The Island of Fey

Game Master Nexumis

A new Island has been discovered south west of the Continent of Garund! The Pathfinder Society is looking for a small team, 3-6 members, to subcontract out to go investigate this Island and possibly begin colonizing it. Although not


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Male Human Druid 5, Hp 36, AC 16/12/14 F +7, R +4, W +10; Init +2, Perception +13

Fortitude: 1d20 + 7 ⇒ (13) + 7 = 20
Rowan's years of working with strange animals seem to pay off as once again he is able to resist the force of the lizards' screeching. He makes a few more notes in his journal, then tucks it away.
I'd stay clear of the Impalings for the time being, he says to no one in particular. They are likely to be ornery after that tussle.

When Jakiim mentions the rock formation, his eyes light up. How far away is the spire? I would definitely be interested in a closer look, but it might be a good idea to stick together. Wandering alone on this island might prove detrimental to our health, he says with a grin.

Sverinn, I must say, your idea of fortifying our campsite is a good one. I know a way to turn some of the soil around us into a sinking mire, which will definitely slow down anything that seeks to approach on foot. We can also leave some spaces free so that we can come and go safely. Later, I can also weave the tree branches together to discourage flying intruders, although I cannot do so until tomorrow. Do these sound like good ideas to the rest of you?

GM, I'm talking about using the spells soften earth and stone and warp wood.


retired

Ekembe nods approvingly to Rowan, "A fine idea. But come, this one would see these rings of stone."


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

Current HP 12

Seeing that the lizards were not effected by her grease, she tries to dismisses it, but not before they get another jagged screech out.

Fort save with +2 from Ekembe 1d20 + 3 ⇒ (18) + 3 = 21
DC 16 vs 6 dam, success
Fort save with +2 from Ekembe 1d20 + 3 ⇒ (3) + 3 = 6
DC 15 vs 5 dam, fail, current HP 7
Fort save with +2 from Ekembe 1d20 + 3 ⇒ (9) + 3 = 12
DC 16 vs 5-1 Int, fail, lost 1 Int

Sverinn slumps to the ground with blood pouring from her ruptered ears and she has a glassy look to her eyes as she blinks and stares at the grease, trying to dismiss it.

"heal the wounded Impliangs!"


The mental blast hits Jacen full force, the second jolt begins its attack as well. Jacen make another fort save, same dc if fail makea will save, dc16 or take 2 int dam.

Jakim, Rowann and Ekembe all shake the effects, Otiven and Sverinn both still suffering from the last blast. Consensus is to go check out the rocks Jakim found while playing with the friendly neighborhood chirping lizards.

The impliangs glance at the group, three help carry the two dead ones up into the Durian, the largest of them sits upright at the bottom of the tree. Front paws on the ground in a readied stance, guarding his home. His eyes filled with anger and sorrow. He makes no noise as the party gets ready to leave, while waiting for the mental blasts to subside within some of the groups heads.

Rowann:
The two spells would work, but not permanently, you can make the moat and weave the trees together but theyd only last aslong as the spells duration. If you work manually on the barriers theyd last longer. Maybe after 3-5 times od actually weaving tree branches manually theyd stay permanently. Digging the trench and filling with water a couple times along with the soften spell will eventually make it permanent as well.
Sverinn, Rowann & Ekembe:
just before leaving a deep, raspy wise voice echos through your heads
Upon return, heal wounded. Protect OUR home. Safe.

ooc:
to avoid confusion here; Jacen: failed 1st rnd. Two more fort checks and two more will saves. If you fail: 6dam and a will save dc16 or 2 int dm; then the 3rd fort save, if you fail take 3 dam and make another will save, dc16 or take 3 int dam. Otiven and Sverinn; Make fort save or take damage& will save/int damage stated in last post, and then the third save or take 3 dam & will save for 3 int dam. If any fort save is passed the condition stops. If will save is passed you dont take the int dam, but 3 rd fort save and 2nd will save are still required. Jacen has 2 more both on this post Otiven and Sverinn have the one on last post and oneon this post.

dices:

chirpdam: 1d4 + 2 ⇒ (4) + 2 = 6 intdam: 1d4 ⇒ 2 chripdam3: 1d3 + 2 ⇒ (1) + 2 = 3 intdam2: 1d3 + 1 ⇒ (2) + 1 = 3


Alch 5 HP 25/31, AC 21/15/17; CMB/CMD +5/18; F+5, R+9, W+3; Perc +11

My first Fort was a 21 and you say it failed? Vs a DC 15? Maybe I missed something. Here's some saves, anyways 1d20 + 5 ⇒ (19) + 5 = 24, 1d20 + 5 ⇒ (16) + 5 = 21


You passed the first one, and then they shrieked again, forcing everyone into another save, which you rolled an 8 for, but the newest save, 19, is enough to stop the condition. So your good. Otiven and Sverinn are still on rnd2, both need to make 2 more saves, one for 2nd jolt, one for 3rd. If they make the save dc, they dont need to roll for the 3rd. Both also need to deduct 5 dam, more if you fail 2nd or 3rd save.

Mind Blast:

Ear piercing chirp; fort save negates dam and stops condition dc16. Will save negats int dam.
Does d6+2 dam initially, d4+2 and d4 int dam on 2nd jolt, d3+2 and d2 int dam on 3rd jolt. Sverinn and Otivenn failed the first save, so they must save against the 2nd jolt and int dam. IF THEY FAIL, they must save against the 3rd jolt and int dam.


retired

Ekembe stops in his tracks, glancing back over his shoulder curiously at the impliang. "A moment, please." He turns then, slowly and cautiously approaching the impliang. If it allows him to draw near, he'll kneel down before it and tenatively stretch out his hand to touch a wound upon the creature. A soft purple glow bleeds out from between the large man's hand and the impliang's flesh and when he withdraws his hand, the wound is gone.

Healing Hex on Impliang: 1d8 + 4 ⇒ (3) + 4 = 7

He'll nod then and wait to see if any other impliangs come forward. When done, he'll rise and return to the group. "Do any of you require Ekembe's touch as we walk through this marvelous land?"


Alch 5 HP 25/31, AC 21/15/17; CMB/CMD +5/18; F+5, R+9, W+3; Perc +11

Ah, it's an ongoing condition. That's what I missed.

Holding his head and trying not to look crosseyed, Jacen raised his hand at Ekembe's words. "A tot or two here might be in order. Those blasted lizards have a way with sound, don't they?"


retired

Ekembe lays his hand on Jacen's shoulder and the same soft, purple light bleeds out from beneath his hand. Healing Hex on Jacen: 1d8 + 4 ⇒ (5) + 4 = 9
"There. Be fortified. Who knows what other treacherous wonders await us in this place?"


Undine / Lvl. 4 Watersinger HP:17/41 AC::19/16/13 Fort:+3 Refl: +7 Will:+6 CMD:18

Jakiim looks at the durian tree, and walks to the large impliang standing in front of it. He places his hands together, and bows his head to the creature, I apologize for your friends.. Thank you for your assistance, and your hospitality, I am grateful.

He then turns to Rowann and Ekembe, It's not far, a short walk. When you all are ready, I'll show the way.


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

Current HP 7, INT -1

2nd blasr, 3rd save 1d20 + 3 ⇒ (14) + 3 = 17

While the group discusses immediately leaving the clearing on some exploratory trek, Sverinn, still on her knees, reels from another blast but is able to steel her mind before the energy coalesces through her body.

"Before we go trapsing off into the woods, I could use a little medical assistance." Slowly climbing to her feet, she stumbles over to the keg of water and scoops some into a basin before going through the process of cleaning the blood that has fortunately stopped flowing from her ears.

Shaking her head to one side she works her jaw to release the pressure in one ear then the other.


retired

"Ekembe will help you, Sverinn. Be at ease."
Healing Hex on Sverinn: 1d8 + 4 ⇒ (2) + 4 = 6


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

spells:
Suggested interpretation for the spells: Wouldn't soften earth last longer? it's an instantaneous duration, which means it takes effect and then requires an outside source to make changes, such as the ground settling and the water evaporating. But with us in a rain forest, the water shouldn't evaporate very quickly, so we may end up with the mud settling to the bottom of the area and standing water on top, which could then be routinely renewed by additional castings.

Not sure about the warp wood, unless it was to change the shape of wood that is placed between the tree trunks, that spell does state it is a permanent effect (sucks when a ranger gets their bow warped).

Anywho, just my two cents, and easily ignored

anyone have lesser restore?


Male Human Druid 5, Hp 36, AC 16/12/14 F +7, R +4, W +10; Init +2, Perception +13

Spells too:
I was going to say the same thing. Both are instantaneous duration spells and warp wood even goes so far as to say that it cannot be undone short of casting unwarp wood on it. With the ability to create water as an orison, I think Rowan could make a decent moat around the campsite with one casting (effecting 16 5' squares). Of course it's GM's call, so let me know how you want to do it. As for the lesser restoration, I might be able to pull that up. I didn't really prep spells as a healer though.


spells:

That sounds fine with me. The water wouldnt evaporate quickly at all, after two-three days depending how deep it was. Warp wood to twist limbs, roots or vines would be permanent as the spell says, and soften earth would work perfectly as well as permanently. The oly thing that would need renewed would be the water, or other liquid that fills it. Unless it rains enough to keep it filled of course. Sorry forthe doubts earlier, but it sounds like a good plan :)

The group recovers, mostly, from the lizards ear piercing attacks with Ekembes healing light. Discussing ways to fortify their camp before setting out to explore. Jakim is sure of the way, and how often do rocks move right?

Grand Lodge

Male Gnome Barbarian 1/Summoner 3, HP 40, AC 16, Init +2, F +6 R +3 W +4 Perc. +10

Otiven looks around in a daze, as if he was getting dumber.

Dear Clerics of the world, Lesser Restore is your friend. Sincere;y, your group Barbarian


Otiven, weve waited for a few days for your post, which is fine, but you still didnt roll for your saves, or update your header, 6damage As a DM, and to keep things moving, your saves are rolled below, but i cannot update your header for you. Please do this, or ill think of some sort of consequences;

Fort&Will saves:

fort2: 1d20 + 6 ⇒ (14) + 6 = 20

Full DM post by the end of the night. I promise ;)


Male Human Druid 5, Hp 36, AC 16/12/14 F +7, R +4, W +10; Init +2, Perception +13

Can I get a rough map of the campsite so I can decide where to put the moats from soften earth and stone? Thanks.


Rough Campsite map`

sorry for the delay, been oddly busy..


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

Current Status HP 13, INT -1

Mark the Dorian tree?


Undine / Lvl. 4 Watersinger HP:17/41 AC::19/16/13 Fort:+3 Refl: +7 Will:+6 CMD:18

Moat suggestion/Dorian Tree:

I think it would be wise to dig the moat around the outside of the trees immediately surrounding the clearing. Literally dig it out, via manual labor, then go with the spells as well. It will be deeper that way, and also a better "trap" I would think. Also, this way we would have access to all of the trees around us, but anyone coming in will be stopped short of them. If we put it INSIDE the tree ring, that gives us less space at the campsite, and clumsiness or a good scare might put one of our allies down into the moat for a round if we're suprised or bull rushed, or (insert random bad scenario here)... Also, Jakiim has Create Water as a Cantrip spell, so it would be no problem to keep recasting whenever it's needed to keep the moat full of water.

If I had to guess, I would think the Dorian tree would be either the oddly shaped brown one inside of the clearing, or possibly the largest green one with the orange outline at what I can only assume is the north side of the map.


map details:

Sorry bout the rough draft, drew it quickly, The Durian is the green with orange circle, ad its at the east side of the clearing. The oddly shaped brown one is a huge stump, cleanly cut with thousands of rings until its center. Ill have a better map drawn up soonish with labels and better "graphics".

With everyone finally having shaken off the effects of the mind blasts and, at least somewhat, healed by Ekembes hex its decided its time to follow Jakim to the rocks hed found while, foolishly, wandering alone. The trek there doesnt take more than ten minutes, even without a path, Jakim remembers the way.

Walking through the forest during the daylight is quite breath taking. Beams of sunlight strike the forest floor in random places, vines entangle the trees and link the lower canopys together. Small creatures are saw, briefly, scurrying across them while colorful flowers bloom, hanging off trees and vines as well. A cluster of purple and blue dotted mushrooms cover a dead elk a few feet away from the first 8' tall rock jutting out of the ground.

At first only one is seen, but after getting closer the others come into view. Most seem to be about 7-8' above the ground, but two are about 3' and three are more than 10' high. There is no clearing per say, but the area does lack tree truncks within the large circle the rocks form when looked at together, but still no break in the canopy above. Upon a more observant look you see that the shorter and taller rocks form a circle within the larger one. It takes walking around and wading through the tall grass, vines and other plants to finally see the whole picture.

ooc:

Ill draw up a map, roughly, hopefully tonight and get it posted soon after. But other than that, whats above is what is obvious or easily observed. Rolls and actions please ;)


Rock Circles

Rock Circles double
Second link is for just in case the first one doesn't work for whatever reason.

Details:

Yellow spots are sun rays peeping through, gray circles are the med sized rocks 6-8' tall, the blue ones are the smaller and larger ones, 3' or 13' its noted next to them in black. The dead elk is at the western edge. The dark green shows the more dense grass/weeds/plants and is considered more difficult terrain, most places in this forest are 10' per square, within the dark green area its 15' per square.


Undine / Lvl. 4 Watersinger HP:17/41 AC::19/16/13 Fort:+3 Refl: +7 Will:+6 CMD:18

Before going any further, Jakiim stops at the body and says just above a whisper, Reveal Arcana effectively casting Detect Magic for help with the inspection of the dead elk and the rock formation ahead... "Anything here on the island that can kill this elk, is definitely something we should consider a threat to ourselves, proceed with caution!" Jakiim says to the group before going into further examination of the body. He would try to figure out what killed it if possible. Was it magic? Did another beast kill it? perhaps it was a natural death of old age? Highly unlikely... Jakiim would be looking for decay and any completely or partially severed limbs. He would also look (if it's skin is still intact) for odd markings on it's skin or whatevers left, also for any rips, tears, cuts, or bruises and try to figure out what put them there, teeth, claws, or blade? Anything he can find to help him get a better idea of what's on this island that can kill at least one elk.

After thorough examination of the elk, Jakiim would walk to the rocks, examining each of the ones in the 7-8' height range first. While walking, he would be watching out on the ground level for any creatures that might be trying to sneak up through the weeds. Jakiim works his way counter-clockwise around the circle, before moving clockwise between the larger and smaller stones of the inner circle. Jakiim would stick to the shaded area, avoiding the spots of sunlight shining through the canopy, staying crouched down low to the ground in the high grass when he's not looking at the top half of a stone. He would look at each side of every rock carefully, looking for any signs of how they got there, magic or physical. Also looking for any markings, breaks/cracks, particular shapes of the rocks, and any patterns he might find inside of the formations.. Why are these rocks here? Is this some sort of spiritual ground, or maybe where rituals take place on the island?

Goodies:

Cast Detect Magic
Knowledge Nature: 1d20 + 5 ⇒ (18) + 5 = 23 Seemed appropriate for the elk's body.
Knowledge Geography: 1d20 + 4 ⇒ (19) + 4 = 23 Checking out the rocks.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15 General. Elk, Rocks, and forest around us.
Knowledge Arcana: 1d20 + 5 ⇒ (12) + 5 = 17 Detect Magic.
Spellcraft: 1d20 + 6 ⇒ (12) + 6 = 18 Detect Magic.
Stealth: 1d20 + 10 ⇒ (5) + 10 = 15 Proceed with caution, don't need any more Lizards, lol...

Grand Lodge

Male Gnome Barbarian 1/Summoner 3, HP 40, AC 16, Init +2, F +6 R +3 W +4 Perc. +10

Otiven rides on top of Speedy, surveying the area
Perception: 1d20 + 10 ⇒ (8) + 10 = 18


Alch 5 HP 25/31, AC 21/15/17; CMB/CMD +5/18; F+5, R+9, W+3; Perc +11

"Interesting mushrooms. I wonder what they taste like? 10 gold to the first person that wants to taste them and tell me."

k. nature 1d20 + 11 ⇒ (3) + 11 = 14


The elks skin has been ripped orf its body, along with seemingly certain sections of meat. Otherwise organs and other parts intact, a single hole in its neck.

everyone:

The whole place radiates with a magical energy the mundanest squirrel could feel it. That grass and plants are near most of your chests, some of your heads. Unless beiny said noone had entered the circle yet.
.

Otiven:

Speedy rides with his head held high and still.relys on you for direction. Mist of the plants within the circle are vines and oddly shaopped flowers and leaves. One squirms out the corner of your eye, then you pass under a sunbeam. A rush if warmth flows over you. The feeling us wonderful. Then the movement is over and rustling stopped. (Reflex save dc 15. A vine looking serpent with teeth jolts at your leg.

Jakim:

Detect magic shows on the mushrooms, the stones and several a
plants around the sunbeams. Illusion, conjureation, evocation, and Transmutation are strongest, other schools still surpass your ability, but not as much as the previous mentioned. 3 spells are distinguished out of the multiple possibilities. Invisibility, Permanancy, and create water. Level is unknown, length if time existing unknown. Where known spells are cast is unknown,but able to be. You spot, at the last minute a large and quick movement from the center of the inner circle.

Jakim and Otiven make their way into tue circles. Speedy carries his master into the brush. Moment later speery is heard growling and Otiven is seen rustling around near the closest, southwestern sunbeam.Jakim enters at the north, wading cautiously into the thickness. Hes seen avoiding theb sunbeams and making fairly little noise and motion. He finally draws his attention to the center circle and stops.

Reflex, perception and will saves plz


retired

Reflex: 1d20 + 9 ⇒ (2) + 9 = 11
Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Will: 1d20 + 5 ⇒ (18) + 5 = 23


Alch 5 HP 25/31, AC 21/15/17; CMB/CMD +5/18; F+5, R+9, W+3; Perc +11

Reflex: 1d20 + 9 ⇒ (10) + 9 = 19
Perc: 1d20 + 10 ⇒ (14) + 10 = 24
Will: 1d20 + 3 ⇒ (6) + 3 = 9


jacen:

Forgot to state this, your knowledge of decomposers isnt enough to know what type of mushrooms these are.


Undine / Lvl. 4 Watersinger HP:17/41 AC::19/16/13 Fort:+3 Refl: +7 Will:+6 CMD:18

perception: 1d20 + 6 ⇒ (1) + 6 = 7
reflex: 1d20 + 7 ⇒ (15) + 7 = 22
will: 1d20 + 6 ⇒ (18) + 6 = 24

niiice... a nat. 1! might as well say im temporatily blind lol... will post action tomorrow afternoon, long day today guys.


Otiven nudges speedy just in time for him to dodge a teethed vine lunging at his leg. Meanwhile Jakim and the rest of the group see the whole picture. In the center of the inner circle the vines and plants swarm together and rise up from the brush. A giant bell shaped plant with a spiked lid hanging above a 8' opening at the top of the creature. Sevral vines slither at its sides up into the air. The bell is a bright yellow with dark purple spots all over. The vines green with purple veins shown through their "skin". The Bells lid is a firey orange with blood red spots. It rises nearly ten feet high directly in the center of the inner circle. The vines have been laying throughout the outer circles, but come with a lighting fast vengeance. Three of which strike out at the party. The fourth takes its place after its lunge and Otiven. Two snap at the end of their reach mere inches from Jacen and Ekembes faces. Little Jacen ducks and rolls just in time, Ekembe throws his arm to intercept the vicious bite (Take 7 dam and make a Fot save; dc 13 or be poisoned and 2 more dam. Save every 3 rnds)

Another nearly takes a chunk of an undine as Jakim decides to admire the colorful flowers dotting the vines length, but manages to move in time, sweeping back with his ransuer, slicing open the vine, causing it to ooze a purple liquid steaminy as it touches the air. The vine screeches in pain, followed by a growl from the large Bell itself.

will&percption above 16:

You notice an odd bending of light and an off pattern of brush tumble off the bells lid as it rises. Square in shape, it tumbles to the ground and gets lost within the tall grass, blending perfectly.

k.nature dc 17:

A giant cousin of the Venus fly trap. Bellus Versaris. Known for its poison and thick vines. It will try to grapple its prey, secreting poison as it strangles and dumps foes into the bell. Smothering with the poison and acid to kill and devour.

perc dc 15:
within the tall grass large, 4' tall, fly traps waddle along on four vines as legs, from behind the Bell. Six of them in all, their upward pointing mouths drip with thick slime and are lined with razor sharp teeth.

vdam: 1d6 + 2 ⇒ (5) + 2 = 7 poison: 1d4 ⇒ 2
owill: 1d20 + 4 ⇒ (10) + 4 = 14 oref: 1d20 + 3 ⇒ (13) + 3 = 16
saoo: 1d20 + 7 ⇒ (6) + 7 = 13 jaoo: 1d20 + 5 ⇒ (10) + 5 = 15


Wizard 5, HP 20, AC 14{16}, T 14{16}, FF 11{13}; F +1{3}, R +4{6}, W +5{7}; Init +7, Perc +6, Low-light

Since Sverinn is still not fully recovered from the attack just a little while ago, she is content to lean against a tree trunk and watch the others.

She is also checking out the local flora and fauna.

Reflex 1d20 + 4 ⇒ (11) + 4 = 15
Perc 1d20 + 6 ⇒ (6) + 6 = 12
Will 1d20 + 5 ⇒ (11) + 5 = 16

Know:Nature 1d20 + 9 ⇒ (19) + 9 = 28


retired

Knowledge (nature): 1d20 + 10 ⇒ (19) + 10 = 29
Fortitude (DC 13): 1d20 + 7 ⇒ (6) + 7 = 13

Ekembe falls back further from the giant Bellus Versaris. "Do not let it wrap you with its vines! They are poisonous. And beware the smaller ones gathering behind it!"

Not sure where I'm positioned or in what type of difficult terrain, so I would just like to use a withdraw action to move double my speed away from the bellus versaris and the littler fly traps. Side Note: I really wish I could cast fireball for this fight =P

Status:

HP: 31/38
AC: 16 (14 T / 13 FF)
CMD: 18
F/R/W: +7/+9/+5
Warded: Sverinn
Healing Hex used on today:
Hero Points Used: 1/3
Prepared Cantrips (3): detect magic, guidance, light
Prepared 1st Level Spells (2+1): bungle [ ], ear piercing scream [ ], mage armor [ ]

Grand Lodge

Male Gnome Barbarian 1/Summoner 3, HP 40, AC 16, Init +2, F +6 R +3 W +4 Perc. +10

Otiven nudges Speedy to pull back

Withdraw action to get away from it


Undine / Lvl. 4 Watersinger HP:17/41 AC::19/16/13 Fort:+3 Refl: +7 Will:+6 CMD:18

Reacting rather quickly for someone that was not paying very much attention, Jakiim sliced the vine trying to sweep his feet out from under him. Since he can't recall anything about this particular plant, he decides to take Ekembe's warning pretty seriously. And watch out for the smaller fly traps wading through the grass, their teeth look rather sharp! He adds to Ekembe's tip-off. He makes his way just to the right of the southern-most rock of the outer circle, getting away from the Bellus Versaris.

Get out of the way, NOW! Jakiim yells to the group as he stabs his ranseur into the ground. He reaches over his shoulder and pulls out a Javelin of Lightning from his Efficient Quiver, then hurls it towards the giant bell of a plant in the inner circle. As soon as it leaves his hand it transforms from an ordinary looking javelin, into a bolt of lightning that extends in a 120' line from his hand. The bolt tears through anything in it's path, effectively burning a fine line through the tall grass, and shocking anything/anyone unfortunate enough to be in it's way. He looks around again after he looses the Javelin of Lightning, trying to further increase his knowledge of the magic's of the area.

Goodies:
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Knowledge Nature: 1d20 + 5 ⇒ (7) + 5 = 12
Javelin of Lightning: 5d6 ⇒ (6, 3, 2, 5, 3) = 19 Shock Damage. Reflex Save halves, DC=14.

Detect Magic:
Detect Magic should still be active, rolling to figure out where the spells are being cast, also hoping to pinpoint any other spells being cast.
Knowledge Arcana: 1d20 + 5 ⇒ (5) + 5 = 10
Spellcraft: 1d20 + 6 ⇒ (8) + 6 = 14


As Ekembe and Otiven both withdraw from the monstrous Bell, both barely dodging another vine lash a piece. The littler trap plants move very quickly through the dense brush and find Jakim to be a tasty snack. He Once again takes this opportunity and thrusts his ransuer into trapper c's "mouth" as it jumps at him. C takes the wound in stride and falls to snatch onto Jakims leg. Meanwhile B jumps and latches onto Jakims stomach. C takes 3 dam, Jakim takes 11 and B is latched onto him. Cmb or escape artist dc 15 to break free

Still able to maneuver, Jakim chucks a lighting bolt, splitting C in half, green liquid oozes out of both halves as it slumps to the ground. The bolt tears through the high grass and into the giant Bell plant. Leaving a hole through its body. full damage, Bell plant is unable to move

The other 4 fly traps all make their way to the edge of the circle, and spit green bubbling ooze at the group, Every blob spit landed on a different person, but everyone shrugs as only droplets actually land on them, most of the ooze lands on the ground, eating the grass rather quickly. everyone except Jakim takes 1 dam

all but Jakim are outside outer circle, where is up to you, one plant is standing 25' away within the circle, facing each of you. Jakim is inside the outer circle, northwest side, one plant latched onto him

oozea: 1d20 + 3 ⇒ (12) + 3 = 15 oozd: 1d20 + 3 ⇒ (15) + 3 = 18oozE: 1d20 + 3 ⇒ (16) + 3 = 19oozF: 1d20 + 3 ⇒ (18) + 3 = 21oozdam: 1d6 ⇒ 1
Jaoo: 1d20 + 5 ⇒ (6) + 5 = 11 tcatk: 1d20 + 4 ⇒ (16) + 4 = 20 tbatk: 1d20 + 4 ⇒ (17) + 4 = 21 jdam: 1d8 + 3 ⇒ (1) + 3 = 4 cdam: 1d6 + 2 ⇒ (6) + 2 = 8 bdam: 1d6 + 2 ⇒ (2) + 2 = 4bgrap: 1d20 + 8 ⇒ (8) + 8 = 16cgrap: 1d20 + 8 ⇒ (11) + 8 = 19


Alch 5 HP 25/31, AC 21/15/17; CMB/CMD +5/18; F+5, R+9, W+3; Perc +11

Jacen stepped back and dropped a round stone into what originally appeared to be a a leather strap on the end of his walking stick. In a moment's effort, the walking stick was revealed to be a sling staff, as Jacen whirled it over his head twice and let fly the stone. He stumbled as he moved, and the stone flew high into the air.

Spoiler:

5' step away from nearest plant and sling!
slingstaff 1d20 + 9 ⇒ (1) + 9 = 10
damage 1d6 + 3 ⇒ (3) + 3 = 6


retired

If Sverinn got hit by one of those ooze droplets and it was an attack roll or failed save, that would end my ward on her - FYI

Frustrated by these blasted plants and their uncanny ability to consistently land blows against him, Ekembe falls further back from the circle, hoping that his bow's range would prove vastly superior to the range of the plant's acidic loogies. After retreating a short distance (move action) he casts a spell and a shimmering, transluscent field of faint purple light coalesces around his limbs and chest. (standard action - cast mage armor)

Status:

HP: 30/38
AC: 19 (14 T / 16 FF)
CMD: 18
F/R/W: +7/+9/+5
Warded: none
Healing Hex used on today: Sverinn, Jakiim, unknown number of Impliangs
Hero Points Used: 1/3
Prepared Cantrips (3): detect magic, guidance, light
Prepared 1st Level Spells (2+1): bungle [ ], ear piercing scream [ ], mage armor [X]

Mage Armor duration: 4 hours


Male Human Druid 5, Hp 36, AC 16/12/14 F +7, R +4, W +10; Init +2, Perception +13

Knowledge(nature): 1d20 + 10 ⇒ (17) + 10 = 27
Perception: 1d20 + 12 ⇒ (10) + 12 = 22

Everyone get away from these things! Rowan calls out. I'll try to trap them within the tall grass!

Rowan moves back from the clearing and casts entangle, doing his best to capture the mobile plants but not the others.

DC 16 Reflex save to anything in the area of effect or gain the entangled condition.

Entangled:

Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.


Undine / Lvl. 4 Watersinger HP:17/41 AC::19/16/13 Fort:+3 Refl: +7 Will:+6 CMD:18

CMB: 1d20 + 5 ⇒ (1) + 5 = 6 Nat. 1... Complete Fail...

Get off of me, you nasty parasite! Jakiim yells at the thing as he attempts to shrug it off, but it clings on, sinking its "teeth" deeper into his skin.

Don't let them get us down! Let's kill these plants! Jakiim shouts to the rest of the party, trying to give them the extra little "push" they might need.. Inspire Courage +1

I can't access my character sheet at the moment, so honestly, my CMB bonus is the best educated guess I could make. For some reason when I try to load it, the browser acts like www.dndsheets.net doesn't exist, but I can load everything else just fine... Can someone else try the website and let me know if it'll work for them?


Rowann warns everyone to keeo away, which only Jakim didnt listen but alls well, only one near him is latched onto his stomach still. The non-animated plants begin to squirm and wrap, entwine and squeeze the walking fly traps, but only two become entangled. A and F, the two on the outside of the evil plant semi circle at the south western edge of the outer circle.

Ekembe backs up out of spitting range, along with Jacen. While the confident ranger casts a protective spell on himself, little Jacen sends a (Ekembe) fist sized rock into the air, expecting he shot to hi, Rowanns spell works with him and the rock lands right in A's teeth lined mouth as it snatches it out of the air the cracking of teeth is heard throughout the area 6dam to trapper A

Jakim try to pull his new aggressive pet off his stomach, but its just got to strong a grip on him. Not abke to oull off, he decides to do what he can to spur the group, hopefully gaining an advantage. As he begins his song, the trapper squeezes when his stomach is sucked in to sing. Strongwilled and determined, Jakim pushes through the pain to help everyone. Jakim take 4 dam, everyone gains inspire courage, +1 atk rolls & dam etc..

The giant Bell is just itching to react to the thunder bolt, sending two vines at Jakim, somehow the Undine is able to dodge them both,his next attacks aimed at the silent threat near a tree and the grass whisperer entangling his minions. Sadly though, Sverinn and Rowann on the other hand arnt as nimble or alert, both getting a nasty wound on their arms. Rowann 6dam, Sverinn 4 dam. Both make fort save dc 14 or be sickened and poisoned

dices:
v1d: 1d8 + 2 ⇒ (6) + 2 = 8 v3d: 1d8 + 2 ⇒ (2) + 2 = 4
aref: 1d20 + 3 ⇒ (1) + 3 = 4bref: 1d20 + 3 ⇒ (6) + 3 = 9dr: 1d20 + 3 ⇒ (15) + 3 = 18 Er: 1d20 + 3 ⇒ (14) + 3 = 17 Fr: 1d20 + 3 ⇒ (9) + 3 = 12
v1a: 1d20 + 6 ⇒ (12) + 6 = 18v2a: 1d20 + 6 ⇒ (1) + 6 = 7
v3a: 1d20 + 6 ⇒ (10) + 6 = 16v4a: 1d20 + 6 ⇒ (1) + 6 = 7
bsqueeze: 1d4 + 1 ⇒ (3) + 1 = 4


Alch 5 HP 25/31, AC 21/15/17; CMB/CMD +5/18; F+5, R+9, W+3; Perc +11

Nope, it's offline. BTW, am I missing the map link? DM is referring to A and F, and I have no idea where that is


Undine / Lvl. 4 Watersinger HP:17/41 AC::19/16/13 Fort:+3 Refl: +7 Will:+6 CMD:18

The way I read it, I understood A & F to be two different trapper plant monsters, not squares on a map.. But as far as I can tell, No, there isn't a map up yet Jacen.. Hopefully soon though, and if I can't access my char. sheet soon, I'll have to remake it I guess..


Male Human Druid 5, Hp 36, AC 16/12/14 F +7, R +4, W +10; Init +2, Perception +13

Fort Save: 1d20 + 7 ⇒ (19) + 7 = 26

Rowan evokes a burst of Gozreh's raw power against the plant creature before moving thirty feet back.

Ranged Touch: 1d20 + 5 ⇒ (2) + 5 = 7
Storm Burst Damage: 1d6 + 2 ⇒ (1) + 2 = 3 and -2 attack penalty for the next round


retired

Round... 3?
Seeing Jakiim struggling with a biter, Ekembe draws his bow and looses an arrow at the flytrap currently latched onto the undine. "Hold fast, Jakiim! Ekembe sends his aid!"

+1 Composite (+2 Str) Darkwood Longbow: 1d20 + 7 ⇒ (8) + 7 = 15for: 1d8 + 3 ⇒ (3) + 3 = 6
(I have Precise Shot and it has the grappled condition. It takes a -4 to it's Dex [translates to -2 to its AC] so I'm hoping a 15 will do the trick. Plus, in my head, it's just such a sweetly cinematic move that I had to try it.)

Status:

HP: 30/38
AC: 19 (14 T / 16 FF)
CMD: 18
F/R/W: +7/+9/+5
Warded: none
Healing Hex used on today: Sverinn, Jakiim, unknown number of Impliangs
Hero Points Used: 1/3

Prepared Cantrips (3): detect magic, guidance, light
Prepared 1st Level Spells (2+1): bungle [ ], ear piercing scream [ ], mage armor [X]

Mage Armor duration: 4 hours


Undine / Lvl. 4 Watersinger HP:17/41 AC::19/16/13 Fort:+3 Refl: +7 Will:+6 CMD:18

Hearing Ekembe's warning, Jakiim doesn't flinch in the slightest when an arrow comes flying his direction. He just hopes that it connects with the thing latched onto him, and not with his own body. After Ekembe's arrow landed where it will, he grabs the biter and rips it from his stomache. "Thank you, Kind sir!" He yells to Ekembe as Jakiim throws the parasite to the ground in front of him, and takes a good stab through the thing that wanted so dearly to be a part of him. "Should've done what I told you, Leech."

CMB: 1d20 + 6 ⇒ (10) + 6 = 16
ranseur to-hit: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 2d4 + 4 ⇒ (1, 3) + 4 = 8


Made a nice, but a bit hard to see, map of the battle. Docs is sharing sodown, so kno Sverinn, Jacen and Otien are 25 feet from outer circlez, Ekembe and Rowann are 55' from outer circle, Jakim is 5' ino thewestern edge of the circle, next to a rock.

Jacen and Sverinn survey the situation. A giant bell maneating plant with poisonous vines lashing about with walkin Venus fly trappers turned minions all seem to be protecting a very ancient, powerful circle of magically crafted rocks. Less than thirty fee awayare two of the five left, drooling green and purple goo, trappers (D,E) Yhe other two still alive are entangled 5' from the inner circle. (A,F)

Meanwhile, Ekembe fires off a risky shot, and if shot with any more strength it would have gabe Jakima new hole. But it works, sticking into the trappers soft under jaw and into its brain. It loses its grip and falls, oozing veggie blood, on the ground.

Rowann calls forth godly powers and strikes thunder into the trapper in front of him, small clouds form above his hand, mini rain falls onto his palm. Turning it over unleashed the several small bolts that fly into trapper D. The druid then backs away, near Ekembe. 3 dam to D The thunder is turned to static and crackles and crawls over the trappers body.

Jakim watches the plant fall and quickly decides to rush the next trapper thats entangled, taking advantage of its state. He jabs his Ransure and creates an escape route for ooze and trapped insects alike. Tapper A growls and spits back right onto Jakims face, luckily he wipes it off before it begins eating his delicate flesh.
take 3 dam, it eats flesh on confirming crits

dices:

aatk: 1d20 + 3 ⇒ (20) + 3 = 23 dstk: 1d20 + 4 ⇒ (3) + 4 = 7estk: 1d20 + 4 ⇒ (14) + 4 = 18fstk: 1d20 + 3 ⇒ (4) + 3 = 7who: 2d3 ⇒ (3, 1) = 4who2: 2d6 ⇒ (6, 5) = 11grap: 1d20 + 8 ⇒ (3) + 8 = 11crit: 1d20 + 3 ⇒ (1) + 3 = 4 odam: 1d6 ⇒ 3 bdam: 1d6 + 2 ⇒ (4) + 2 = 6


Status end of rnd 3:

A- 12 dam, B-dead, C-dead, D-3dam, E-4,F-9, Bell & Vines 2-4- 0 dam, Vine1- ,6 dam

As A spits st Jakim, F spits in Ekembe and Rowanns direction, bit falls 10' short.
D and E both take a few steps and lunge at Jacen and Otiven. Jacen moves out of the way without much effort, while still not used to directing Speedy, Otiven gets a bite torn out of his leg, bit is able to swing at smack it off his leg. Otiven takes 6 dam, avoids grapple and takes aoo, 4 dam to trapper E.

End of rnd 3; Sverinn dtill lookin for a fort save from rnd 2


Alch 5 HP 25/31, AC 21/15/17; CMB/CMD +5/18; F+5, R+9, W+3; Perc +11

Again Jacen steps back and loads his slingstaff. He concentrates more closely as he whirls the staff, then launches a hard metal ingot at the nearest plant.

Round 4:

attack 1d20 + 9 ⇒ (20) + 9 = 29
damage 1d6 + 3 ⇒ (4) + 3 = 7

confirm crit 1d20 + 9 ⇒ (10) + 9 = 19
extra damage 2d6 + 6 ⇒ (4, 5) + 6 = 15

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