The Outpost

Game Master vonklinen

Campaign beginning with 2nd level multi-class PC's. Takes place in a wasteland. PC's are asked to provide security for a caravan heading to an industrial and trade center. Homebrew to follow RAW as closely as possible. I am an inexperienced GM, so looking for patient adventurers. Unique and exciting characters will be given preference.

25 point buy, medium XP track, mythic tiers after level 5.


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Male HO BBN 3/ORA 3 Init +3, Perc +9, hp -15/47, AC 17/14/17, Save 5/5/4 | Rage hp 23/59, AC 15/12/15, saves 7/5/6

Khartelosch is curious about what manner of creatures may have inhabited the mining camp yet he does not wish to be distracted from escaping these tunnels and exacting revenge on the man who put them here.
Perc: 1d20 + 9 ⇒ (2) + 9 = 11
Somewhat incautiously, he moves forward along the ledge, barely checking for traps.


Male Oni-Spawn Tiefling Magus (Kensai) 4/Monk (Flowing Monk) 2; HP 43/43; Init +2;Perception +14; AC 22 (touch 20, flat-footed 15); Fort +8, Ref +6, Will +10

Verrin continues to move cautiously in the front watching for further attacks.

perception: 1d20 + 14 ⇒ (16) + 14 = 30

More of those grey dwarves perhaps. Let's avoid descending further if at all possible.


- INACTIVE (GM abandoned game) -

Ibrah nods and looks for the way around the mining camp.


Current map

The group has the choice to stay on the ledge until they reach the opening on the other side of the cavern. Essentially though that makes them easy targets as they are exposed to anything watching them from the village.

Verrin notices that the place seems like it may have been abandoned for a long time. The tools and metal shards are rusty. There are thick layers of dirt and cobwebs over the entire place. The wooden sides are rotting.

He does hear clumsy movement from inside the building next to the tower. (10.3) Although the door remains shut.

Please take your normal movement. You should have the ability to move your own icon.


Gorrim winces as a tattoo of a scorpion comes to life and slowly crawls from his neck down his shoulder and then onto the ledge where it descends into the sunken village.


- INACTIVE (GM abandoned game) -

Ibrah moves along the wall of the ledge towards Khartelosch, keeping his eyes on the village below to see if anything moves.

As per usual, taking 10 on Perception if that's allowed.


Male Elf Rogue 1| AC 17 FF 14 Touch 13| HP 7/11 | F +0 R +5 W +1 | Init +3 | Perc +7

Silvash moves stealthily ahead of the group looking for any signs of trouble.

Perception: 1d20 + 10 ⇒ (9) + 10 = 19
Stealth: 1d20 + 17 ⇒ (12) + 17 = 29


Current map

Silvash:
Silvash notices a near-invisible wire across the path in front of the party.(4.1)


Male Elf Rogue 1| AC 17 FF 14 Touch 13| HP 7/11 | F +0 R +5 W +1 | Init +3 | Perc +7

Silvash's hand shoots up for everyone to stop. He then points at the ground in front of him and kneels down.

Disable Device: 1d20 + 16 ⇒ (1) + 16 = 17


Current map

While attempting to disable the trip wire Silvash uncharacteristically loses focus caused by the ominous stillness in the creepy cavern and loses the wire, triggering an alarm of crashing pieces of metal behind one of the buildings. The front door of the building closest to the guard tower swings open, almost off of the hinge and a strange mechanical humanoid creature quickly ascends the tower by kicking a lever and grabbing a rope. As the weight from the tower drops the first creature ascends its makeshift elevator rapidly while another bolts out of the front door and takes aim at Silvash spotting his location due to the sound of the alarm set off.


Current map

Musket shot at Silvash: 1d20 + 4 ⇒ (4) + 4 = 8

The musket shot hits the wall above Silvash as the mechanoid begins to reload.

Initiative and map update tomorrow.


Khartelosch initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Silvash initiative: 1d20 + 8 ⇒ (11) + 8 = 19
Verrin Kord Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Ibrah initiative: 1d20 + 7 ⇒ (20) + 7 = 27
Thaane initiative: 1d20 + 6 ⇒ (17) + 6 = 23
Gorrim initiative: 1d20 + 9 ⇒ (14) + 9 = 23
Construct tower: 1d20 + 8 ⇒ (8) + 8 = 16
Construct pit: 1d20 + 8 ⇒ (6) + 8 = 14

Combat order Round 1

Ibrah
Khartelosch
Thaane
Gorrim
Silvash

Tower Construct
Pit Construct

Verrin


- INACTIVE (GM abandoned game) -

Ibrah moves forward closer to Silvash and begins giving advice to the others. We have the high ground; make them come to us. Don't shoot at them while they're behind the buildings.

move action, then standard action to begin giving Advice. +1 Morale vs. Fear and Charm, and +1 competence bonus on attack and damage rolls


Male HO BBN 3/ORA 3 Init +3, Perc +9, hp -15/47, AC 17/14/17, Save 5/5/4 | Rage hp 23/59, AC 15/12/15, saves 7/5/6

Hoping to draw fire, and with no means of fighting from a distance, Khartelosch double moves forward along the ledge. His readies his hammer in case one of the mechanisms approaches.


M Human Pistolero 1/ Oracle 3 /Lore Warden 2 AC 19/14/14 HP 4 /43 INIT +6; PER+8, F7;R7;W1

Thaane employs his cloak of darkness and begins to descend the fifteen foot wall into the town.

Climb down: 1d20 + 2 ⇒ (17) + 2 = 19


The red dwarf concentrates and calls out, Festinate! , and then castes haste on Khartelosch.


Current map

Silvash, enemies and then Verrin before round 2.


Male Elf Rogue 1| AC 17 FF 14 Touch 13| HP 7/11 | F +0 R +5 W +1 | Init +3 | Perc +7

Haste effects more than 1 character so you may get several of us. We just have to be within 30' of each other.

Silvash runs off the ledge and seems to walk down to behind the building and casts mage armor on himself.

AC now 18, 20 verses non-magical ranged


Current map
Silvash Auerial wrote:

Haste effects more than 1 character so you may get several of us. We just have to be within 30' of each other.

Silvash runs off the ledge and seems to walk down to behind the building and casts mage armor on himself.

AC now 18, 20 verses non-magical ranged

I'm ok with that except I don't remember where you were and since it was focused on Khartelosch, it could only hit you and Ibrah in addition to Khartelosch. These hexes are 10 feet because of the scale of the map.


Current map

The construct in the the tower aims at Khartelosch who looks like a target on a shelf and unleashes another flash from a second musket.

Shot: 1d20 + 6 ⇒ (11) + 6 = 17

damage: 1d10 ⇒ 8

A musket ball rips through Khartelosch's fleshy bicep as he runs down the ledge.

Construct two does the same thing with his extra musket.

shot: 1d20 + 6 ⇒ (4) + 6 = 10

It fires wide bouncing off of the granite wall behind him.

Your turn Verrin.


Male HO BBN 3/ORA 3 Init +3, Perc +9, hp -15/47, AC 17/14/17, Save 5/5/4 | Rage hp 23/59, AC 15/12/15, saves 7/5/6

I don't want to be a spoilsport, but Gorrim's haste gave me a +1 to my AC! That would cause the musket shot to miss me unless it targets touch AC.


Current map
Khartelosch wrote:
I don't want to be a spoilsport, but Gorrim's haste gave me a +1 to my AC! That would cause the musket shot to miss me unless it targets touch AC.

. I'm pretty sure guns hit touch. I'll double check.

Firearms vs. Touch AC within normal range.


Ah, okay. My first game with guns.


Current map

No problem. That is why Thaane is so successful. Otherwise, he would kind of suck.


Male Oni-Spawn Tiefling Magus (Kensai) 4/Monk (Flowing Monk) 2; HP 43/43; Init +2;Perception +14; AC 22 (touch 20, flat-footed 15); Fort +8, Ref +6, Will +10

Verrin utters a raucous rambling rhyme about the might of livestock and also decends the wall. As he takes cover behind one of the buildings he mutters in a dark tongue, the edge of his sword glows slightly.

Bulls Strength and enhancing weapon

climb: 1d20 + 6 ⇒ (19) + 6 = 25


Current map

Round 2!


Male HO BBN 3/ORA 3 Init +3, Perc +9, hp -15/47, AC 17/14/17, Save 5/5/4 | Rage hp 23/59, AC 15/12/15, saves 7/5/6

Khartelosch enters a rage, leaps down from the ledge and moves to the automaton, thinking to smash it... hard.
hammer: 1d20 + 10 ⇒ (5) + 10 = 15 dmg: 1d12 + 13 ⇒ (11) + 13 = 24


Current map

Khartelosch raises his hammer in rage and takes a wide swing at the four-armed creature and is horrified to notice that the creature's head is that of their dear Captain Valorious. The abomination's eyes glow red as it positions a falchion in the other two hands after its agile escape of Khartelosch's attack.


Fugere! Gorrim cries out before he takes flight quickly into the tower.


Male Elf Rogue 1| AC 17 FF 14 Touch 13| HP 7/11 | F +0 R +5 W +1 | Init +3 | Perc +7

Silvash casts mirror image and then moves so that he can flank with Khartelosch the next round.

Images: 1d4 + 1 ⇒ (3) + 1 = 4


M Human Pistolero 1/ Oracle 3 /Lore Warden 2 AC 19/14/14 HP 4 /43 INIT +6; PER+8, F7;R7;W1

Thaane moves quietly up to the tower.


- INACTIVE (GM abandoned game) -

Ibrah shrugs. So much for the high ground. He moves down the incline towards Silvash, muttering a prayer as he goes.

Crunch:
Climb: 1d20 + 7 ⇒ (3) + 7 = 10

Move action to go down the hill, then Standard Action to cast Divine Favor.


Current map

Ibrah slips climbing down the ledge.
damage: 1d6 ⇒ 6

Ibrah takes 6 points of falling damaged off of the 15 foot ledge. DC 15. High ground is normally the best advice, but you guys were on a ledge going around the cavern with a 50 foot tower. Staying on the ledge would have made everyone an easy target for tower shooter.


Current map

The tower construct has a new problem with Gorrim in the tower draws a scimitar and lashes at the angry red dwarf.

Attack: 1d20 + 8 ⇒ (5) + 8 = 13

Missing the unusually agile wizard with a slash.

The construct in front of Khartelosch 8.4 strikes at him with a scimitar.

Attack: 1d20 + 8 ⇒ (4) + 8 = 12

Khartelosch's adversary is equally unsure with the blade as he misses the raging half-orc.


Male Oni-Spawn Tiefling Magus (Kensai) 4/Monk (Flowing Monk) 2; HP 43/43; Init +2;Perception +14; AC 22 (touch 20, flat-footed 15); Fort +8, Ref +6, Will +10

Verrin glides quietly around the building up to the pit construct, chanting and sliding his finger along his blade, it beings to arc with energy as he attempts to drive the charged sword into the creations side, but its strange form confuses his aim.

1d20 + 11 ⇒ (2) + 11 = 13


Current map

Round 3

Ibrah
Khartelosch
Thaane
Gorrim
Silvash

Tower Construct
pit construct

Verrin


Male HO BBN 3/ORA 3 Init +3, Perc +9, hp -15/47, AC 17/14/17, Save 5/5/4 | Rage hp 23/59, AC 15/12/15, saves 7/5/6

I made a mistake last round by having Khartelosch swing his hammer from five feet away. He missed, so I'll just say it was his great axe.

Khartelosch moves another five feet to get opposite Verrin, unsure if it will help distract the automaton. He swings his great axe, trying to fell it.
axe: 1d20 + 9 ⇒ (3) + 9 = 12 +2 more if flanking counts.
However, he seems unable to will himself to destroy the creature that bears the captain's head, who may or may not still be alive.


- INACTIVE (GM abandoned game) -

Ibrah moves near the Construct and lashes out with a kick. Surround them!

Crunch:
Still giving advice.

Unarmed Strike, attack, divine favor, advice: 1d20 + 12 ⇒ (1) + 12 = 13

Whaaaaat??


Current map

Ibrah, giving good advice moves in on the mostly metal construct, but misses the strike to his benefit most likely.

Khartelosch and Verrin, add bonus for flanking.


Gorrim bunkers down while the construct is busy lightning bowls of oil on fire in the tower and
yells Nebula! as a burst of metal shrapnel blasts from the enlarged pours of his body in a radius in the top of the tower.

damage: 4d6 ⇒ (4, 6, 3, 2) = 15

Reflex: 1d20 + 4 ⇒ (9) + 4 = 13


Current map

The tower construct cannot elude the storm of metal shards and is damaged by it, but still fully functional.


M Human Pistolero 1/ Oracle 3 /Lore Warden 2 AC 19/14/14 HP 4 /43 INIT +6; PER+8, F7;R7;W1

The dark mass that is Thaane, sneaks over to the rope elevator and douses it with a large flask of oil before using his flint and steel to set it alight.


Current map

The tower construct recovers and tries to grab Gorrim to throw him off of the tower.
Grab: 1d20 + 8 ⇒ (4) + 8 = 12

Gorrim gets loose and rolls over to the other side of the tower floor, fifty feet above the struggle below.

The pit construct goes after Khartelosch with the scimitar once more.
Attack: 1d20 + 8 ⇒ (6) + 8 = 14

He swings as Khartelosch ducks and parries with his axe as the struggle continues. Everyone is flushed with adrenaline and the frustration of focused attacks and constant misses.

Hopefully you will have better luck, Verrin.


Male HO BBN 3/ORA 3 Init +3, Perc +9, hp -15/47, AC 17/14/17, Save 5/5/4 | Rage hp 23/59, AC 15/12/15, saves 7/5/6

Khartelosch roars at the automaton and attempts to sever the appendage holding the scimitar.
atk: 1d20 + 11 ⇒ (16) + 11 = 27 dmg: 1d12 + 13 ⇒ (12) + 13 = 25
He lands a solid hit, throwing his full raging strength into the swing.


Male Oni-Spawn Tiefling Magus (Kensai) 4/Monk (Flowing Monk) 2; HP 43/43; Init +2;Perception +14; AC 22 (touch 20, flat-footed 15); Fort +8, Ref +6, Will +10

Calming the frustration in his mind, Verrin focuses himself and launches into a hail of blows with his sparking sword seeking to overcome it's unusual defense with speed.

attack1: 1d20 + 12 ⇒ (10) + 12 = 22
attack2: 1d20 + 12 ⇒ (10) + 12 = 22

damage1: 1d8 + 14 ⇒ (7) + 14 = 21
shocking grasp: 5d6 ⇒ (5, 3, 3, 1, 2) = 14
damage2: 1d8 + 14 ⇒ (7) + 14 = 21


Current map

Verrin lands two blows on the pit construct, metal to metal that doesn't seem to cause as much damage as they should, however, the few fleshy spots of the once Captain Valorious, smell burnt as he seems a bit disoriented by the attack.

Very quickly, Khartelosch strikes at the construct, successful on his attempt to sever the one arm holding the s cimitar as it dangles by glowing cords.


M Human Pistolero 1/ Oracle 3 /Lore Warden 2 AC 19/14/14 HP 4 /43 INIT +6; PER+8, F7;R7;W1

The shrouded Thaane raises his smoky black hands towards the tower construct and commands Occide!


Current map

1d20 + 4 ⇒ (12) + 4 = 16

The tower construct is distracted momentarily from his intended killing of Gorrim with a new fascination toward Thaane.


Standing up and with his staff raised, Gorrim shouts Solvite!


Current map

1d20 + 4 ⇒ (9) + 4 = 13

The pit construct who is also comprised of parts of dear Captain Valorious seems to quickly regain its senses and with renewed vigor.

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