Savage Kirthfinder

Game Master Kirth Gersen

"Savage Tide" AP using Kirthfinder houserules.


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AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

While Korynne investigates the northern door, Gwl will cross to the far door and open it.

"We s-should get you as far from the drowned men as pos-sible."


M Goblin Beer Snob 1/Freethinker 3

Jym, there are handles, but they're rusty enough that you don't really trust them to hold. Korynne probably opened the other door by banging it with her hip. Iron spikes hammered in under the doors might be more useful.

Gwlybwr opens the far door and notices that the sloshing sound was coming from the churning waters of a sea cave. There's a sandy slope leading down to the water's edge. Fueled by what must be powerful submerged currents, the water laps and splashes against the walls of a twisting natural cavern that leads to the west. Dozens of purple and red sea urchins glisten in the shallow divots along the ground and lower walls, their spines glittering with water. Gwl estimates that the depth of the water ranges from 0 (near the door) to 8 or 10 feet deep.


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

From the room, can he tell if the sea cave opens directly into the bay? Or if it likely leads to another submerged tunnel?

Returning to the collapsed room, Gwl will again convey his observations.

"Another s-sea cave here. Not good for not-swimmers. Hope the last door is lucky."

Also, take a breather.


M Goblin Beer Snob 1/Freethinker 3

Gwlybwr thinks there's probably some distance before the bay. Without swimming a ways into it, he's not certain if the twisty cavern has another shore in another air-filled room, or dead-ends into a wall, or just continues the whole way to the bay.

The remaining intact door opens into what appears to have been a small closet. Likewise for the broken door hanging on its hinges.

The moaning outside the door to the east, and the frequency with which the zombies seem to be bumping into it, appear to be increasing.


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

"Let's go through Korynne's door! We can't take Gwlybwr's route, and that broken door won't hold back the dead guys! Korynne's door can be closed, at least!

"Also, we should hurry because I really need to pee!"


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HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

"You should have gone before we encountered a flooded labyrinth full of renovated corpses," Korynne quietly scolds. "But I agree. Let's slip through here while they're trying to break through and see what non-swimming exits there are."

She then walks through the door to see what's in the other room.


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

Once everyone is through, Uro will hold the door shut until the next way out is determined.


M Goblin Beer Snob 1/Freethinker 3

The other room is empty except for the column holding up the ceiling. As noted previously, there's another door in the west wall, directly opposite the one you entered.


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

"Well, I'm sorry, but I'm a little nervous!"

Jym helps Korynne inspect the room. He'll start with the support column.


M Goblin Beer Snob 1/Freethinker 3

It's made from very heavy timber, wet from the sea air. There's some kind of mold growing on it. It holds up an equally stout wooden beam in the ceiling.


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Knowledge (Lore): 1d20 + 6 ⇒ (11) + 6 = 17

"Are you all familiar with the game 'Hunt the Wumpus?' I think we've ended up playing it." Korynne looks briefly around the room but finds nothing particularly interesting. "If we can keep a set of doors between us and those things, I think we'll be okay. If it comes down to it, perhaps we can bait them back into that pool room and use that broken door to guide or push them into the water. I can't imagine they float very well. I wish I had thought of that before we came in here..." she mutters.

She shrugs and examines the west door for traps before going through.

DD: 1d20 + 6 ⇒ (4) + 6 = 10


M Goblin Beer Snob 1/Freethinker 3

It's devoid of traps, and opens into a short hallway. At the other end of that hallway, open to it, is the big room that the other zombies were in. There are three of them still there, and they begin shambling in your direction as the door opens. You're guessing there were maybe four of them clustered outside the door to the crab room, and you killed three, which makes ten zombies in all.


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

"Cripes!"

Jym throws one of his two remaining magic stones at a zombie.

Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Attack: 1d20 + 5 ⇒ (1) + 5 = 6

He misses terribly.


M Goblin Beer Snob 1/Freethinker 3

Zombies initiative: 1d20 + 0 ⇒ (15) + 0 = 15
The short hall is 15 ft. long. Assume the zombies were 15 ft. into the room, meaning they need to move 25 ft. to get close enough to swing at you. They do so, and of course are too slow to attack afterwards.


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Initiative: 1d20 + 5 ⇒ (5) + 5 = 10

"Eep!" Korynne squeaks. She looks around the empty room, knocking on a in an attempt to find secret doors to escape through.

Disable Device: 1d20 + 6 ⇒ (7) + 6 = 13

Does channel energy pass through walls and doors?


M Goblin Beer Snob 1/Freethinker 3
Korynne the Well Read wrote:

"Eep!" Korynne squeaks. She looks around the empty room, knocking on a in an attempt to find secret doors to escape through.

Does channel energy pass through walls and doors?

No secret doors.

Channel energy is a [burst]. Since there are no KF-specific overrulings for that, the default core rules apply:

PRD wrote:

A burst spell affects whatever it catches in its area, including creatures that you can't see. It can't affect creatures with total cover from its point of origin (in other words, its effects don't extend around corners).

A spread spell extends out like a burst but can turn corners. You select the point of origin, and the spell spreads out a given distance in all directions. Figure the area the spell effect fills by taking into account any turns the spell effect takes.

That said, it really seems like there should be a metamagic feat to allow spell effects to extend through walls, etc. By extension, you'd be able to de-convert channel energy into a spell + the Supernatural Ability feat, apply the metamagic, and then redo the Supernatural Ability feat and see what the new uses/day comes out to be. I'll think on that!


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Round 1 AC 18 HP 13/13
Initiative: 1d20 + 1 ⇒ (8) + 1 = 9

Gwl slinks forward, hoping to stay unwounded and keep Uro standing long enough to cut the drowned men down. His attacks are intended to draw one drowned man's attention, but defense is definitely the priority.

"Cut them, Uro. Cut them fas-st."

Knife, fighting defensively: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 81d4 + 3 ⇒ (3) + 3 = 6

Spend AoO to give Uro +2 AC vs the first zombie to attack him.


M Goblin Beer Snob 1/Freethinker 3

Nice


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

Sorry for the spotty posting, been sick since Sunday and my brain is in a fog.

Sick of being hit by these things, Uro lets loose with his full fury!

"Waaaagh!" Translation: Raging!

Power Attack: 1d20 + 6 ⇒ (3) + 6 = 9

Damage: 2d8 + 10 ⇒ (7, 3) + 10 = 20


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

"We didn't hit any of them! Come on, guys! There's only three of them!"

Jym throws his last remaining magic stone at a zombie.

Attack: 1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16
Damage: 2d6 + 2 - 1 ⇒ (1, 1) + 2 - 1 = 3

The stone sinks into a zombie's torso with a squishy "thunk," but doesn't otherwise seem to have any effect. Jym then bravely darts back behind the meleers.


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

Oops, Uro never rolled initiative.

Initiative: 1d20 - 1 ⇒ (6) - 1 = 5


M Goblin Beer Snob 1/Freethinker 3

Round 1 recap:
16 Jym throws rock, misses
15 Zombies move
10 Korynne looks for secret doors
9 Gwlybwr misses with knife
5 Uro misses with axe.

Round 2:
16 Jym hits one zombie, fails to penetrate DR
15 Zombies attack!

vs. Gwl: 1d20 + 4 ⇒ (7) + 4 = 111d6 + 3 ⇒ (3) + 3 = 6
vs. Uro: 1d20 + 4 ⇒ (19) + 4 = 231d6 + 3 ⇒ (4) + 3 = 7
vs. ? 1d2 ⇒ 21d20 + 4 ⇒ (19) + 4 = 231d6 + 3 ⇒ (6) + 3 = 9


M Goblin Beer Snob 1/Freethinker 3

Even with Uro raging and Gwl helping guard him, the big orc takes two very nasty bites. 16 damage; 1 goes into your delayed damage pool, leaving you at 1 hp. You take no wound penalties to attacks or damage while raging, and because you're now into your pool, you get +1 to attacks and +2 damage for the remainder of your rage, or until healed.

Zombies attempt to clamp jaws: 1d20 + 4 ⇒ (12) + 4 = 161d20 + 4 ⇒ (20) + 4 = 24

One of the zombies manages to clamp its filthy jaws shut on Uro's shoulder; his desperate thrashings throw the other one off.

Korynne, then Gwl, then Uro.


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Round 2

"No no no no no!" Korynne whispers frantically. She fumbles for her holy symbol, then starts to mumble a prayer for a blast of positive energy.

Channeling to harm undead, DC 12 Will for half. Can I complete the channel this turn?


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Round 2 AC 17 HP 13/13

"Get off him!"

Gwl slashes with determined strokes, desperate to free Uro.

Knife: 1d20 + 4 ⇒ (3) + 4 = 71d4 + 3 ⇒ (4) + 3 = 7 Defending Uro, as before.


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

Uro will fight defensively for -2 to attack, +1 to AC, putting his AC at 20.

Great Axe: 1d20 + 6 ⇒ (6) + 6 = 12

Damage: 2d8 + 9 ⇒ (4, 4) + 9 = 17


M Goblin Beer Snob 1/Freethinker 3
Korynne the Well Read wrote:
Can I complete the channel this turn?

Yes. If you were really clever, you'd time it to go off right after Uro attacks, so he can still get that extra +1/+2 from his furious counterstroke.


M Goblin Beer Snob 1/Freethinker 3

Uro's axe head whizzes right by the zombie, missing by millimeters. Ruefully, Uro thinks that sometimes the best defense is a better offense.

Gwlybwr's slashing is so far ineffective.

Zombie saves vs. positive energy: 1d20 + 2 ⇒ (20) + 2 = 221d20 + 2 ⇒ (14) + 2 = 161d20 + 2 ⇒ (13) + 2 = 15 Bastards!


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

Ha, this dungeon is not going well.


M Goblin Beer Snob 1/Freethinker 3
Uro Taraka wrote:
Ha, this dungeon is not going well.

No indeed :(


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

"Fall back, to the water. Dive as far out into the pool as you can, s-since there are many s-spiny s-sea urchins on the floor and you do not want to s-step on them. It is deep enough and I do not think the drowned men can s-swim. They will s-sink and you will be s-safe. Lie flat, s-so they cannot grab at your feet, and I will pull each of you through the tunnel. It is a deep s-swim, but it is better than being dinner."

Gwl thinks there is enough room in the pool in the previous room for his companions to avoid the zombies, as long as they stay away from the shore.


M Goblin Beer Snob 1/Freethinker 3

So, to make sure I understand it, you want them to dive into the 60-ft.-deep tidal pool that you swam before, that leads to the tunnel to the bay? That will necessitate wading into the shallow, churning, urchin-infested edge first (and not slipping), or else they'll need to long jump past that to the deeper water, hopefully without hitting their heads on the collapsed ceiling in the process. The latter will require an Athletics check at DC 10 (to clear the hazards) + 5 (for the low clearance) = 15. Each person jumping will need to decide if they want to err on the side of low height (failing to clear the shallows on a failed check) or distance (taking 1d6 from the ceiling on a failed check, and also failing to clear the shallows if it fails by 6 or more).

You suspect it might be easier to have them go to the sea cave room to the west, wade down the sand past the urchins, and you can pull them into/through the twisty flooded cavern there, assuming it doesn't dead end or lead into a monster's lair or whatever -- but that's a big risk in itself.


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

Uro will do a full retreat on his turn, following Gwls direction.


M Goblin Beer Snob 1/Freethinker 3

Uro is grappled and can only move at half speed, by dragging the biting zombie with him. (CMB check) He'll also take automatic bite damage each round until he's free of the thing's jaws.


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Forgot about the collapsed ceiling! Still, unless we can outrun the zombies, we might not have a choice.

"Got to get Uro free! Help me pull him away."

Gwl drops his weapons and yanks on Uro with all the force he can muster, trying desperately to pull him free from the drowned man's bite.

Spend hero point to immediately take single iterative attack.

CMB: 1d20 + 4 ⇒ (10) + 4 = 14 If Uro has not spent his immediate action this round, recommend he spend it to add +2 Aid Another bonus to this roll. Anyone else in reach might be able to help, too. If Uro is freed by this action, as he only took a single attack on his turn, can he spend his unspent movement and retreat, as per the rules for holding movement?

"We can also run for the far room, but I don't know where that pool leads."


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5
Kirth Gersen wrote:
Korynne the Well Read wrote:
Can I complete the channel this turn?
Yes. If you were really clever, you'd time it to go off right after Uro attacks, so he can still get that extra +1/+2 from his furious counterstroke.

Well, Korynne is clever, if a little panicked. Let's see how much damage those zombies take from my channel.

Channel energy (damage halved for save): 1d6 ⇒ 6


M Goblin Beer Snob 1/Freethinker 3

The wave of positive energy washes over you and the zombies; the latter are slightly damaged, but still on the rampage.
Uro is up to 4 hp; 3 when his rage ends.

Meanwhile, Gwl, with a frantic motion that comes out of nowhere, somehow yanks Uro free from the zombie's teeth.

I'm assuming Uro uses his immediate action to help you yank him free from the zombie (needed for success), leaving him without one to use for held movement. However, in light of your hero point-driven pre-emptive action, it is reasonable to allow him to ditch that last attack roll and instead disengage, at his option.

Round 2:
16 Jym hits one zombie, fails to penetrate DR
15 Zombies attack!
10 Korynne begins channeling
9 Gwl attacks, frees Uro
5 Uro attacks or disengages (pending)
4 Korynne's channeling takes effect.


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HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

Disengage it is! Let's get out of here!


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HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Does Jym know that classic hit, "Brave Sir Robin Ran Away?"


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

Forgive me for not going back and re-reading the description for the pool we're running to, but is there a scenario where Jym will get the chance to hide from the zombies while they hopefully plod past him into the water? Without having to use the Hide in Plain Sight option?


M Goblin Beer Snob 1/Freethinker 3

Jym's gaze flicks around the room. He's none too thrilled about trying to jump into a deep pool full of poisonous urchins, surging surf, and who knows what else. He notes the collapsed ceiling, rubble, broken pier, and so on, and nods to himself -- there are any number of hiding places, some of them much more dry than a deep pool! However, a part of his brain nags him that, if the zombies somehow detect him anyway, he'll be eaten for sure.


M Goblin Beer Snob 1/Freethinker 3

Round 3:
16 Jym either jumps, hides, or delays.
15 Zombies attack Gwl and/or move to pursue Uro and/or move towards others


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

Gah, I didn't know that we were talking about the room where there were more zombies trying to enter. Still, Gwl has two other people to help through the tunnel, who are presumably better swimmers.

Not wanting to contend with both the zombies and the sea urchins beneath a possible undertow, Jym opts to hide in the rubble, hoping that the zombies will impale themselves on the sea urchins, wander off, or some other solution will present itself.

Stealth: 1d20 + 8 ⇒ (15) + 8 = 23


M Goblin Beer Snob 1/Freethinker 3

Two of the zombies, seeing a bunch of movement as Uro disengages, mindlessly shamble after him; seeing Korynne, one of them veers in her direction instead. The zombie that Gwlybwr ripped off of Uro settles for trying to bite Gwl instead: 1d20 + 4 ⇒ (11) + 4 = 151d6 + 3 ⇒ (6) + 3 = 9


M Goblin Beer Snob 1/Freethinker 3

Korynne, then Gwlybwr, then Uro.


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Korynne bolts, obviously terrified. I can't swim! There's got to be some other way... Seeing Jym scurry off to hide in the rubble, Korynne decides that hiding on dry land is definitely going to give her a better chance. Back in the pool room, she opens the intact closet door and ducks inside, trying to be as quiet as possible.

Stealth: 1d20 + 5 ⇒ (3) + 5 = 8
Can I use my Defiant Luck hero point to reroll?


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

Uro will swim out into the pool. Once he is able to float above any spiny urchins, he''l splash around and make a scene, hoping to draw the zombies into the water.

Here's hoping Uro can out swim them.

Athletics: 1d20 + 6 ⇒ (4) + 6 = 10


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Round 3 AC 17 HP 13/13

Dodging back from the dead man, Gwl turns and sprints after the others. As the Uro wades into the pool, he repeats his earlier warning.

"Watch out for the s-spines in the s-shallows!"

Athletics: 1d20 + 7 ⇒ (13) + 7 = 20

Gwl executes a running dive into the pool and splashes profusely, following the orc's thinking. He bellows a taunt he's heard before, courtesy of the Shadowshore garrison's holding cells, hoping to draw in the drowned men and distract them from his hiding companions.

"Fres-sh fis-sh! Fres-sh fis-sh! Fres-sh fis-sh!"


M Goblin Beer Snob 1/Freethinker 3
Korynne the Well Read wrote:
Can I use my Defiant Luck hero point to reroll?

Yes! Please do!!!


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Defiant Luck Stealth Reroll!: 1d20 + 5 ⇒ (16) + 5 = 21

Korynne shuts the door as quietly as possible, and retreats to the far corner of the little closet. She loads her crossbow and keeps her holy symbol in one hand, then dismisses her light spell to wait anxiously in the dark.

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