5

Round 2 HP 4/11
AC (Normal) = 20[/oooc]
[ooc]Challenge (Unusable) 1/day

Tactician (Used this round) 0/Day

As the claws impacted the high grade steel of his armor, Bein gasped as several ribs broke on impact. Despite his heavy armor this creature hit like a battering ram and how he managed to remain standing was beyond him. He felt cold on his right side, it was strangely relaxing for some reason as well and for a moment he almost blacked out.

Another hit like that and I'm finished...

As he pulled his sword free of the creatures side he gasped again as his chest screamed in protest, he wouldn't be able to retaliate not like this. As he mastered the fear that gripped him he chose the greater path of valor. He would not run but he could help his allies by sacrificing himself if needed. "Focus on striking weak points, between its ribs, up underneath his chin now that it is reared up! Go for arteries and put a blade in this creatures heart!"

He continues yelling hoping to bring the creatures wrath down upon him while simultaneously schooling his allies in precision strikes. Just striking at this creature wasn/t going to bring it down, no, they need to focus on precision strikes and the sooner the better...

Standard Action: Bein uses his Tactician ability (only 1/day) and gives everyone within a 30ft burst Precision Striking +1d6 damage while flanking. This lasts for 3 rounds. Good Luck everyone! Also I didn't see anywhere where this will 'fade' if i'm down so I think even if it takes me down the ability lasts for the full duration stated above.

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