Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Ydersius (Symbol)

DM Talomyr's page

1,478 posts. Alias of Talomyr.


RSS

1 to 50 of 1,478 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Grand Lodge

As Dereje said, DC is now down to 5. Who's holding onto the rope?

Both Dereje and Lawdrak rummage through their respective packs, each producing a coil of rope. Lawdrak secures the rope around Hana before she begins here descent into the pit.

Grand Lodge

DC 10 Climb check to descend using just the timbers

Grand Lodge

DM Rolls:
1d4 ⇒ 1 hours

Having decided to continue working on throughout the early part of night, the group continues digging around the wooden plug for just over an hour before being to extract the plug.

Looking down into the darkness you see wooden bracing around the pit, which should allow you to climb down with minimal difficulty should you choose so.

For those with Darkvision:
Wooden timber line the walls of the pit which ends roughly forty feet below your current level in a pool of murky water.

Grand Lodge

30. As of now you are at 23 with a maximum of 3 more aid checks coming from the party that would leave you at 29 and just shy.

Grand Lodge

The sun is beginning to set. You could continue working if you lit a light source or two if you so chose or you could call it a day and camp. What would you like to do?

Grand Lodge

Someone can aid Adara's roll if they would like.

Grand Lodge

Three is a majority, so we will move on.

DM Rolls:

3d6 ⇒ (3, 1, 5) = 9 hours

Without the proper tools, the work of digging the pit is grueling. You spend the morning and part of the afternoon (after seeking shelter for the hottest part of the day) excavating the site. Finally, just as the sun in beginning to set, you have reached a depth of ten feet and uncover a short, stout skeleton dressed in leather armor. Along side the skeleton is what appears to be a large wooden plug.

Heal DC 20:
An examination of the body reveals a slash in the rotten back of the dwarf ’s leather armor and deep grooves on his ribs, indicating he was stabbed through the heart with a blade from behind.

You have a couple of options on the plug, you can try to destroy the plug or you can try and dig around it.

Perception 15:
It appears that there are a series of logs and clay making up the floor of the pit around the plug.

Knowledge (Engineering) DC 12 if the above Perception check is made:
Destroying the plug would likely destabilize the floor and cause it to collapse. Digging out the plug would likely take a few hours, but would most likely leave the floor stable.

Grand Lodge

Ok. I will assume that we keep this pattern for future use unless told otherwise.

1st Watch: Lawdrak & Sharpmaw
2nd Watch: Hana and Adara
3rd Watch: Mum and Dereje

DM Rolls:

Encounter Chance 25%: 1d100 ⇒ 34

Disease - Adara: 1d100 ⇒ 53
Disease - Dereje: 1d100 ⇒ 56
Disease - Estietre: 1d100 ⇒ 50
Disease - Lawdrak: 1d100 ⇒ 89
Disease - Mizu: 1d100 ⇒ 69

Adara Mindfire Save: 1d20 + 3 + 4 ⇒ (8) + 3 + 4 = 15 (viper nettle berries) - cleared

The night goes by surprisingly uneventful and almost pleasant as a mild breeze comes in off the ocean throughout the night. Estietre and Dereje watch on as the rising sun in coordination with the two spike shaped rocks provide what is supposed to be, at least according to Ishirou's map, the location to begin digging to find Captain Quellig’s lost treasure.

As Adara awakens she finds the searing pain in her head subsided, having finally shaken off the effects of mindfire.

Please remember to heal up as normal. Your level in HP, and 1 point to each type of ability damage you may have. Keep in mind that you do have potions of lesser restoration if need be too.

What's next? Dig in the spot? Explore the shipwreck? Travel on?

Grand Lodge

Any other watch preferences? I would assume Lawdrak & Sharpmaw would be one watch, one of Adara, Mum, and Dereje with Hana on 2nd, and the remaining two on whichever watch Lawdrak & Sharpmaw are not on, but who is who?

Grand Lodge

Lawdrak searches around and finds a suitable spot to make camp for the night.

Watch order?

Grand Lodge

The party travels along the path suggested by Mum. The path is not a particularly easy one, as gravel and rock slide out from under you feet as you hug the cliff side in your quest to reach the area marked by Ishirou.

Just as night begins to fall you see the hill. The crown of this hill is one of the few areas on the Shiv that’s not jungle—the entire hilltop is an open area of tall grass overlooking the island’s eastern shoreline.

As you investigate the top of the hill you see two spike shaped rocks off the shore to the east, near the wreckage of the Windwar, just as described in Ishirou's map. The map indicates that to find the spot where the treasure is buried, one must to climb to the top of the hill and wait for sunrise. At dawn, one must simply walk to a point atop the hill where the sun seems to be rising directly between the two spike-shaped rocks protruding from the sea to the east. This will be the correct place to begin digging.

Grand Lodge

Despite the group's best effort at re-finding the Captain's trail, the trail seems to have been lost in the chaos of the short battle.

Which direction would you like to go? You have roughly two hours before sundown.

Grand Lodge

Based on the state of decay and what you can make of the remainder of the humanoids's dress, these two were certainly not the two you have been trailing.

Searching around the clearing, the young Kellid seems to be having a bit of difficulty finding the Captain's trail again.

Aid other anyone?

Grand Lodge

With one final chomp, Sharpmaw ends the remaining creature's existence.

Combat over. Where to next? It is about two hours from sunset.

Grand Lodge

Hana slashes at the humanoid, removing one of the beast's arms, as the creature groans in pain.

Grand Lodge

I know Lawdrak & Sharpmaw would go before Mum, but this works out a bit better for you guys.

Estietre fires her crossbow, the bolt tearing through the heart of the monsterous plant, ending its life.

Lawdrak stabs at the humanoid, his strike finding its mark, but not damaging the creature as much as he would hope. Sharpmaw turns his attention to the sames shambling creature his master faced, biting the head clean off of the creature.

The lone remaining creature turns its attention toward Lawdrak's companion, nearly caving in the t-rex's ribcage with a bone-crunching slam.

DM Rolls:

Slam, Sharpmaw: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Sharpmaw take 10 damage. The party is up.

Grand Lodge

Dereje blasts a hole into one of the humanoids, bit of tendril and a cloud of spores exit the wound as the shot passes through.

Grand Lodge

Hana steps in toward the plant, cutting deeply into the sickly creature, nearly cutting it in two. Much to her surprise though, the creature still stands, writhing tendrils and all.

Grand Lodge

Targeting one of the humanoids or stepping up to try and finish off the plant?

Grand Lodge

Adara cautiously approaches the ensuing battle, and lays a healing hand on the samurai-ko.

Meanwhile the plant creature, steps back away from the onslaught of Sharpmaw and Mizu, spraying the former with a cloud of spores, but the t-rex is easily able to shake off the effects.

DM Rolls:
Spore Cloud: 1d20 + 4 ⇒ (15) + 4 = 19 vs Touch AC
Sharpmaw Will Save (DC 14): 1d20 + 4 ⇒ (17) + 4 = 21 - Pass

The rest of the party is up before the humanoids

Grand Lodge

Between Hana's and Sharpmaw's efforts, the sickly plant creature is certainly in rough shape. As the humanoid forms lurch toward Lawdrak's companion and the samurai-ko, ripping and tearing at the pair, landing a heavy blow to the ribs of Hana in the process.

Hana takes 6 damage. Adara is up.

DM Rolls:

Slam, Sharpmaw: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Slam, Hana: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Initiative Order
Adara
Plant
Mizu
Lawdrak & Sharpmaw
Dereje
Estietre
Humanoids

Grand Lodge

Mum fires her crossbow well wide of her intended target while Sharpmaw charges in, latching his powerful jaws around the the sickly plant.

Dereje is up prior to the humanoids.

Grand Lodge

The party is somewhat shocked to see the sickly yellow plant begin to move your direction.

Plant is 35 ft from Dereje. The rest of the party is up before the humanoids.

Grand Lodge

Mizu, any action other than the question?

Grand Lodge

DM Rolls:

Adara Perception: 1d20 + 0 ⇒ (6) + 0 = 6
Dereje Perception = 19
Estietre Perception: 1d20 + 2 ⇒ (17) + 2 = 19
Lawdrak Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Mizu Perception: 1d20 + 3 ⇒ (13) + 3 = 16
Sharpmaw Perception: 1d20 + 6 ⇒ (13) + 6 = 19

As the party slowly advances into the clearing, all but Adara notice one plant in particular writhing in the distance. Focusing your attention on the area by the plant, you see two humanoid forms staggering to their feet and slowly beginning to move your direction.

DM Rolls:

Adara Init: 1d20 + 3 ⇒ (19) + 3 = 22
Dereje Init: 1d20 + 3 ⇒ (9) + 3 = 12
Estietre Init: 1d20 + 2 ⇒ (5) + 2 = 7
Lawdrak Init: 1d20 + 0 ⇒ (18) + 0 = 18
Mizu Init: 1d20 + 3 ⇒ (16) + 3 = 19
YMC Init: 1d20 + 2 ⇒ (16) + 2 = 18
YMCZ Init: 1d20 + 0 ⇒ (3) + 0 = 3

[spoiler=Knowledge (Nature) DC 15]The writhing plant is a yellow musk creeper. The yellow musk creeper is a dangerous plant known for entrancing its victims with spores and burrowing its tendrils into the victim's brain. Those killed by a yellow musk creeper are later reanimated into a zombie-like state by the plant - that is what the two humanoid forms are.

Initiative Order
Adara
Mizu
Plant
Lawdrak & Sharpmaw
Dereje
Estietre
Humanoids

I think this one is straight forward enough that I will forgo the map. Dereje is currently 40 ft away from the plant and the humanoids. For the purposes of this combat let's assume at the beginning of Round 1 Lawdrak & Sharpmaw are 45 ft away, Mizu and Estietre are 50 ft away, and Adara is 55 ft away. I you feel that a map is needed, I can do one, but it will have to wait until tonight.

Grand Lodge

Normally, I would roll perception checks for you at this point, but as a Cubs fan watching the World Series, I'll let you folks handle that. Any rolls not made by time I check back in the morning I will make then (along with a general update of the thread.)

Grand Lodge

The captain's trail leads through the clearing.

Grand Lodge

Lawdrak is able to pick up the Captain's trail again, noticing that the Captain has not been traveling alone. After traveling for roughly three hours, your pace slowed by continuing to search for and following the Captain's trail, you come across a fifty-foot-diameter clearing in the jungle here allows the sun to beat down upon a field of wilted-looking plants, their leaves a sickly, diseased yellow.

Knowledge (Nature) DC 17:
Among the plants you notice a yellow musk creeper. The yellow musk creeper is a dangerous plant known for entrancing its victims with spores and burrowing its tendrils into the victim's brain. Those killed by a yellow musk creeper are later reanimated into a zombie-like state by the plant.

Grand Lodge

Okay, if you are still trying to follow the captain I'll take survival checks.

Grand Lodge

I have one for resuming you original direction to the shoreline.

You started to follow the Captain's path which takes you southwest, which direction is the party going?

Grand Lodge

Lawdrak wades into the thicket and a few minutes later comes out with a bag full of berries.

See above description. You have 12 handfuls of the berries each handful is a "dose". Might not be a bad idea for Adara to eat a handful.

Where to now?

Grand Lodge

Assuming you would like to stop and gather the berries, whoever is gathering them please make the appropriate rolls (if needed - I know Lawdrak has woodland stride). Otherwise, I will take survival checks as before to pick the Captain's trail back up.

Grand Lodge

This grove is a patch of poisonous plants called viper nettles—the bright red thorns on the vines can grow up to 6 inches long in places. Moving through the patch counts as difficult terrain, and each round a creature moves through the nettles, it must make a DC 12 Reflex save to avoid taking a point of damage from the nettles—any creature that takes damage from the nettles must then make a DC 14 Fortitude save or develop a painful rash that sickens it for 24 hours. The woodland stride ability negates this hazard entirely. A large quantity of bright red berries lies at the center of the patch of nettles, but reaching them requires passing through 60 feet of nettles. Harvesting the berries takes 10 minutes (during which the harvester must make four DC 12 Reflex saves to avoid nettle damage—the thorns are much smaller at the center of the patch but still present). Fully harvested, the berries provide a dozen handfuls. These berries, apart from being delicious, have an unusual side effect—they help with recovery from sickness and even addiction, particularly the sickness caused by alcohol withdrawal. Eating a handful of these berries also grants a +4 bonus on saving throws against disease for 24 hours.

Grand Lodge

Lawdrak leads the way, with the aid of Adara and Mizu, finding the traitorous Captain's trail leads inland and to a narrow river. Following the trail/river for roughly an hour, you find a large grove of thorny vines grow on these river banks, presenting a seven-foot-tall wall of green leaves and intimidating six-inch red thorns.

Survival DC 15:
The bushes are Viper Nettles. (See Aerys's side quest).

Grand Lodge

Mechanically, scent really doesn't come into play until you are within 30 ft. It does allow tracking at a DC 10 plus 2 to the DC for every hour the trail is cold. Based on the age of this trail, the check is damn near impossible.

Grand Lodge

Utilizing the nearby tree cover and the remnants of the Captain's camp, the group is able easily cobble together a temporary shelter to wait out the worst of day's heat.

DM Rolls:

Encounter?: 1d100 ⇒ 87 - No

As the sweltering heat finally subsides enough to travel safely, the group resumes their exploration/pursuit of the Captain.

I'll take a survival check for tracking purposes. Declare a lead for the check and feel free to aid other as needed.

Grand Lodge

DM Talomyr wrote:
...Mid-morning Sharpmaw II discovers what appears to be an empty snake's nest containing the remnants of a few egg shells and numerous outgrown skins. By time the mid-day heat begins to swell, you have reached the eastern shore of the island again....

Are you going to press on now during the heat or find shelter for the next three hours?

Grand Lodge

Lawdrak finds a set of track leading to a narrow trail to the south of the campsite.

Grand Lodge

Refreshed and rejuvenated, save for poor Adara's increasingly fragile mind, the party heads off in the direction suggested by Estietre.

Mid-morning Sharpmaw II discovers what appears to be an empty snake's nest containing the remnants of a few egg shells and numerous outgrown skins. By time the mid-day heat begins to swell, you have reached the eastern shore of the island again.

Looking over the beach you see the remnants of a quickly rigged shelter and evidence of a small campfire sit well above the high-tide line on the narrow, sandy beach.

DM Rolls:

Adara Perception: 1d20 + 0 ⇒ (8) + 0 = 8
Dereje Perception: 1d20 + 0 ⇒ (12) + 0 = 12
Estietre Perception: 1d20 + 2 ⇒ (6) + 2 = 8
Lawdrak Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Mizu Perception: 1d20 + 3 ⇒ (8) + 3 = 11
Sharpmaw Perception: 1d20 + 6 ⇒ (5) + 6 = 11

Approaching closer to the abandoned camp, Lawdrak notices a bit of discarded refuse, including both Captain Kovack’s tricorn hat and a few brightly colored scarves identifiable as once having belonged to
the scholar Ieana.

Grand Lodge

Sounds like a plan. I'll update in the morning.

Grand Lodge

Return back in the direction of where you fought the crab or another direction?

Grand Lodge

I agree, the morale rules suck. That being said, morale in this case only really does two things: places a modifier on diplomacy rolls with the NPC in question (which is a non-issue for you folk) and alters what the NPC would do should there be a combat where they are present.

Grand Lodge

Just to be clear, by time you made it back to camp with Sharpmaw I's body it was after night fall. I need to make the rolls for the 2nd night after you spent the day making bullets, summoning new companions, etc.

DM Rolls Night #2:

Encounter Chance 15%: 1d100 + 10 ⇒ (91) + 10 = 101 - None

Base Chance 25% - Modified for camp and medic below

Disease - Adara: 1d100 + 10 + 5 ⇒ (26) + 10 + 5 = 41
Disease - Dereje: 1d100 + 10 + 5 ⇒ (95) + 10 + 5 = 110
Disease - Estietre: 1d100 + 10 + 5 ⇒ (34) + 10 + 5 = 49
Disease - Lawdrak: 1d100 + 10 + 5 ⇒ (33) + 10 + 5 = 48
Disease - Mizu: 1d100 + 10 + 5 ⇒ (77) + 10 + 5 = 92
Disease - Aerys: 1d100 + 10 + 5 ⇒ (34) + 10 + 5 = 49
Disease - Gelik: 1d100 + 10 + 5 ⇒ (87) + 10 + 5 = 102
Disease - Ishirou: 1d100 + 10 + 5 ⇒ (95) + 10 + 5 = 110
Disease - Jask: 1d100 + 10 + 5 ⇒ (75) + 10 + 5 = 90
Disease - Sasha: 1d100 + 10 + 5 ⇒ (10) + 10 + 5 = 25 - Type: 1d2 ⇒ 2 Mindfire DC 12 Will base

Morale - Aerys: 1d20 + 1 + 2 - 2 ⇒ (5) + 1 + 2 - 2 = 6 Panicked
Morale - Gelik: 1d20 + 2 + 2 - 2 ⇒ (7) + 2 + 2 - 2 = 9 Panicked
Morale - Ishirou: 1d20 - 1 + 2 - 2 ⇒ (5) - 1 + 2 - 2 = 4 Panicked
Morale - Jask: 1d20 + 8 + 2 - 2 ⇒ (3) + 8 + 2 - 2 = 11 Shaken
Morale - Sasha: 1d20 - 1 + 2 ⇒ (7) - 1 + 2 = 8 Shaken

Sasha Will Save: 1d20 - 1 - 2 ⇒ (16) - 1 - 2 = 13 - Cleared

Adara Fort Save Night #1: 1d20 + 1 ⇒ (16) + 1 = 17 - Red Ache Cleared
Adara Will Save Night #1: 1d20 + 3 ⇒ (6) + 3 = 9 - 1d4 ⇒ 4 INT Damage

Adara Will Save Night #2: 1d20 + 3 ⇒ (8) + 3 = 11 - 1d4 ⇒ 1 INT Damage

The second morning arrives much as the other have before, hot and humid. Something seems to have gotten the better of Adara as she is obviously having difficulties focusing on much of any and repeatedly clutching her head.

Grand Lodge

DM Rolls Night you return to camp:

Encounter Chance 15%: 1d100 + 10 ⇒ (64) + 10 = 74 - None

Base Chance 25% - Modified for camp and medic below

Disease - Adara: 1d100 + 10 + 5 ⇒ (9) + 10 + 5 = 24 Again? Type: 1d2 ⇒ 2
Disease - Dereje: 1d100 + 10 + 5 ⇒ (73) + 10 + 5 = 88
Disease - Estietre: 1d100 + 10 + 5 ⇒ (97) + 10 + 5 = 112
Disease - Lawdrak: 1d100 + 10 + 5 ⇒ (90) + 10 + 5 = 105
Disease - Mizu: 1d100 + 10 + 5 ⇒ (47) + 10 + 5 = 62
Disease - Aerys: 1d100 + 10 + 5 ⇒ (90) + 10 + 5 = 105
Disease - Gelik: 1d100 + 10 + 5 ⇒ (43) + 10 + 5 = 58
Disease - Ishirou: 1d100 + 10 + 5 ⇒ (92) + 10 + 5 = 107
Disease - Jask: 1d100 + 10 + 5 ⇒ (52) + 10 + 5 = 67
Disease - Sasha: 1d100 + 10 + 5 ⇒ (69) + 10 + 5 = 84

Morale - Aerys: 1d20 + 1 + 2 - 2 ⇒ (20) + 1 + 2 - 2 = 21 Frightened
Morale - Gelik: 1d20 + 2 + 2 - 2 ⇒ (15) + 2 + 2 - 2 = 17 Frightened
Morale - Ishirou: 1d20 - 1 + 2 - 2 ⇒ (4) - 1 + 2 - 2 = 3 Panicked
Morale - Jask: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11 Shaken
Morale - Sasha: 1d20 - 1 + 2 - 2 ⇒ (16) - 1 + 2 - 2 = 15 Normal

For the first night, I need DC 15 and 14 Fort Saves from Adara

Grand Lodge

Anyone else doing anything specific during the day you spend in camp?

Grand Lodge

Gelik waves a dismissive hand at the young Kellid druid. "Whatever helps you sleep at night I suppose."

Grand Lodge

A confused look crosses the face of Gelik. "Sharpmaw? Really? You can't possibly be serious. That creature only bares a passing resemblance to you previous companion."

Shaking his head, the rude gnome continues, "The coloration is completely off and that one has a longer snout. Don't get me wrong, I'm happy you have a new friend, but that creature is not your Sharpmaw."

Grand Lodge

Water isn't really a problem with Jask being able to cast create water. As far as food goes, you guys just brought a 500 lb crab back to camp.

Grand Lodge

So are we staying in camp for the next day? Those of you who aren't calling new animal companions or making bullets could work with Sasha for the day to gain the initiative bonus that training with her grants.

Grand Lodge

As written yes, but I'll allow partial days to add together.

1 to 50 of 1,478 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2016 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.