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Demogorgon

The_Demonic_DM's page

718 posts. Alias of Lucendar.


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Your bloodthirsty Master of Ceremonies

Despit the the inquisitor's skill, even he cannot find the elves' tracks. Now what?


Your bloodthirsty Master of Ceremonies

Gruug does not find any tracks even with the barbarian's help. It looks like the elves covered them.


Your bloodthirsty Master of Ceremonies

If you want to follow the tracks, need Survival check. Otherwise, what else do you do? You can always go back to boat.


Your bloodthirsty Master of Ceremonies

The party finds the following on the elves:

MW Composite Longbow (+2 Strength) on leader
10 thistle arrows on leader
MW shortspear on leader
+1 amulet of natural armor on leader
Longbow on elf
4 thistle arrows on elf

You search the rest of the station but find no other bodies. You find a battered door to the armory, which manages to have held up. You also find elven tracks, which Ialda tells you lead into the jungle and they seem weighted down.


Your bloodthirsty Master of Ceremonies

Ialda was at 8 hps. The cure light wounds potion and the healing burst get her to 26 hps unless I missed something.


Your bloodthirsty Master of Ceremonies

Remember, out of combat healing max, so apply to CMW on Gruug and CLW on Ialda.


Your bloodthirsty Master of Ceremonies

One of Ialda's claws rips through the Girallon's hide but the hideous gorilla still lives. Two arrows strike it, then another, blood spurting over the barbarian, until the four armed gorilla collapses to the ground, dead! You all see Ialda covered head to toe in blood!

As you move to close in on the other 2 elves, they decide to jump off the roof into the water below! One miscalculates and kills himself on impact, his limp body floating on the surface of the river. The other elf disappears under the surface.

1d20 ⇒ 18
1d20 ⇒ 2


Your bloodthirsty Master of Ceremonies

Found error. In Round 3, the girallon did d6 damage with claws instead of d4. Correct damage to Gruug should have been: 3d4 + 12 ⇒ (3, 3, 2) + 12 = 20 not 21, so Gruug is at -8 not -9 hps.


Your bloodthirsty Master of Ceremonies

2 elves and the girallon remain, with the elf leader dead.

HP summary:
Gruug is at -9 hps.
Ialda at 32/49 with 3 bleed damage this round and will take 2 bleed for 1 rounds, then 1 Bleed damage for 2 more rounds (until she receives magical healing)
Left-Ear at 33/35, no bleed damage
Baolo at 10/28
Elves 4 and 5 unharmed
Girallon: -40 damage

Round 4:
The two elves look at the corpse of their leader and move out of line of sight of the party.

The girallon beats his chest with his 4 arms, when Gruug falls, but screams in pain and anger when Ialda mercilessly stains his white fur with his own blood! He screams and proceeds to full-attack the frothing barbarian!
Claw: 1d20 + 10 ⇒ (11) + 10 = 21...hit
Claw: 1d20 ⇒ 10...hit
Claw: 1d20 ⇒ 1...miss
Claw: 1d20 ⇒ 3...miss
Bite: 1d20 ⇒ 13...hit
Damage: 2d4 + 1d6 + 12 ⇒ (1, 4) + (5) + 12 = 22
Ialda at 10 hps!

Party is up! By the way, the imagery of this claw vs. claw battle between Ialda and the girallon is way cool!!


Your bloodthirsty Master of Ceremonies

Does someone want to DMPC Left-Ear's actions this round?


Your bloodthirsty Master of Ceremonies

Sorry for delay.

Other than their clubs, Sana sees no appreciative treasures of any kind on the dead mongrelmen.

In the back, as the party advances, you hear muted cheers from the 3 NPCs accompanying the party, with Aravashnial asking for a play by play of the battle, and Horgus constantly saying, "The only good mongrelman is a dead one."

Meanwhile, Goron and Cao rush through the door, to see 2 more mongrelmen, obviously recently awakened, sneer at the party. The lingering smells of cooked meat and rank bodies hang in the air. Ten bedrolls, each piled with coarse blankets and animal furs, surround a fire pit filled with glowing goals. Tanned hides hang stretched on the walls, each crudely painted with scenes of deformed humanoids hunting giant vermin in caves.

Initiative:
Mongrelman: 1d20 + 1 ⇒ (9) + 1 = 10
Cao: 1d20 + 2 ⇒ (10) + 2 = 12
Goron: 1d20 ⇒ 11
Levelle: 1d20 + 2 ⇒ (13) + 2 = 15
Sana: 1d20 + 1 ⇒ (17) + 1 = 18
Tomas: 1d20 + 1 ⇒ (14) + 1 = 15

Party is up before mongrelmen! Both foes are 15 feet away. Difficulty uploading map.


Your bloodthirsty Master of Ceremonies

Baolo's last arrow catches the surprised elf leader in the neck, wiping the smile off his face, and his eyes close for the last time, as his corpse tumbles off the roof and falls with a splat on the bridge!

Left-Ear is up.


Your bloodthirsty Master of Ceremonies

Round 3:
With Aero, Left-Ear, and Baolo all behind cover, the elven leader turns his attention to the only viable targets, Ialda and Gruug! "Brothers, kill the green-skinned aberration!"

Leader:
Rapid shot attack:1d20 + 6 ⇒ (16) + 6 = 22
Rapid shot attack:1d20 + 6 ⇒ (16) + 6 = 22
Damage: 2d8 + 6 ⇒ (4, 1) + 6 = 11
Thistle arrow Bleed 1 for 1d6 ⇒ 2, Bleed 1 for 1d6 ⇒ 1 rounds

Elf 4 shoots Gruug, while Elf 5 follows suit, shooting the barbarian, drawing blood with his arrow!
#4 attack:1d20 + 4 ⇒ (19) + 4 = 23...misses half-orc
#5 attack:1d20 + 4 ⇒ (10) + 4 = 14...hits Ialda's enraged AC of 14
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Thistle arrow Bleed 1 for 1d6 ⇒ 4 rounds

The girallon continues to feast on the half-orc, hitting him with 3 claw attacks again!
Claw: 1d20 + 10 ⇒ (18) + 10 = 28
Claw: 1d20 + 10 ⇒ (16) + 10 = 26
Claw: 1d20 + 10 ⇒ (18) + 10 = 28
Claw: 1d20 + 10 ⇒ (10) + 10 = 20
Bite: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 3d6 + 12 ⇒ (2, 3, 4) + 12 = 21

HP summary:
Gruug is at -13 hps, 1 round from death, but still stands due to his orc ferocity!
Ialda took 14 damage and has 3 bleed damage for 1 round, 2 bleed for 2 rounds, then 1 Bleed damage for 4 rounds (until she receives magical healing)
Left-Ear, add +1 hp
Baolo, add +1 hp
Elf leader: -19 damage
Elves 4 and 5 unharmed
Girallon: -12 damage

Updated Map

Things look grim for the adventurers....


Your bloodthirsty Master of Ceremonies
Ialda Soumral wrote:

Ialda throws down her spear and steps forward 5', activating her claws as she does so, and rending with all that was in her.

Not sure if I can full attack after dropping weapon and activating claws. I'll roll as if I can, but if not, ignore the second series. Attack with rage and power attack.

Attack 1d20+9

Damage 1d6+9

Attack two 1d20+9

Damage 1d6+9

Round two of rage.

Ialda, you forgot to include Left Ear's inspiration, +1 damage.


Your bloodthirsty Master of Ceremonies

Waiting on Left-Ear..


Your bloodthirsty Master of Ceremonies

Gruug's falchion drops the blind elf!

Ialda, you are fine, both are free actions so both allowed. 1 claw hits!


Your bloodthirsty Master of Ceremonies

Aero knows girallons are aggressive, carnivorous, highly territorial, and incredibly strong. Worse, their four muscular arms are capable of inflicting incredible damage on anything that falls into their clutches. She knows they can attack with all four arms and bite in a matter of seconds and can rend flesh off if it hits with all of its arms.
Aero's Glitterdust spell affects elf #2 and the Girallon (#3).
Will save Elf: 1d20 + 2 ⇒ (12) + 2 = 14
Girallon save: 1d20 + 5 ⇒ (16) + 5 = 21

Round 2:
The blinded elf reaches for his eyes in a panicked state and tries backing away to the NW, provoking AoO from Gruug.

The leader of the elves yells at Baolo, "Coward! I will make your allies pay!" He then targets Aero with his 2 arrows, hitting once!
Rapid shot Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Rapid shot Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Bleed damage 1 for 1d6 ⇒ 3 rounds.

Elves 4 and 5 shoot Left-Ear, both arrows hitting the bard!
Attack: 1d20 + 6 ⇒ (18) + 6 = 24
Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 2d8 + 6 ⇒ (8, 1) + 6 = 15
Bleed damage 1 for 1d6 ⇒ 1 rounds
Bleed damage 1 for 1d6 ⇒ 5 rounds

The girallon moves into the spot vacated by the blind elf and full attacks the husky half-orc, inflciting severe damage on the half-orc!

Not evil, so no protection from evil help to AC.
Claw: 1d20 + 10 ⇒ (19) + 10 = 29...hit!
Claw: 1d20 + 10 ⇒ (5) + 10 = 15...miss
Claw: 1d20 + 10 ⇒ (20) + 10 = 30...possible critical!
Confirmation Claw: 1d20 + 10 ⇒ (14) + 10 = 24...confirmed!
Claw: 1d20 + 10 ⇒ (2) + 10 = 12...miss
Bite: 1d20 + 10 ⇒ (18) + 10 = 28...hit
Total damage: 3d4 + 1d6 + 16 ⇒ (3, 4, 2) + (2) + 16 = 27

Summary of damage:
Aero: 21/30, 1 Bleed for 3 rounds at start of your turn
Baolo: 5/38, 2 Bleed damage for 1 round, then 1 Bleed damage for 4 rounds, sacred healing 2
Gruug: 13/40
Ialda: 45/45 + rage hps
Left ear: 7/35, Bleed 3 for 1 round, Bleed 2 for 3 rounds, Bleed 1 for 1 round
Elf Leader: -18 damage, Bleed 1 for 1 round
Elf 2 blind (if he survives AoO, Will save for blindness: 1d20 + 2 ⇒ (10) + 2 = 12, fails!)
Elves 4 and 5 and Girallon full hps!

Don't forget to take bleed damage at start of your turn.
Gruug, you have AoO against blind elf before you post your Round 2 action. Party is up!

Updated Map


Your bloodthirsty Master of Ceremonies

Map on home PC; will update tonight.


Your bloodthirsty Master of Ceremonies

Baolo, any type of healing stops the bleed damage so Gruug's Channel Energy canceled that so you have 1 more hp.

Left-Ear is up!


Your bloodthirsty Master of Ceremonies

Ialda's spear fails to penetrate the 10' tall gorilla's thick fur.


Your bloodthirsty Master of Ceremonies

I apologize for delay, coming back with a bang though!

Round 1:

The elven leader grimaces, as Baolo's arrow penetrates his armor. He screams out, "Kill them, kill them all my brothers! Take out the archers first!"

He pulls out 2 arrows in succession very quickly and lets them fly at Baolo!

Rapid shot attack: 1d20 + 8 ⇒ (17) + 8 = 25
Rapid shot attack: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 2d8 + 10 ⇒ (2, 6) + 10 = 18
Damage 1 for 1d6 ⇒ 6 rounds
Damage 1 for 1d6 ⇒ 1 rounds
Baolo has taken 26 damage and will take 1 Bleed damage at start of his turn for 6 rounds!

Two more archers pop out on the rooftops. One aims for Baolo, the other for Aero.

Attack on Baolo: 1d20 + 6 ⇒ (8) + 6 = 14...miss!

Attack on Aero: 1d20 + 4 ⇒ (1) + 4 = 5...miss!

An archer comes from behind the wall in front of the party and shoots Left-Ear.
Attack on Left-Ear: 1d20 + 6 ⇒ (20) + 6 = 26...possible critical
Confirmation roll: 1d20 + 6 ⇒ (10) + 6 = 16...confirmed against FF AC!
Damage: 3d8 + 9 ⇒ (1, 1, 1) + 9 = 12
Damage 1 for 1d6 ⇒ 4 rounds.

Finally, the party hears a growl behind the westernmost archer, as large 4-armed gorilla runs up next to him and beats his chest in defiance at the party!

Updated Combat Map

To be clear, #1 is the leader and on a rooftop (20' up); elves 4 & 5 are on rooftops. Elf #2 is on ground level and large gorilla is #3. Party is up!


Your bloodthirsty Master of Ceremonies

Sorry, should have been clearer. Only Baolo may act in surprise round.


Your bloodthirsty Master of Ceremonies

Thanks for patience.

The bloodstains are all around each building you have passed, but no bodies. You head west across the bridge, passing some buildings. Baolo casts his spell.

Initiative:
Elves: 1d20 + 3 ⇒ (12) + 3 = 15
Aero: 1d20 + 3 ⇒ (5) + 3 = 8
Baolo: 1d20 + 6 ⇒ (2) + 6 = 8
Gruug: 1d20 + 3 ⇒ (11) + 3 = 14
Ialda: 1d20 + 1 ⇒ (8) + 1 = 9
Left-Ear:1d20 + 4 ⇒ (8) + 4 = 12

Surprise Round:
Baolo casts his spell and immediately sees a male elf in tribal paint standing on the roof ahead of the party! Both parties see each other and reach for their arrows!

The male elf (20' up) reaches his first and lets loose a thistle arrow at Baolo, catching him flatfooted, the arrowhead digging into the Mwangi's skin!
Attack: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Bleed damage 1 for 1d6 ⇒ 2 rounds.

Combat Map

Baolo has a partial action (move or standard only).


Your bloodthirsty Master of Ceremonies

Wide cargo stairs lead up from the pier to the caravanserai, where a guest house built atop a warehouse and a paddock stand outside the boundaries of the fortified bridge, most likely provided for travelers who do not enjoy the protection of membership in the Aspis Consortium. Across the paddock are several small shanties for the laborers. All of
these buildings are empty, and no animals are present, though Aero does spot signs of battle and bloodstains, where fat black flies congregate.

The gates to the bridge heading west stand unsecured and wide open.

Updated Map

Where to?


Your bloodthirsty Master of Ceremonies

Captain Esteban maneuvers the boat toward the eastern rock wall, giving you access to the stairs near the warehouse guest house, if you wish to explore.


Your bloodthirsty Master of Ceremonies

The backpack appears to have been hastily packed with waterskins and rations. There is nothing else of interest on board the ship. Captain Esteban grumbles, "Damn elves!" He orders the crew to double watch shifts as he refuses to travel in the dark with this new threat and stops the boat for the night.

Morning comes soon enough with no threats from the jungle. Your trip down the river continues. A couple of hours later, Whitebridge Station suddenly rises out of the haze that has stood on the river all day. As if in anticipation of your arrival, the wind rises and clears the air, giving you a perfect view of the famous station that sits upon the trade route cutting through the heart of the Mwangi Expanse. The river flows through a narrow gorge, where two massive columns formed from dozens of tree trunks, bound into clusters around stone pilings, and sunk into the riverbed support this giant span. The bridge rises forty feet over the Vanji, from the top of one tall bank to the other. A large pier and tower of some sort rise from the near bank, and a multi-level caravanserai can be seen up the bank beyond. It is the bridge itself that commands immediate attention, arching above the river and bearing buildings and fortifications all along its length. The shield and snake standard of the Aspis Consortium flaps gently from a stanchion atop the bridge’s central supports, but that is the only movement to be seen at what should be a bustling trade station. The only sound is the gurgling of the muddy river.

Captain Esteban orders the boat to slow down, as he looks at the station suspiciously. "Odd. Where is Alec, the station manager? Or his men? There is a garrison of two dozen Aspis mercenaries stationed here, a few officers, and a handful of Aspis-affiliated merchants and vendors. In addition, caravans or riverboats come though Whitebridge Station every few days, so there is always a good chance of travelers staying at the guest house at any given time. There is never a time when the station should be this quiet and abandoned. Something is wrong here."

The Captain gives you a pretty detailed description of the Station, from which you can visualize the map. The boat is coming from the north and is not currently on the map.

Whitebridge Station


Your bloodthirsty Master of Ceremonies

Ialda recognizes the arrowheads as those belonging to the Ekujae war-like tribe of wild elves living in the Mwangi Expanse. The arrowheads are crafted out of the thistles of a toxic plant whose sap most creatures find highly caustic. The barbs on the arrowhead cause additional damage upon being pulled out of the target.


Your bloodthirsty Master of Ceremonies

Thank you all for your patience. I am back.

After the swarm passes, you proceed down the Vanji and the Captain tells you that they should reach Whitebridge Station on the morrow. A couple of hours later, the shout of the forward lookout brings your attention to the front of the boat. Coming toward you out of the gloom, a large white form floats upon the water down the center of the river. Captain Esteban slows the sternwheeler to await the strange apparition. As it draws closer it is identifiable as a flat-bottomed boat, apparently unoccupied. Captain Esteban orders his crew to secure the vessel with grappling hooks.

If you decide to have a look inside, you find a single fly-covered backpack soaked in blood a few hours old. Two thistle tipped arrows are embedded in its folds.
Knowledge (local) check anyone?


Your bloodthirsty Master of Ceremonies

Poison requires only 1 save. All are fine except Aero who has 2 Con loss.

Captain Esteban says some words about the fallen crew member and then routinely dumps his body overboard, providing food for the crocodiles.

Day 10:
1d100 ⇒ 86
1d100 ⇒ 25
1d100 ⇒ 22

The night of the next day, a heavy fog rolls in and the River Queen breaks down! The remaining crew and Captain are on guard while the dwarf Hurg tries to fix the engine. After 3 hours of tense moments, he finally gets the ship moving again.
1d20 + 13 ⇒ (1) + 13 = 14
1d20 + 13 ⇒ (16) + 13 = 29

Day 11:
1d100 ⇒ 73
1d100 ⇒ 11....seriously!

At night, another mosquito swarm attacks the ship! As always, the party runs for cover, until it passes.


Your bloodthirsty Master of Ceremonies

Back! I can't assume stuff, Aero, unless you write it in your post. Just next time, write that you move x feet away. I will assume this time that you moved really far away so you only took 2 damage and the snake bite.

Ialda and Baolo's attacks combine to kill another kech. With half the force down, the keches flee back into the trees leaving you victorious! Captain Esteban and his crew fare just as well as you except for the death of 1 crew member.

Left Ear, damage was non-lethal. Gruug and Left-Ear make saves. Aero loses 1d2 ⇒ 2 Con from poison bite. Please continue making saves till you make a DC 9 Fort save.


Your bloodthirsty Master of Ceremonies

Gruug cuts the simian in half and it dies with a horrifying screech!


Your bloodthirsty Master of Ceremonies

Baolo's 2 arrows kill the small simian in front of him!
Ialda missed
Gruug wounded one for 16 damage
Left Ear inspired
Aero cast Bless

About Keches:
They're evil humanoids
Agile and Stealthy
If their 2 claws hit, they rend and do additional damage
They don't leave tracks

Round 1: Keches attack!
On Ialda: She gets clawed once!
Claw: 1d20 + 9 ⇒ (20) + 9 = 29...hit
Claw: 1d20 + 9 ⇒ (1) + 9 = 10...miss
Bite: 1d20 + 4 ⇒ (2) + 4 = 6...miss
Confirmation: 1d20 + 9 ⇒ (9) + 9 = 18...confirmed
Damage: 2d3 ⇒ (1, 3) = 4

On Gruug: The simian claws hims twice and rends him!
Claw: 1d20 + 9 ⇒ (13) + 9 = 22...hit
Claw: 1d20 + 9 ⇒ (12) + 9 = 21...hit
Bite: 1d20 + 4 ⇒ (16) + 4 = 20...miss
Damage: 2d3 + 1d6 + 1 ⇒ (3, 3) + (1) + 1 = 8

On Left-Ear: One claw hits!
Claw: 1d20 + 9 ⇒ (2) + 9 = 11
Claw: 1d20 + 9 ⇒ (15) + 9 = 24
Bite: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d3 ⇒ 1

On Aero: She gets bit!
Claw: 1d20 + 9 ⇒ (8) + 9 = 17
Claw: 1d20 + 9 ⇒ (1) + 9 = 10
Bite: 1d20 + 4 ⇒ (20) + 4 = 24
Confirmation: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 2d4 ⇒ (2, 4) = 6

Updated Combat Map

Party is up in Round 2.
You have +2 hit, +1 damage from buffs.

EDIT: Forgot about the snakes!
Viper bite on Ialda: 1d20 + 5 ⇒ (2) + 5 = 7...miss
Viper bite on Gruug: 1d20 + 5 ⇒ (16) + 5 = 21...hit
Viper bite on Left-Ear: 1d20 + 5 ⇒ (14) + 5 = 19...hit
Viper bite on Aero: 1d20 + 5 ⇒ (13) + 5 = 18...hit
Gruug, Left-Ear, and Aero must make Fort saves at start of your Round or suffer poison!


Your bloodthirsty Master of Ceremonies

They are indeed flat-footed so you can move safely around.


Your bloodthirsty Master of Ceremonies

Gruug, isn't it +9 to hit when you power attack? +5 str, +3 BA, +1 feat, +1 weapon, -1 PA. You hit either way, just wanted to be clear for future purposes.

The kech screams but still stands after Gruug's powerful blow!


Your bloodthirsty Master of Ceremonies

monster H? There's a kech right next to you. You can ignore the letters, those are not the monsters. The little ape things on the map are. Sorry if map is not clear.

The agile hairless simian dodges Ialda's blow.


Your bloodthirsty Master of Ceremonies

The party searches for magical auras on the ship but find none other than from the engine room (where they are not allowed to enter). As the ship passes through the jungle tunnel, suddenly, from the trees, 3-feet tall apelike creatures with grayish-green fur and long clawed arms for climbing leap out onto the boat. As they land, you see they have coiled snaked around their torsos. You count 10 of them, with 5 of them engaging Captain Esteban and Faruq and his crew and five of them engaging the party, as they leap down and land next to you. Captain Esteban screams out, "Keches! Kill them!"

Initiative:
Keches + Mambas: 1d20 + 3 ⇒ (4) + 3 = 7
Aero: 1d20 + 3 ⇒ (17) + 3 = 20
Baolo: 1d20 + 6 ⇒ (6) + 6 = 12
Gruug: 1d20 + 3 ⇒ (6) + 3 = 9
Ialda: 1d20 + 1 ⇒ (17) + 1 = 18
Left-Ear: 1d20 + 4 ⇒ (15) + 4 = 19

Something like this!

Combat Map

Party is up!


Your bloodthirsty Master of Ceremonies

Quick on your feet, Gruug! I like it. The half-orc leaps into the river and the host of insects feeding on his blood wash away. The rest of the party and crew seek cover inside. With Gruug's strong Constitution, he is able to wait out the swarm and hold his breath underwater long enough for the swarm to move on. Luckily for him, no crocodiles try to make a meal of him. He rests for the night, bandages the stings, and get his Constitution loss the next day.

Day 5:
1d100 ⇒ 3...Another swarm of water spiders! LOL! Since the party will just run, I will skip it.
1d100 ⇒ 58

Day 6:
1d100 ⇒ 83
1d100 ⇒ 38

Chugging along the red-tinted river, Captain Esteban points to the overgrown south bank at a reminder of the constant dangers that you face on these waters. Resting half-submerged on that shore is another wheelboat, possibly the twin of your own. The center of the wrecked boat’s hull gapes with a huge hole and the entire superstructure is missing, where some massive explosion ripped through the vessel. Faintly visible on its moss-slick bow are the words Lady of Fortune.

Captain Esteban remarks, "Yep, she was due back in Eleder a week ago. Guess we learned her fate." You pass by on the boat and see no signs of survivors or anything of note in the wreck and move on.

Day 7:
1d100 ⇒ 26
1d100 ⇒ 32
1d100 ⇒ 59

On the seventh day of your trip, a thick soupy fog rolls in and remains for 2d8 ⇒ (1, 1) = 2 hours, reducing visibility to 5 feet with total concealment beyond that. Esteban brings the boat to a halt, refusing to continue forward in the fog. The crew is visibly afraid and nervous. Then, you hear a terrifying roar coming from the jungle. You are on alert status, weapons drawn, but thankfully, nothing attacks. The fog passes and you continue your trip into the heart of darkness.

Day 8:
1d100 ⇒ 48
1d100 ⇒ 12

On the eighth night of your trip, more mosquito swarms approach but your tactics are true and you run for cover till they pass.

Day 9:
The river narrows and curves near the fringe of the jungle that paces you to the south, until it has actually grown out and over the river for a short distance. Temporarily, you push through a twilight-green tunnel as the trees enclose both banks and meet overhead with intertwined branches. Captain Esteban tells you to be alert and watch for dangers from above and all sides, "This is how the last few days of the trip will be, inside the Mwangi Expanse."


Your bloodthirsty Master of Ceremonies

Baolo, Left-Ear, and Ialda run away from the swarm, into the cabin quarters, holding the door open for their companions, as other sailors thrash and run as well, upon seeing what approaches.

Swarm!
1d2 ⇒ 2
The swarm of mosquitoes descends on Gruug, stinging and biting him. About 100 of them attach to various parts of his anatomy, draining blood!
Damage: 1d6 ⇒ 3
Lose 1 point of Constitution
Gruug: Fort save DC 11 on your turn or be nauseated!

Aero and Gruug are up to end Round 1.


Your bloodthirsty Master of Ceremonies

Baolo and Left-Ear...actions? Running for cover like Ialda?


Your bloodthirsty Master of Ceremonies

Baolo surmises the wail may have been simian, perhaps a very large simian. You ignore it and continue on your boat ride.

Day 3: Night
1d100 ⇒ 50

Day 4:
1d100 ⇒ 94
1d100 ⇒ 10

On the fourth day of your trip, as the boat glides through the water, and you are all above deck enjoying the cooler night, you suddenly hear a high pitched drone precede the cloud of mosquitoes that approaches like a malevolent thunderhead. However, this particular species is significantly larger, as each specimen is roughly an inch long, with a long proboscis for draining blood from its prey.

Initiative:
Swarm: 1d20 + 4 ⇒ (5) + 4 = 9
Aero: 1d20 + 3 ⇒ (5) + 3 = 8
Baolo: 1d20 + 6 ⇒ (14) + 6 = 20
Gruug: 1d20 + 3 ⇒ (2) + 3 = 5
Ialda: 1d20 + 1 ⇒ (9) + 1 = 10
Left-Ear: 1d20 + 4 ⇒ (9) + 4 = 13

Baolo, Ialda, and Left-Ear may act before the swarm, currently 20' north of the party, flying above the water.


Your bloodthirsty Master of Ceremonies

Uh...you're not that close. Still 10 days away!


Your bloodthirsty Master of Ceremonies

The ship continues its way through the storm and although it takes a pounding, the boat holds up very well and sustains no significant damage from the wind and waves. When it finally passes, the Captain thanks you for your bravery in defending his ship.

The Vanji River, the waterway you're traversing, is a wild and dangerous waterway. It averages about half a mile wide with steeply sloping, muddy banks that quickly descend to a depth of 20 feet or so. The river bed is far from uniform, being often broken by mudbanks and sandbars. The climate on the river is universally hot and muggy. Rain falls for at least a short time every day, though usually in showers that quickly clear up, leaving behind only greater humidity. Daytime temperatures average between 90 and 95 degrees with high humidity, and night brings an only slightly more comfortable average of 80 to 85 degrees.

The Mwangi Expanse and Vanji River are teeming with life. You often catch sight of splashing schools of fish, screaming monkeys in the interlaced branches overhead, or the occasional hippopotamus or crocodile sunning itself on the bank. In addition, swarms of black, biting flies constantly hover around the boat, especially at night.

The overall impression of your trip is that of an endless primeval forest with the ever-present odor of rotting vegetation.

Captain tells you that going across the river's current at roughly 3mph, so you are traveling at 30 miles per day. At this rate, you will reach the station in 13 days.
Day 1: No encounters
1d100 ⇒ 79
1d100 ⇒ 79

Day 2: You catch sight of two giant crocodiles in the water at day and night, but since you're not going for a swim, you should be safe on the boat.
1d100 ⇒ 16
1d100 ⇒ 16

Day 3:
1d100 ⇒ 33
As the boat continues up the river, you suddenly hear a loud mournful humanlike wail come from within the forest! Do you investigate or continue?


Your bloodthirsty Master of Ceremonies

Healing is max out of combat: 20 hps cured.


Your bloodthirsty Master of Ceremonies

Gruug misses and the gargoyle dives into the churning sea. Combat over.


Your bloodthirsty Master of Ceremonies

Gruug's falchion pierces the creature's ribs and bursts out of its back, killing it instantly! The second aquatic gargoyle tries to flee by jumping overboard. Left-Ear and Gruug can AoO it if they want.


Your bloodthirsty Master of Ceremonies

No, they're medium creatures, so no reach. You're good.


Your bloodthirsty Master of Ceremonies

Ialda's blow crushes the gargoyle's arm, as it screams in pain. It is severely injured and you see a worried look on its face.


Your bloodthirsty Master of Ceremonies

Thanks for the update on hps!

Round 4: Gargoyles
Left-Ear's rapier pierces the gargoyle's ribs and the creature screams in pain, as it turns its attention away from Aero. It growls and full attacks the bard, clawing him once and goring him!

Claw: 1d20 + 10 ⇒ (17) + 10 = 27
Claw: 1d20 + 10 ⇒ (5) + 10 = 15
Bite: 1d20 + 7 ⇒ (9) + 7 = 16
Gore: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d4 + 1d6 + 6 ⇒ (4) + (3) + 6 = 13

The second gargoyle full-attacks Gruug, hitting twice but doing little damage!
Claw: 1d20 + 10 ⇒ (19) + 10 = 29
Claw: 1d20 + 10 ⇒ (9) + 10 = 19
Bite: 1d20 + 7 ⇒ (20) + 7 = 27...possible crit
Gore: 1d20 + 7 ⇒ (4) + 7 = 11
Critical confirmation: 1d20 + 7 ⇒ (12) + 7 = 19...no!
Damage: 1d4 + 1d6 + 6 ⇒ (1) + (2) + 6 = 9

HP recap:
Gargoyle closest to Baolo and Aero: -38
Gargoyle attacked by Gruug: -27
Baolo: -8/28
Left Ear: 17/35
Aero: 13/30
Gruug: 31/40
Ialda full

Updated Map

Party is up!


Your bloodthirsty Master of Ceremonies

Aero's arrow flies wide of the mark, reflecting her nervousness at the situation. Left-Ear is up to start Round 4. He has a gargoyle 5' away from him.

Combat Map


Your bloodthirsty Master of Ceremonies

The blow cracks the creature's ribs, as the gargoyle turns away from the bleeding Left-Ear to focus on Ialda and Gruug!

Aero is up in Round 3, then Baolo's stabilization, and Left-Ear.

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