Eternal Horizons - Gameplay Thread 4 (Inactive)

Game Master Jacob DeCourcey


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Welcome!

Are you checking every hex fully, or just passing through?


Male Dhampir Cleric (Undead Lord)/1

I am checking every hex intently. Looking for signs of undead and undeath.

"Come along Hatred, let us see what we can find in this place"


Male Skeleton (Human) Burning Skeleton/1

Hatred hisses to its master in response


Male Dhampir Cleric (Undead Lord)/1

The One called Nemesis walks out to the boundaries of the town and begins heading North. He stops every so often to check his surrounding area, looking for any signs of undead.


You can stop me whenever you want.

Day 1: Nothing
Day 2: Nothing
Day 3: Dead giant stag beetle, 1d4 ⇒ 4 days old.
Day 4: Get lost, lose a day
Day 5: Lost
Day 6: Need a survival roll for food
Day 7: Nothing
Day 8: Heavy rain all day
Day 9: A copse of tree covered in giant spider webs, full of dead animals ranging from squirrels to deer.
Day 10: Nothing


Male Dhampir Cleric (Undead Lord)/1

After Day 1, I swap out Command in my spell list for Detect Undead. I cast it in each day, looking for undead. By day 3, I will search for food.

Survival Roll 1d20 + 3 ⇒ (1) + 3 = 4

As my role was terrible, I will begin to circle around and head back to town. If I make it back in one piece I will be purchasing a backpack for Hatred and load it with about 15 days of rations


Congradulations on the most efficient expedition so far. 6 Days, 1 post, 1 character.

Nimt returns to town and purchases a backpack and rations.


Male Dhampir Cleric (Undead Lord)/1

Subtracting 7 gold from total, 8 gold left. And it was two characters, minion counts as one as well

Nemesis sits down in town after purchasing a backpack and 15 days of rations, he hands it to Hatred.

"Here, earn your keep, carry my food.... Nemesis begins to think for a long moment, poundering something. He talks to know one in particular, "Seems what I need is some zombies or skeletons, but the wilderness seems to be quite empty of what I need. I may be going at the problem wrong. I may need to find a way to create more minions.. If only I could find some yellow mold diesase, or possibly some botflies..."

He gets up from his thinking and summons Hatred to his side. "Come along, let's try our luck heading south"

He heads back out of town through the west gate and begins to journey south, still taking as much time as he can. He casts detect undead on each day to see if he finds anything.


Day 1: Nothing
Day 2: Snare trap - Perception DC 16, Reflex DC 18, Disable device DC free
Day 3: Lost, lose a day
Day 4: Lost
Day 5: The green forest turns to rolling hills stretching for miles.
Day 6: Nothing
Day 7: Green flash - caster level +3 for one day, +2 the next, +1 the next
Day 8: Giant humanoid tracks


Male Dhampir Cleric (Undead Lord)/1

Preception to notice trap 1d20 + 6 ⇒ (20) + 6 = 26

Nemesis stops as he notices a Snare Trap along the path he had been traveling. He takes out his knife and cuts the rope, standing back to make sure it doesn't still whack him with anything. Satisifed, he continues on his journey.

On day 3 and Day 6 I will be rolling to find food and water on the trail as I go to subliment my own rations

Day 3 - Surivival Check 1d20 + 3 ⇒ (12) + 3 = 15
Day 6 - Surivival Check 1d20 + 3 ⇒ (4) + 3 = 7

Day 8

Nemesis comes upon some humaniod tracks. He bends down to examine them further.

Are they booted, bare feet, are they humanish in appearance or clawed?


Upon further examination, Nimt can see that the tracks are about the same as a humans, only much bigger and lumpy. They are going SSW. There is only one set of tracks.


Male Dhampir Cleric (Undead Lord)/1

Nemesis thinks for a moment and looks to Hatred. "Think we should follow them? Let's see what kind of friends we can find"

Nemesis gets up, brushes himself off and carefully follows the trail of foot prints.


The footprints are incredibly obvious and easy to follow. They continue on for about 20 more miles, following the edge of the mountain range as it curves to the west.

Day 1: Nothing
Day 2: Nothing

On the afternoon of the second day, the mountain range that had been to the east for your whole trip juts out sharply, and the tracks lead to a rocky cave made in the gap between two peaks.

This is a map of where you've traveled so far on this journey.


Male Dhampir Cleric (Undead Lord)/1

On Day 9/Day 1, I will be making another surival role to add food and water to my supply

Survival Check 1d20 + 3 ⇒ (14) + 3 = 17

Upon reaching the cave, Nemesis finds himself a good vantage point and settles in. He hides himself and Hatred as best as he can. He whispers to Hatred "Time to wait and see what comes out from that cave"


Late in the evening, as Nimt watches from a small bluff, a band of about 10 gnolls come up from the west, dragging a large sack of something alive. Perception v. 18 1d20 + 2 ⇒ (13) + 2 = 15 The gnolls proceed into the cave, leaving one outside to stand guard.


Male Dhampir Cleric (Undead Lord)/1

Nemesis shackes his head in disappointment. He was hoping to find some undead creatures that he could enslave to his will. He won't be able to walk away with that guard there. He points to the Gnoll and whispers into its mind. "Your friends are trying to steal from you! Go kill them!"

Casting Murderous Command on Gnoll Guard - DC 14 - Will Save


1d20 + 0 ⇒ (19) + 0 = 19

The gnoll looks back towards its allies for a moment, then shrugs and continues peering out at the night.


Male Dhampir Cleric (Undead Lord)/1

Tough little Bugger! Nemesis thinks for a moment and realises that he will need to change his approach slightly. He reaches out to the gnolls mind again and whispers, "Go inside, its cold out here"

Casting Command on Gnoll Guard - DC 14 - Will Save


1d20 + 0 ⇒ (12) + 0 = 12

The gnoll shivers for a few seconds, then turn and walks into the cave.


Male Dhampir Cleric (Undead Lord)/1

Not even waiting to celebrate his small victory, Nemesis gets up from his hiding spot, geatures to Hatred, and sneaks off back to the path. Once on his way again, he moves at a brisk pace for a few hours until he is content that the gnolls are not following him. He begins to make his way back to town.


Day 1: While walking in the pouring rain -1 to ranged attacks, you stumble across a swarm of rats. They are 60' away, and both parties are aware of each other.

Rats' initiative 1d20 + 6 ⇒ (18) + 6 = 24
Nemesis's initiative 1d20 + 2 ⇒ (8) + 2 = 10

The swarm of rats lurches toward you, halving the distance between you.


Male Dhampir Cleric (Undead Lord)/1

Nemesis hisses to himself and turns to Hatred, "Attack! Smash them to pieces"

Nemesis turns his attentions back to the swarm, he takes out his unholy symbol and curses at the swarm.

Channeling Negative Energy - DC 12 - Will save for Half Damage - Damage - 1d6 ⇒ 4


Male Skeleton (Human) Burning Skeleton/1

Hatred hisses to its master and charges the swarm. He rakes at the creatures with his claws.

Claw attack to Rat Swarm 1d20 + 1 ⇒ (6) + 1 = 7

Hatred's claw attack misses the swarm completly


Will save 1d20 + 2 ⇒ (18) + 2 = 20

The rat swarm shrieks in indignation as a few of its member fall away. It continues the attack, piling on to Hatred as he swipes at them. 1d6 ⇒ 3 DMG to Hatred.


Male Dhampir Cleric (Undead Lord)/1

Nemesis keeps his attention on the swarm, and curses them again.

Channeling Negative Energy - DC 12 - Will save for Half Damage - Damage 1d6 ⇒ 5


Male Skeleton (Human) Burning Skeleton/1

HP Remaining = 7

Hatred hisses at the swarm and attempts to claw them again.

Claw attack to Rat Swarm 1d20 + 1 ⇒ (12) + 1 = 13

Hatred misses again with his claw attack


1d20 + 2 ⇒ (10) + 2 = 12

More rat fall out of the swarm, but they keep attacking Hatred. 1d6 ⇒ 6


Male Dhampir Cleric (Undead Lord)/1

Nemesis reaches out to the simple minds of the rat swarm and compels it to attack itself

Casting Murderous Command on Rat Swarm - DC 14 - Will Negates

If the attack spell suceeds, the Rat Swarm will attack itself for one round


Male Skeleton (Human) Burning Skeleton/1

HP Remaining = 1

Hatred swipes at the swarm, content to destroy the hated little things.

Claw attack to Rat Swarm 1d20 + 1 ⇒ (5) + 1 = 6

Hatred's swipes at the Rat swarm still fail to connect to anything


1d20 + 2 ⇒ (19) + 2 = 21

The rats continue swarming over Hatred as if nothing happened. 1d6 ⇒ 2

Wait a minute. Does Hatred's DR count for swarms? I think it does.


Male Dhampir Cleric (Undead Lord)/1

Oops, my bad, forgot he had DR, then his HP is at 9, this might not go as terribly as I thought it would

Nemesis shakes his head in disbelief, he resumes his previous plan of cursing at the swarm.

Channeling Negative Energy - DC 12 - Will save for Half Damage - Damage 1d6 ⇒ 5


Male Skeleton (Human) Burning Skeleton/1

HP Remaining = 9

Hatred swipes at the rats once more with his claws

Claw attack to Rat Swarm 1d20 + 1 ⇒ (13) + 1 = 14

Hatred hisses in victory as he hits some of the swarm

1d4 ⇒ 3 Swarm takes 1 damage!


More and more rats dies, but the writhing mass keeps churning all over Hatred. 1d20 + 2 ⇒ (13) + 2 = 15 It looks like only half the rats still remain. 1d6 ⇒ 6

My gosh. Two beasties with DR makes for a very protracted fight.


Male Dhampir Cleric (Undead Lord)/1

Nemesis continues his cursing of the rat swarm

Channeling Negative Energy - DC 12 - Will save for Half Damage -Damage 1d6 ⇒ 5


Male Skeleton (Human) Burning Skeleton/1

HP Remaining = 8

Hatred hisses and swipes at the rat swarm that cover his body.

Claw attack to Rat Swarm 1d20 + 1 ⇒ (12) + 1 = 13

Hatred misses his swipe of the Rat Swarm


1d20 + 2 ⇒ (13) + 2 = 15 What can I say? Although at this point it's apparent that you're going to win eventually since the rats only damage on a 6, and they're too stupid to realize that killing the skeleton doesn't do them any favors. Although, you are blowing through all your channeling...

1d6 ⇒ 4

And with a final shriek, the rats grow weary of biting at hard bone without success and the swarm dissipates, leaving hundreds of rats scattering in every direction.

That's worth 600 XP.


Male Dhampir Cleric (Undead Lord)/1

Nemesis takes a quick breather and then attends to Hatred. He casts inflict like wounds on Hatred to heal him of the damage.

Casting Inflict Light Wounds on Hatred 1d8 + 1 ⇒ (3) + 1 = 4

"We might as well continue moving for a little bit to clear the area, but then we should camp for the night."

Once refreshed, Nemesis continues his journey back to town.

With 600 XP, I'm just a little under half way to level 2! Keep em coming


The rest of the day sees the pouring rain turn to a brief thunderstorm.

Day 2: Nemesis wakes up to the unpleasant shock of a spider bite on his leg. Normally there would be a fort roll for poison, but nothing else happens today, so it doesn't matter.

Day 3: You realize that 3 of the trail rations were spoiled in the rain.


Male Dhampir Cleric (Undead Lord)/1

Fort Save 1d20 + 1 + 3 ⇒ (11) + 1 + 3 = 15

Nemesis growls to himself as he checks over the spoiled rations. He realises that he will need to forge for food on every day back to town.

Survival Roll #1 1d20 + 3 ⇒ (12) + 3 = 15
Survival Roll #2 1d20 + 3 ⇒ (19) + 3 = 22
Survival Roll #3 1d20 + 3 ⇒ (16) + 3 = 19
Survival Roll #4 1d20 + 3 ⇒ (4) + 3 = 7
Survival Roll #5 1d20 + 3 ⇒ (4) + 3 = 7
Survival Roll #6 1d20 + 3 ⇒ (19) + 3 = 22
Survival Roll #7 1d20 + 3 ⇒ (4) + 3 = 7
Survival Roll #8 1d20 + 3 ⇒ (4) + 3 = 7
Survival Roll #9 1d20 + 3 ⇒ (8) + 3 = 11
Survival Roll #10 1d20 + 3 ⇒ (4) + 3 = 7


Oh, sorry. It only took 3 days to get back to town. It doesn't take nearly as long if you aren't exploring every hex. You're at Fallsvale now. But I will take those first three rolls and add 5 days of food to your stores. You can't forage any more than that because it will spoil.


Male Dhampir Cleric (Undead Lord)/1

Noted, I think I will wait for other groups to finish before I head out again.


Male Dhampir Cleric (Undead Lord)/1

After becoming refreshed, Nemesis sits and waits in the tavern for awhile, see if any other would-be adventurers show up. Instead of dismissing his companion to wait outside, he keeps him by his side.

After a long time has passed, Nemesis gets up from his spot, gestures for his companion to follow and heads back out to the outskirts of town.

"Well my friend, lets try heading East this time and see what we can find"

I spend the first three days of my journey foraging for food as I head east. I journey at a slow pace, as I am in no hurry.

Survival Role for Food Day 1 1d20 + 3 ⇒ (18) + 3 = 21
Survival Role for Food Day 2 1d20 + 3 ⇒ (8) + 3 = 11
Survival Role for Food Day 3 1d20 + 3 ⇒ (2) + 3 = 5


Man, you get the best rolls on my travel tables.

On the third day of travel, as you march through the woods, at about midday, you notice a flash of white in the woods to the northeast. Perception check, please.


Male Dhampir Cleric (Undead Lord)/1

Preception Check 1d20 + 6 ⇒ (19) + 6 = 25


Male Dhampir Cleric (Undead Lord)/1

Just realised the fight with the rat swarm would have ended way sooner. Hatred is a burning skeleton and the rat swarm would have taken 1d6 fire damage per round


Huh, how 'bout that. I guess your little friend is pretty slick.

You can't help but notice that what appears to be a large, white horse has a distinct single horn atop its head. You have stumbled upon a unicorn. As soon as you make out what it is, however, the creature gallops away to the east.


Male Dhampir Cleric (Undead Lord)/1

Nemesis sees the unicorn bound away and desides to follow its tracks if he can.

Survival roll to track 1d20 + 3 ⇒ (7) + 3 = 10


You are only able to keep up with the Unicorn's trail for about a half mile. You lose the tracks when the animal crosses a small stream.


Male Dhampir Cleric (Undead Lord)/1

Nemesis curses, could have used the horn off of it. He continues on his path east, searching for clues of undeath.


Continuing on:

Day 4: Cooler temperatures leading into...
Day 5: Thunderstorms on and off today
Day 6: Nothing
Day 7: A curious raven follows you today
Day 8: Nothing happens
Day 9: Nothing happens
Day 10: A large number of humanoid tracks travelling north, 1d4 ⇒ 3 days old.

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