Pyros's Rise of Legends Homebrew (Inactive)

Game Master waiph


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Male Tengu Rogue/2 V: 15/15 | WP: 15/16 | Th 8 | Def: 13 | CMD: 14 | Fort: -1 | Ref: +6 | Will: +3 | Init: +3 | Perc +10

"I used to eat worms for a living, so I'm sure it'd be fine to eat if Victor just cooks it and maybe removes the deadly parts from it." Thoyoitu turns to Victor, "You're knowledgeable about poisons and toxins and brewing and such, right? Think you could safely cook all the bad things out of this?"


They are correct, that you cannot eat this creature. Attempting to will leave you nauseous while trying and failing the save would cause you to vomit it up.

This vile creature, covered in putred slime is even more revolting on the inside, the open wounds appear to be festering and rotten even though they are fresh. Little wriggling worms crawl out of the creature. The Bogstriders take a few moments to make sure all the larva latched to the creature's back are dispatched as well.

It looks to be a little over an hour before the pre-dawn light in on the western side of the world is actually bright enough to use to travel, and the party is able to finish resting.

Everyone can restore 2 wound points, and fill up on vitality. You do not get back the spells you used already, but that was only Produce Flame, iirc

Victor finds that the slime of the creature has a potentially interesting reaction and will make a valuable alchemical component for crafting any number of items.
WHat exactly is Desula doing right now? you can PM me about it if thats appropriate

Let me know what you do as you head out, if you are rolling out now?


Male Tengu Rogue/2 V: 15/15 | WP: 15/16 | Th 8 | Def: 13 | CMD: 14 | Fort: -1 | Ref: +6 | Will: +3 | Init: +3 | Perc +10

"So, my friends, shall we continue onward?" Thoyoitu continues onward.


hp 33/33 ac 14/t11/ff13, F 4, R 3, W 10 (+1 ench), bab 2, melee 3, ranged 3, cmb 3, cmd 13, init +1, spd 30, perc 9 half-orc shaman(speaker for the past)/3
skills:
bluff 2, diplo 9, disable 7, intim 13, k. nature 5, k hist 5, k local 5, ling 5, perc 9, sm 3, splcrft 6, surv 7, umd 7

"Yeah, let's move on... just the memory, not to mention the proximity of the corpse, of that creature, is enough to make me want to vomit... I'd like to get out of here."

Shadow Lodge

Male Half-Drow Wizard:2 | W:22/24 V:12/12| T:12| Def:11 | DR:4(1) |Crit Def: 5(2)| CMD: 9| F:1 R:1 W:4 | Per:+7(+9) Init: +3|
Cantrips:
Presdigitation, Jolt, Detect Magic, Ghost Sounds

Desula finishes up and walks away very quickly from the smell. "Yes let's proceed."

Spells:

2x Color Spray
Mage Armor
Shield
Silent Image

Desula wraps the hide shirt around his bandolier. Making a nice cushion around his spell book holster. He makes his robe into a second sling, and wraps it around his body as well.

It's going to a filthy kinda of day, isn't it.


Male Ratfolk 15/20 WP 10/10 THRES 12/12 VP, DEF 14,DR 2, FF 11, T 14 | F +3 R +6 W +1 | Init. +3 | Per. +7 | SM +1 | CMB -3 | CMD 9 | Speed 20ft |
prepared extracts:
: 1/1 true strike 1/1 Firebelly

Victor sniffs the corpse once, then turns to thoy
"completely and utterly inedible. Not even with salt."

Victor shakes the brew of creature blood
craft alchemy: 1d20 + 11 ⇒ (8) + 11 = 19
hey gm can you give me an extract from victor's mixing of the alchemical components?


Victor can get supplies it today and at least three additional days of extracts, plague vital, and bombs, which he can use for today. There's also 50gp of crafting components for alchemical substances.

The bogstriders stop short at the edge of a particularly nasty bit odd swamp, and are able to convey to Thoyoitu that this is as far as they go. This is the raiders wrapper now.

As you press on, you see a hole in the canopy as though a tall tree fell and smashed through the branches. Through the opening, you see several such trees that could be used to get a better vantage point. There is also a trail, of sorts leading in the other direction that is likely the way the felled tree was dragged.


Male Tengu Rogue/2 V: 15/15 | WP: 15/16 | Th 8 | Def: 13 | CMD: 14 | Fort: -1 | Ref: +6 | Will: +3 | Init: +3 | Perc +10

"Don't worry team, I've got this." Thoyoitu tries to climb a tree. Climb: 1d20 + 5 ⇒ (14) + 5 = 19 Acrobatics if jumping might help?: 1d20 + 8 ⇒ (10) + 8 = 18

Shadow Lodge

Male Half-Drow Wizard:2 | W:22/24 V:12/12| T:12| Def:11 | DR:4(1) |Crit Def: 5(2)| CMD: 9| F:1 R:1 W:4 | Per:+7(+9) Init: +3|
Cantrips:
Presdigitation, Jolt, Detect Magic, Ghost Sounds

"What can you see from up there?"


Thoyoitu is able to make out the path the log sems to have been dragged, heading off to the Southwest.

To the southEAST appears to be a few light plooms of smoke wafting up into the sky and signs of clearings that may likely proe to be the enemy camps and compounds. Map will be forthcoming... haveing a tough time with that lately.

What he also hears is a buzzing flapping sound as what appears to be enormous mosquitoes [ooc]Tiny size which makes for a very large bug starts to rise from the tree he has climbed!

you can roll init, and make Knowledge checks (arcana) for information


hp 33/33 ac 14/t11/ff13, F 4, R 3, W 10 (+1 ench), bab 2, melee 3, ranged 3, cmb 3, cmd 13, init +1, spd 30, perc 9 half-orc shaman(speaker for the past)/3
skills:
bluff 2, diplo 9, disable 7, intim 13, k. nature 5, k hist 5, k local 5, ling 5, perc 9, sm 3, splcrft 6, surv 7, umd 7

init: 1d20 + 1 ⇒ (11) + 1 = 12

Shadow Lodge

Male Half-Drow Wizard:2 | W:22/24 V:12/12| T:12| Def:11 | DR:4(1) |Crit Def: 5(2)| CMD: 9| F:1 R:1 W:4 | Per:+7(+9) Init: +3|
Cantrips:
Presdigitation, Jolt, Detect Magic, Ghost Sounds

Init: 1d20 + 3 ⇒ (15) + 3 = 18

Kn:Arcana: 1d20 + 9 ⇒ (13) + 9 = 22


Male Ratfolk 15/20 WP 10/10 THRES 12/12 VP, DEF 14,DR 2, FF 11, T 14 | F +3 R +6 W +1 | Init. +3 | Per. +7 | SM +1 | CMB -3 | CMD 9 | Speed 20ft |
prepared extracts:
: 1/1 true strike 1/1 Firebelly

int: 1d20 + 3 ⇒ (12) + 3 = 15
knowledge (arcana): 1d20 + 9 ⇒ (13) + 9 = 22


Haven't had a chance to work up a map yet, but Stirge don't have reach so there's not much to do as far as tactical movement. How is the party grouping? slight spread or tightly clustered?

Thoyoitu, You find yourself 30 ft up a tree looking over the low canopy, with 5 creatures emerging from the trees about 10 ft above you.

Desula and Victor both know about these creatures, Strige. Wretched blood-drinkers attach tightly to its targets with a voracious tenacity, draining their victim till the creature is glutted on warm blood.

Init:
Initiative
Desula: 1d20 + 3 ⇒ (9) + 3 = 12
Kalagan: 1d20 + 0 ⇒ (13) + 0 = 13
Pyre: 1d20 + 3 ⇒ (5) + 3 = 8
Thoyoitu: 1d20 + 3 ⇒ (16) + 3 = 19
Tzardusk: 1d20 + 1 ⇒ (14) + 1 = 15
Victor: 1d20 + 3 ⇒ (6) + 3 = 9
Stirge
1d20 + 4 ⇒ (17) + 4 = 21
1d20 + 4 ⇒ (15) + 4 = 19
1d20 + 4 ⇒ (19) + 4 = 23
1d20 + 4 ⇒ (1) + 4 = 5
1d20 + 4 ⇒ (5) + 4 = 9
2d6 ⇒ (2, 6) = 8

Three of the Stirge get moving and separate, one going for the Tengu, the others attacking Kalagan and Victor, charging down from the air in an arial divebomb!
Thoyoitu: 1d20 + 9 ⇒ (14) + 9 = 23 Take 1 con damage
Kalagan: 1d20 + 9 ⇒ (17) + 9 = 26 Take 1 con damage
Victor: 1d20 + 9 ⇒ (15) + 9 = 24 Take 1 con damage

The creatures dart down at their victims and attach to them, dealing 1 Con damage.

You can attempt to break the grapples or attack the creatures. Because they are tiny and simply latched onto you, I'll allow medium creatures to move unimpeded and Small creatures to move at half speed

All of the rest of the party is up!

Shadow Lodge

Male Half-Drow Wizard:2 | W:22/24 V:12/12| T:12| Def:11 | DR:4(1) |Crit Def: 5(2)| CMD: 9| F:1 R:1 W:4 | Per:+7(+9) Init: +3|
Cantrips:
Presdigitation, Jolt, Detect Magic, Ghost Sounds

Are we using our rolls or your rolls for Init?

Desula rushes over to Victor and tears the Stirge off of him.

Pyre lines up and swings at a slow stirge

Axe: 1d20 + 7 ⇒ (9) + 7 = 16
DMG: 1d12 + 4 ⇒ (12) + 4 = 16


Yes, I'm rolling init for efficiency sake.

The slow surf are up in the air about 40 ft high up, and you have to make some kind of attack to deal with a Stirge. It's not just an action to remove.

That said, Victor holds very still as Pyre slices the Stirge latched to the Ratkin messily in two!


What are people waiting on right now? The party is up, and only desula has posted.

Tho is in the tree, two stirge are out of reach, but one is on tho, and one on kalagan


hp 33/33 ac 14/t11/ff13, F 4, R 3, W 10 (+1 ench), bab 2, melee 3, ranged 3, cmb 3, cmd 13, init +1, spd 30, perc 9 half-orc shaman(speaker for the past)/3
skills:
bluff 2, diplo 9, disable 7, intim 13, k. nature 5, k hist 5, k local 5, ling 5, perc 9, sm 3, splcrft 6, surv 7, umd 7

sorry - didn't realize i was up... would jester's jaunt work to separate Kal and the stirge - it's only supposed to move one creature, or are they connected like the maggots were considered before? If I can jaunt Kal out away from the stirge, I'll do that, otherwise, just attack the stirge. IF attack is necessary:

to hit: 1d20 + 2 ⇒ (4) + 2 = 6
dmg if hits: 1d6 - 1 ⇒ (4) - 1 = 3


Tzardusk's power moves Kal, in a flash, leaving the Stirge alone and confused.

Shadow Lodge

Male Half-Drow Wizard:2 | W:22/24 V:12/12| T:12| Def:11 | DR:4(1) |Crit Def: 5(2)| CMD: 9| F:1 R:1 W:4 | Per:+7(+9) Init: +3|
Cantrips:
Presdigitation, Jolt, Detect Magic, Ghost Sounds

Desula aims at the decoupled stirge that was on Kal.

Jolt: 1d20 ⇒ 20
Nice!

Dmg: 1d3 ⇒ 3

Crit: 1d3 ⇒ 3+2 wounds for crit


Male Ratfolk 15/20 WP 10/10 THRES 12/12 VP, DEF 14,DR 2, FF 11, T 14 | F +3 R +6 W +1 | Init. +3 | Per. +7 | SM +1 | CMB -3 | CMD 9 | Speed 20ft |
prepared extracts:
: 1/1 true strike 1/1 Firebelly

Victor grunts as the axe cleaves the pest in two
"hey watch the whiskers!"
He loads a bolt and shoots at another stirge
crossbow: 1d20 + 4 ⇒ (8) + 4 = 12
damage: 1d6 ⇒ 2


Crit Defense check: 1d20 + 4 ⇒ (17) + 4 = 21
DC (21 + 2) 23

Desula's bolt shocks the Stirg to death.

Thoyoitu slices at the Stirge on him
1d20 + 5 - 1 ⇒ (5) + 5 - 1 = 9
for 1d6 + 2 ⇒ (2) + 2 = 4

but can't get a good angle to get it without stabbing himself.

The other two stirge fly in adn attack
2d6 ⇒ (6, 2) = 8
again going for VIctor and Kalagan

Bite Kal: 1d20 + 7 ⇒ (17) + 7 = 24
BIte Victor: 1d20 + 7 ⇒ (9) + 7 = 16

Kal slashes at the Stirge
1d20 + 5 ⇒ (11) + 5 = 16
for 2d6 + 3 ⇒ (6, 6) + 3 = 15
Slicing it open before it gets to him

Thoyoitu and voctor bth Take 1 point of CON damage

Ok, Everybody is up again!


hp 33/33 ac 14/t11/ff13, F 4, R 3, W 10 (+1 ench), bab 2, melee 3, ranged 3, cmb 3, cmd 13, init +1, spd 30, perc 9 half-orc shaman(speaker for the past)/3
skills:
bluff 2, diplo 9, disable 7, intim 13, k. nature 5, k hist 5, k local 5, ling 5, perc 9, sm 3, splcrft 6, surv 7, umd 7

Again using his ability to jaunt , he removes Victor from the stirge, putting him a good 20 feet away from the creature... leaving someone else to kill the now loose stirge.

Shadow Lodge

Male Half-Drow Wizard:2 | W:22/24 V:12/12| T:12| Def:11 | DR:4(1) |Crit Def: 5(2)| CMD: 9| F:1 R:1 W:4 | Per:+7(+9) Init: +3|
Cantrips:
Presdigitation, Jolt, Detect Magic, Ghost Sounds

Pyre swings though the vacant space that Victor just occupied at the surprised Stirge.

G.Axe: 1d20 + 7 ⇒ (8) + 7 = 15
for Dmg: 1d12 + 4 ⇒ (3) + 4 = 7

Desula, mollified by the last hit, takes a pot shot at stupefied Stirge as well.

Jolt: 1d20 + 2 ⇒ (8) + 2 = 10 (BAB 1+ Dex 1)
for Dmg: 1d3 ⇒ 3

Can Pyre and me hit it as flatfooted or it having lost dexterity bonus to defense? Because its stupifed by Tzar's magic and has impossibly ignorant bug mind. How would a jungle stirge process losing prey it already bit into?


Male Ratfolk 15/20 WP 10/10 THRES 12/12 VP, DEF 14,DR 2, FF 11, T 14 | F +3 R +6 W +1 | Init. +3 | Per. +7 | SM +1 | CMB -3 | CMD 9 | Speed 20ft |
prepared extracts:
: 1/1 true strike 1/1 Firebelly

Victor curses and loads and another bolt into the crossbow
" bah i'll never get used being suddenly displaced. Stupid pests!"
he takes aim and shoots at another stirge
crossbow: 1d20 + 4 ⇒ (19) + 4 = 23
dmg: 1d6 ⇒ 5


hp 33/33 ac 14/t11/ff13, F 4, R 3, W 10 (+1 ench), bab 2, melee 3, ranged 3, cmb 3, cmd 13, init +1, spd 30, perc 9 half-orc shaman(speaker for the past)/3
skills:
bluff 2, diplo 9, disable 7, intim 13, k. nature 5, k hist 5, k local 5, ling 5, perc 9, sm 3, splcrft 6, surv 7, umd 7

"Sorry, thought it was the best way to get you away from the critter... "


Victor crit threat DC 21 crit defence check: 1d20 + 4 ⇒ (12) + 4 = 16 CRIT!
While Pyre and Desulas shots go wild, Victor plants a bolt right in the creatures skull, killing it instantly.

1d20 + 5 - 1 ⇒ (12) + 5 - 1 = 16
For 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Kal slices the stirge of himself

1d20 + 5 ⇒ (7) + 5 = 12
For 2d6 ⇒ (2, 5) = 7
As does Thoyoitu

With the bugs dealt with, Thoyoitu scurries down to describe what he saw.
Map tonight when I get home


What Thoyoitu Saw

A: Party will approach from the North-West
B: Island shows signs of habitation, shelters, Totems, etc, but no movement currently
C: River slows into what looks like a thick mud-swamp with solid ground farther south
D: Inhabitted area among rocks and felled trees, possibly a work-camp.
E: Skum Settlement currounded by thick walls and guards. THere is a pier to the souht over a lake that the river seems to feed

The River is wide and murky, of indiscernible depth and speed with no indication of what may lurk just below the surface. To the north the river is wider and the swamp look even less traversable.

Shadow Lodge

Male Half-Drow Wizard:2 | W:22/24 V:12/12| T:12| Def:11 | DR:4(1) |Crit Def: 5(2)| CMD: 9| F:1 R:1 W:4 | Per:+7(+9) Init: +3|
Cantrips:
Presdigitation, Jolt, Detect Magic, Ghost Sounds

Des thinks for a bit and says "We should go around south along the swamp to the more stable footing. Though I'd like to see whats on that small island in the swamp."


Male Ratfolk 15/20 WP 10/10 THRES 12/12 VP, DEF 14,DR 2, FF 11, T 14 | F +3 R +6 W +1 | Init. +3 | Per. +7 | SM +1 | CMB -3 | CMD 9 | Speed 20ft |
prepared extracts:
: 1/1 true strike 1/1 Firebelly

Victor scratches at his fur
"after all this marshy ground underfoot, a little dry land would be appreciated"

Shadow Lodge

Male Half-Drow Wizard:2 | W:22/24 V:12/12| T:12| Def:11 | DR:4(1) |Crit Def: 5(2)| CMD: 9| F:1 R:1 W:4 | Per:+7(+9) Init: +3|
Cantrips:
Presdigitation, Jolt, Detect Magic, Ghost Sounds

"Let's Moves" says Pyre as he begins looking for a path south.

Survival: 1d20 + 4 ⇒ (11) + 4 = 15


Hey Everybody!

I'm really sorry i've been off-game for so long... I'e had a lot of issues with mapping and finding time to post. Works been extremely hectic and my schedule changed so i dont' have the time I used to during the day at all.

I'm hoping things will calm down for me with my new shift that I'm starting, but I'd like to check in with everybody if you want to keep going or call it.

WHo wants to try to keep the game up?


hp 33/33 ac 14/t11/ff13, F 4, R 3, W 10 (+1 ench), bab 2, melee 3, ranged 3, cmb 3, cmd 13, init +1, spd 30, perc 9 half-orc shaman(speaker for the past)/3
skills:
bluff 2, diplo 9, disable 7, intim 13, k. nature 5, k hist 5, k local 5, ling 5, perc 9, sm 3, splcrft 6, surv 7, umd 7

i'm good to keep going if we have enough active players.


Male Ratfolk 15/20 WP 10/10 THRES 12/12 VP, DEF 14,DR 2, FF 11, T 14 | F +3 R +6 W +1 | Init. +3 | Per. +7 | SM +1 | CMB -3 | CMD 9 | Speed 20ft |
prepared extracts:
: 1/1 true strike 1/1 Firebelly

Hey hey! Still kicking and ready to throw a few more bombs!
I'm good with keeping the game up but seeing how things are going we might need to grab more people. Pyre's player is still around, so maybe go ask him if he wants to continue?


If you want to check with Pyre, he hasn't replied to me. Same with Kalagans players

Shadow Lodge

Male Half-Drow Wizard:2 | W:22/24 V:12/12| T:12| Def:11 | DR:4(1) |Crit Def: 5(2)| CMD: 9| F:1 R:1 W:4 | Per:+7(+9) Init: +3|
Cantrips:
Presdigitation, Jolt, Detect Magic, Ghost Sounds

I am also here


I will be out of town this weekend. When I get back we'll finish up this arc and get a move on to the main land. I'll post for recruitment. What do we think about the mechanics right now, with the wounds and vigor or the armor as DR?

Shadow Lodge

Male Half-Drow Wizard:2 | W:22/24 V:12/12| T:12| Def:11 | DR:4(1) |Crit Def: 5(2)| CMD: 9| F:1 R:1 W:4 | Per:+7(+9) Init: +3|
Cantrips:
Presdigitation, Jolt, Detect Magic, Ghost Sounds

The super squishy wizard is loving it. I think if we are staying a castery group, lets keep the wounds. Less dying is great.


Male Ratfolk 15/20 WP 10/10 THRES 12/12 VP, DEF 14,DR 2, FF 11, T 14 | F +3 R +6 W +1 | Init. +3 | Per. +7 | SM +1 | CMB -3 | CMD 9 | Speed 20ft |
prepared extracts:
: 1/1 true strike 1/1 Firebelly

The system is realistic and i'm still getting used to it but it's fine


hp 33/33 ac 14/t11/ff13, F 4, R 3, W 10 (+1 ench), bab 2, melee 3, ranged 3, cmb 3, cmd 13, init +1, spd 30, perc 9 half-orc shaman(speaker for the past)/3
skills:
bluff 2, diplo 9, disable 7, intim 13, k. nature 5, k hist 5, k local 5, ling 5, perc 9, sm 3, splcrft 6, surv 7, umd 7

fine with me, though I'm still not sure of how things work completely, that's what you're here for, right? lol


Yup.

Just ask and I'll answer. It is two different systems, if that helps. =P

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