(5c) A World Apart - Team Stag (Inactive)

Game Master mdt

Five misfits, five individuals treated as monsters in their previous world, now being given a second chance at life. Can they forge a new life, or will their own dislikes and bias's destroy them?

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Sczarni

Medium Male Humanoid (Goblinoid) HP 46/46 Initiative +4 AC 16 (T 13, FF 13)  Fort +7  Refl +9  Will +1  CMB +8 CMD 21  Darkvision (60 ft.)  Walk 30 ft. Conc Ranger +1
Stats:
AC 16 (Touch 13, FF 13) Perc +8; Init +4; Fort +7; Ref +9; Will +1 CMB +8 CMD 21
Skills:
Acrobatics +11 Climb +8 Disable +11 (Traps) +15 Escape +7 Handle Animal +4 Knowledge (Dungeoneering) +5 (Geography) +5 (Nature) +5 Perception +8 (Trapfinding) +9 Ride +7 Stealth +14 Survival +8 (Tracking) +9 Swim +8 UMD +6

Gah! We are being punished for laziness. Come on, we have to explore faster.

Head still throbbing, Goragg quickly packs his gear with the efficiency of one who has been trained and tested on this skill every day, and waits impatiently, hopping from one foot to the other, for his compatriots to follow.


Male Oread Barbarian (Brutal Pugilist) 2 / Fighter (Gladiator) 2
Spoiler:
| HP: 41/41 (49) | AC: 17/10/17 (15/8/15) | Fort: +8 (+10) | Ref: +1 | Will: +1 (+3) | Init: +0| Perc: +8 |CMB: +7 (+9)| CMD: 19 (+21)| Nodachi: +10 (+12); 1d10+6 (+9)| Boarding Axe: +10 (+12); 1d6+2 (+3)| C.Longbow: +5; 1d8+4|
Skills:
Acrobatics: +3| Appraise: +2| Climb: +1| Bluff: +1| Diplomacy+2| Intimidate: +5| Heal +1| K.Nature: +7| K.Dungeoneering: +6| K.Engineering: +6| K.Local: +7 Sense Motive: +1|SM:+3| Stealth: -3| Survival: +7| Swim: +6

Cale rubs his throbbing head even as he swiftly gathers and packs his own equipment. Looking up to see that Gorrag is already done a few moments earlier but seeming impatient to wait for the rest of them, he chuckles internally to himself at his words though.

Once done, he focuses on the crystal wondering why it has started acting out like this.


Yes, yes yes. We are coming simply said grim rubbing his temples


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

The group begins to explore, but it doesn't go very well. As they continue to travel and explore, the headaches grow worse, until by noon they have splitting headaches again.

Perception, DC 15, Aldrah only:

The crystals are glowing near constantly now, and there blood vessels around them are beginning to swell angrily.


Female Natural Werewolf | Cleric of Ashava 4 | HP: 24/24 | Aura: Chaotic Good, Moderate | Low-Light | Scent
Stats:
AC: 16, Touch:12, FF: 14 | CMB: +4, CMD: 16 | Fort +3, Ref +3, Will +8 | Channels 5/5 | Init +2 | Bladed Scarf +8 (1d6+1) / x2
Skills:
Bluff +3 | Diplomacy +7 | Heal +10 | Knowledge(Religion) +5 | Linguistics +5 | Perception +4 (+2 in Nat Enviro) | Profession(herbalist) +8 | Sense Motive +10 | Spellcraft +7 | Stealth +0 | Survival +6 (+5 conditional trait)

"Are you sure this is because we need to explore and not... A summons back?" Kalasin asks holding her head and looking around for something like an herb or plant that could be used to help ease the headache.

Sczarni

Medium Male Humanoid (Goblinoid) HP 46/46 Initiative +4 AC 16 (T 13, FF 13)  Fort +7  Refl +9  Will +1  CMB +8 CMD 21  Darkvision (60 ft.)  Walk 30 ft. Conc Ranger +1
Stats:
AC 16 (Touch 13, FF 13) Perc +8; Init +4; Fort +7; Ref +9; Will +1 CMB +8 CMD 21
Skills:
Acrobatics +11 Climb +8 Disable +11 (Traps) +15 Escape +7 Handle Animal +4 Knowledge (Dungeoneering) +5 (Geography) +5 (Nature) +5 Perception +8 (Trapfinding) +9 Ride +7 Stealth +14 Survival +8 (Tracking) +9 Swim +8 UMD +6

Goragg shakes his fist at the sky and shouts angrily,

WHAT DO YOU WANT? WHY ARE WE BEING PUNISHED?

Rubbing his temples, he runs his fingers over the crystal in his forehead and wonders idly how painful it would be to dig it out with a dagger.

Apparently we are doing it wrong. Dog-woman is right, we should go back and see if that appeases our unseen master.

Aw, and he was doing so well on using names rather than descriptions. Looks like the headache is making him grumpy and obnoxious.


Female Natural Werewolf | Cleric of Ashava 4 | HP: 24/24 | Aura: Chaotic Good, Moderate | Low-Light | Scent
Stats:
AC: 16, Touch:12, FF: 14 | CMB: +4, CMD: 16 | Fort +3, Ref +3, Will +8 | Channels 5/5 | Init +2 | Bladed Scarf +8 (1d6+1) / x2
Skills:
Bluff +3 | Diplomacy +7 | Heal +10 | Knowledge(Religion) +5 | Linguistics +5 | Perception +4 (+2 in Nat Enviro) | Profession(herbalist) +8 | Sense Motive +10 | Spellcraft +7 | Stealth +0 | Survival +6 (+5 conditional trait)

'Wolf. It's wolf you numskull.' growls the voice in the back of Kalasin's mind. Kalasin had bit back vocalizing the complaint, but it didn't make her any happier. She was getting angry. Being in pain did that and Goragg calling her a dog made it worse.

'Calm down. He doesnt mean it as an insult. He doesn't know. It's in reference to how we smell the air.'

Kalasin's only reply to her mental plea was an audible, low angry growl. For a brief moment, her blue eyes flashed yellow.

"Yes, the sooner these headaches are gone, the happier all of us will be." Kalasin replies to Goragg and the others.

Pain + werewolf =/= happy inner wolf

Sczarni

Medium Male Humanoid (Goblinoid) HP 46/46 Initiative +4 AC 16 (T 13, FF 13)  Fort +7  Refl +9  Will +1  CMB +8 CMD 21  Darkvision (60 ft.)  Walk 30 ft. Conc Ranger +1
Stats:
AC 16 (Touch 13, FF 13) Perc +8; Init +4; Fort +7; Ref +9; Will +1 CMB +8 CMD 21
Skills:
Acrobatics +11 Climb +8 Disable +11 (Traps) +15 Escape +7 Handle Animal +4 Knowledge (Dungeoneering) +5 (Geography) +5 (Nature) +5 Perception +8 (Trapfinding) +9 Ride +7 Stealth +14 Survival +8 (Tracking) +9 Swim +8 UMD +6

Goragg, blissfully unaware of Kalasin's annoyance, sets off at a fast walk back the way they came, not even bothering to be stealthy.

Come on, come on. Let's go, let's go, let's go.


Male Oread Barbarian (Brutal Pugilist) 2 / Fighter (Gladiator) 2
Spoiler:
| HP: 41/41 (49) | AC: 17/10/17 (15/8/15) | Fort: +8 (+10) | Ref: +1 | Will: +1 (+3) | Init: +0| Perc: +8 |CMB: +7 (+9)| CMD: 19 (+21)| Nodachi: +10 (+12); 1d10+6 (+9)| Boarding Axe: +10 (+12); 1d6+2 (+3)| C.Longbow: +5; 1d8+4|
Skills:
Acrobatics: +3| Appraise: +2| Climb: +1| Bluff: +1| Diplomacy+2| Intimidate: +5| Heal +1| K.Nature: +7| K.Dungeoneering: +6| K.Engineering: +6| K.Local: +7 Sense Motive: +1|SM:+3| Stealth: -3| Survival: +7| Swim: +6

It takes all of Cale's considerable will to ignore the pain and keep it to a distance in his mind even as the rest voices out their discomfort one way or the other.

He touches the crystal, seeking maybe a way to find out why the crystals were acting this way. Sending his thoughts more like a question as to what is needed?

A Flash back:

Gniel wrote:
Before talking to the Oread, Gniel says to the group The crystals seem to be some sort of scrying and data storage device. There is some sort of receiver in the area. I imagine we should check it out

"I seem to remeber something about the crystals and why they could be hurting. Heading back would be good." So saying, Cale begins to look around.

Perception 1d20 + 8 ⇒ (3) + 8 = 11


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I need to know how you're getting back to the pillar. The way you came to where you are now was through the swamp, which you were chased out of.

Almost as soon as the decision is made to return to the pillar, the headaches seem to ease up, and within 10 minutes are gone completely.

Cale, you kind of vaguely sense something when you focus on the crystal, but you're not sure what it is, and there's no recognizable response.

Sczarni

Medium Male Humanoid (Goblinoid) HP 46/46 Initiative +4 AC 16 (T 13, FF 13)  Fort +7  Refl +9  Will +1  CMB +8 CMD 21  Darkvision (60 ft.)  Walk 30 ft. Conc Ranger +1
Stats:
AC 16 (Touch 13, FF 13) Perc +8; Init +4; Fort +7; Ref +9; Will +1 CMB +8 CMD 21
Skills:
Acrobatics +11 Climb +8 Disable +11 (Traps) +15 Escape +7 Handle Animal +4 Knowledge (Dungeoneering) +5 (Geography) +5 (Nature) +5 Perception +8 (Trapfinding) +9 Ride +7 Stealth +14 Survival +8 (Tracking) +9 Swim +8 UMD +6

Listen, I think it wants us to return to the starting place. I do not want to repeat the trip across the stormy sea. Let's go this way and angle back up when we hit the next wall.

Goragg points in an easterly direction, skirting this side of the northern wall of G4, passing into G5 and eventually into G6, then north to the pedestal (F6) if all goes well.

World Map


Male Oread Barbarian (Brutal Pugilist) 2 / Fighter (Gladiator) 2
Spoiler:
| HP: 41/41 (49) | AC: 17/10/17 (15/8/15) | Fort: +8 (+10) | Ref: +1 | Will: +1 (+3) | Init: +0| Perc: +8 |CMB: +7 (+9)| CMD: 19 (+21)| Nodachi: +10 (+12); 1d10+6 (+9)| Boarding Axe: +10 (+12); 1d6+2 (+3)| C.Longbow: +5; 1d8+4|
Skills:
Acrobatics: +3| Appraise: +2| Climb: +1| Bluff: +1| Diplomacy+2| Intimidate: +5| Heal +1| K.Nature: +7| K.Dungeoneering: +6| K.Engineering: +6| K.Local: +7 Sense Motive: +1|SM:+3| Stealth: -3| Survival: +7| Swim: +6

Sorry was adding into my post to ensure the forum monsters didn't eat it up, mdt.


Medium Tiefling Outsider (Native) HP 25/28 Initiative +3 AC 18 (Touch 17 Flat Footed 15) Fort +5 Refl +6 Will +9 CMB+6 CMD 23 Vision Darkvision (60 ft.) Move Walk 40 ft.
Stats::
HP019/28 AC 18 (Touch 17 FF 16) Perc +12; Init +3; Fort 5; Refl 6; Will 9; CMB +6 CMD 23 || Composite Longbow[+2 Comp Bonus]+9; 1d8+2
Skills::
Perception +12, Sense Motive +13, Survival +10, Swim +7, Climb +7, Acrobatics +7, Heal +5, Knowledge(Local) +4 Stealth +2, Disable Device +3, Escape Artist +2, Use Magic Device +0

Perception: 1d20 + 12 ⇒ (9) + 12 = 21

Aldrah wakes up to the soothing sounds of Goragg's yelling and is quite irritated at the rude wake-up call. She mutters in Common:

"First decent rest I get in who knows how long, and it's interrupted by Thumper...Great."

She proceeds to rub the sleep out of her eyes and pack up her belongings, working the string on her bow to make sure it's still in working order. Apparently satisfied, she grabs her backpack and catches up, practically staring daggers at Goragg.

"What are all of you standing around and complaining abo- Wait a second, what in the name of the patron are those?" she mutters once again, circling the group without waiting for a response.

"Those crystals...Where did you get them? What kind of magic did you invoke to cause punishment in such a manner? Those very same crystals seem to be sinking into your skin..." she explains cautiously, taking a few steps back as she once again readies her bow, not sure what to expect.


It might also means that we need to go back toward the starting area for "data dumps" The voiced said we would need everyone in a while to do so

Sczarni

Medium Male Humanoid (Goblinoid) HP 46/46 Initiative +4 AC 16 (T 13, FF 13)  Fort +7  Refl +9  Will +1  CMB +8 CMD 21  Darkvision (60 ft.)  Walk 30 ft. Conc Ranger +1
Stats:
AC 16 (Touch 13, FF 13) Perc +8; Init +4; Fort +7; Ref +9; Will +1 CMB +8 CMD 21
Skills:
Acrobatics +11 Climb +8 Disable +11 (Traps) +15 Escape +7 Handle Animal +4 Knowledge (Dungeoneering) +5 (Geography) +5 (Nature) +5 Perception +8 (Trapfinding) +9 Ride +7 Stealth +14 Survival +8 (Tracking) +9 Swim +8 UMD +6

After translations are made of Aldrah's concern, Goragg responds,

I guess we're all criminals of one kind or another. Let's go, I don't want any more headaches.


Lets go do this data dump then he says grinning his teeth


Female Natural Werewolf | Cleric of Ashava 4 | HP: 24/24 | Aura: Chaotic Good, Moderate | Low-Light | Scent
Stats:
AC: 16, Touch:12, FF: 14 | CMB: +4, CMD: 16 | Fort +3, Ref +3, Will +8 | Channels 5/5 | Init +2 | Bladed Scarf +8 (1d6+1) / x2
Skills:
Bluff +3 | Diplomacy +7 | Heal +10 | Knowledge(Religion) +5 | Linguistics +5 | Perception +4 (+2 in Nat Enviro) | Profession(herbalist) +8 | Sense Motive +10 | Spellcraft +7 | Stealth +0 | Survival +6 (+5 conditional trait)

"Maybe the next hectate over is a forest!" Kalasin couldn't help but smile at the thought as they moved to take the new path back.

Sczarni

Medium Male Humanoid (Goblinoid) HP 46/46 Initiative +4 AC 16 (T 13, FF 13)  Fort +7  Refl +9  Will +1  CMB +8 CMD 21  Darkvision (60 ft.)  Walk 30 ft. Conc Ranger +1
Stats:
AC 16 (Touch 13, FF 13) Perc +8; Init +4; Fort +7; Ref +9; Will +1 CMB +8 CMD 21
Skills:
Acrobatics +11 Climb +8 Disable +11 (Traps) +15 Escape +7 Handle Animal +4 Knowledge (Dungeoneering) +5 (Geography) +5 (Nature) +5 Perception +8 (Trapfinding) +9 Ride +7 Stealth +14 Survival +8 (Tracking) +9 Swim +8 UMD +6

With our luck, it's an active volcano in a frozen wasteland. With dragons, Goragg grumbles.

Now remember, keep back 30 feet or you'll give my position away and spoil any chance of surprising our foes. Or our dinner.

With that friendly(*) reminder, Goragg sets off, moving quickly but quietly through the underbrush. Fast Stealth, taking 10

(*) Relatively speaking, that is. He didn't call anyone "lowly maggots" or "useless goblin-brains" or "pathetic wastes of skin" or any of the other rude monikers that would normally spring easily to his tongue. Count yourselves lucky.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Is that everyone leveled then?

Sczarni

Medium Male Humanoid (Goblinoid) HP 46/46 Initiative +4 AC 16 (T 13, FF 13)  Fort +7  Refl +9  Will +1  CMB +8 CMD 21  Darkvision (60 ft.)  Walk 30 ft. Conc Ranger +1
Stats:
AC 16 (Touch 13, FF 13) Perc +8; Init +4; Fort +7; Ref +9; Will +1 CMB +8 CMD 21
Skills:
Acrobatics +11 Climb +8 Disable +11 (Traps) +15 Escape +7 Handle Animal +4 Knowledge (Dungeoneering) +5 (Geography) +5 (Nature) +5 Perception +8 (Trapfinding) +9 Ride +7 Stealth +14 Survival +8 (Tracking) +9 Swim +8 UMD +6

Looks like Aldrah is still level 3.


Medium Tiefling Outsider (Native) HP 25/28 Initiative +3 AC 18 (Touch 17 Flat Footed 15) Fort +5 Refl +6 Will +9 CMB+6 CMD 23 Vision Darkvision (60 ft.) Move Walk 40 ft.
Stats::
HP019/28 AC 18 (Touch 17 FF 16) Perc +12; Init +3; Fort 5; Refl 6; Will 9; CMB +6 CMD 23 || Composite Longbow[+2 Comp Bonus]+9; 1d8+2
Skills::
Perception +12, Sense Motive +13, Survival +10, Swim +7, Climb +7, Acrobatics +7, Heal +5, Knowledge(Local) +4 Stealth +2, Disable Device +3, Escape Artist +2, Use Magic Device +0

Sorry, just got done leveling up. Should be updated now, uploading the new sheet to Google Docs, as the previous one didn't take into account the increased Wis bonus to AC and such

Aldrah shakes her head and sighs.

"I've never seen such a sight as a volcano in a frozen wasteland, but then, I've never seen a frozen wasteland, only farms from various angles. Whatever we're doing, we should make haste. These areas aren't safe to begin with, and we would do well to be rid of the wilderness as soon as possible."

She readies her bow and sticks roughly thirty feet behind Goragg, looking around for any threats. If she finds one, she's got an arrow just for it.

Not sure if I can take 10 or 20 on a Perception check. If I can't, I'm rolling for it here.

Perception: 1d20 + 12 ⇒ (4) + 12 = 16


Female Natural Werewolf | Cleric of Ashava 4 | HP: 24/24 | Aura: Chaotic Good, Moderate | Low-Light | Scent
Stats:
AC: 16, Touch:12, FF: 14 | CMB: +4, CMD: 16 | Fort +3, Ref +3, Will +8 | Channels 5/5 | Init +2 | Bladed Scarf +8 (1d6+1) / x2
Skills:
Bluff +3 | Diplomacy +7 | Heal +10 | Knowledge(Religion) +5 | Linguistics +5 | Perception +4 (+2 in Nat Enviro) | Profession(herbalist) +8 | Sense Motive +10 | Spellcraft +7 | Stealth +0 | Survival +6 (+5 conditional trait)

"Keep on the positive, focusing on the negative only makes things more... negative. And bad." She shuddered at the memory of dark times before shaking her head to dismiss the memory. Relieved her head was no longer pounding, Kalasin sniffed the wind, before following after Goragg at the requested distance. Keeping on guard, she kept her nose to the wind best she could.


Male Oread Barbarian (Brutal Pugilist) 2 / Fighter (Gladiator) 2
Spoiler:
| HP: 41/41 (49) | AC: 17/10/17 (15/8/15) | Fort: +8 (+10) | Ref: +1 | Will: +1 (+3) | Init: +0| Perc: +8 |CMB: +7 (+9)| CMD: 19 (+21)| Nodachi: +10 (+12); 1d10+6 (+9)| Boarding Axe: +10 (+12); 1d6+2 (+3)| C.Longbow: +5; 1d8+4|
Skills:
Acrobatics: +3| Appraise: +2| Climb: +1| Bluff: +1| Diplomacy+2| Intimidate: +5| Heal +1| K.Nature: +7| K.Dungeoneering: +6| K.Engineering: +6| K.Local: +7 Sense Motive: +1|SM:+3| Stealth: -3| Survival: +7| Swim: +6

Rounding up the rear of the party, Cale their ever present pack bearer voices his own comment.
"I'm not sure about all of you but shouldn't we hurry? I'd just as likely not get another headache like that especially if we get attacked. Any chance we can get back to our original boat?"


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Ok, I'll udpate over the weekend, absolutely exhausted

Sczarni

Medium Male Humanoid (Goblinoid) HP 46/46 Initiative +4 AC 16 (T 13, FF 13)  Fort +7  Refl +9  Will +1  CMB +8 CMD 21  Darkvision (60 ft.)  Walk 30 ft. Conc Ranger +1
Stats:
AC 16 (Touch 13, FF 13) Perc +8; Init +4; Fort +7; Ref +9; Will +1 CMB +8 CMD 21
Skills:
Acrobatics +11 Climb +8 Disable +11 (Traps) +15 Escape +7 Handle Animal +4 Knowledge (Dungeoneering) +5 (Geography) +5 (Nature) +5 Perception +8 (Trapfinding) +9 Ride +7 Stealth +14 Survival +8 (Tracking) +9 Swim +8 UMD +6

As per SOP, Goragg is taking 10 on the following skills while scouting:

Trapfinding +7
Stealth +14
Survival +7 including looking for edible plants and tasty critters


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Keeping the black wall on their left, the party makes good time in the open fields. With the wall close, they can duck into it and through to the swamp when they run into hostile wildlife, thus allowing them to travel relatively unmollested. This is a standard method of travel by the locals, it's longer, but safer.

Soon they come to the hectate corner, and duck through into a new hectate. The new hectate is southeast of the swamp hectate they originally were kicked out of, and south of the storm hectate they all remember travelling through. So the party has several options. They can travel through the heavy stone mountain hectate they've just ducked into. The mountain peaks are white with ice and snow, and the jagged mountains drive stony fingers up. Straight across would put them south of the original hectate they landed in. Following the wall north would take them to the storm hectate. They could then travel across it, and enter a new hectate north of it, or they could duck back into the swamp and try to make it to the dock again they originally disembarked from. Both of those options require sea voyages in the storm hectate. Alternately, they could travel along the wally north and then east, to get to the hectate below the central hectate. Or west and then north, either way. The going looks difficult in this terrain no matter what. Likely at least a month's worth of travel. Finally, they could duck into the swamp hectate, and travel up along it's borders, hoping not to get caught trespassing.

Sczarni

Medium Male Humanoid (Goblinoid) HP 46/46 Initiative +4 AC 16 (T 13, FF 13)  Fort +7  Refl +9  Will +1  CMB +8 CMD 21  Darkvision (60 ft.)  Walk 30 ft. Conc Ranger +1
Stats:
AC 16 (Touch 13, FF 13) Perc +8; Init +4; Fort +7; Ref +9; Will +1 CMB +8 CMD 21
Skills:
Acrobatics +11 Climb +8 Disable +11 (Traps) +15 Escape +7 Handle Animal +4 Knowledge (Dungeoneering) +5 (Geography) +5 (Nature) +5 Perception +8 (Trapfinding) +9 Ride +7 Stealth +14 Survival +8 (Tracking) +9 Swim +8 UMD +6

Okay, so on the World Map, we've just ducked into G5, which is mountainous and uninviting.

I think going straight across we might starve or freeze. Following the wall northeast, then east, would get us to a good position for returning to the starting point via G6, but we can't duck across the wall because it's ocean there.

Which leaves going northeast, then trespassing on the swamp hectate (F4) as we follow that wall northwest hoping to get better terrain in E4, which we will also be trespassing in.

No good options.

Goragg is in favor of trespassing along the walls through F4 (swamp) and E4, hoping to pass unseen to E5 and thence back to the starting point in F6.

Better to die in battle than starve to death in a cold mountain pass.


Medium Tiefling Outsider (Native) HP 25/28 Initiative +3 AC 18 (Touch 17 Flat Footed 15) Fort +5 Refl +6 Will +9 CMB+6 CMD 23 Vision Darkvision (60 ft.) Move Walk 40 ft.
Stats::
HP019/28 AC 18 (Touch 17 FF 16) Perc +12; Init +3; Fort 5; Refl 6; Will 9; CMB +6 CMD 23 || Composite Longbow[+2 Comp Bonus]+9; 1d8+2
Skills::
Perception +12, Sense Motive +13, Survival +10, Swim +7, Climb +7, Acrobatics +7, Heal +5, Knowledge(Local) +4 Stealth +2, Disable Device +3, Escape Artist +2, Use Magic Device +0

"While none of our choices are great, do you truly believe that trespassing through occupied territory is a wise decision? I'm of the opinion that we'd be better off taking our chances with the wildlife. Dangerous, yes, but also more predictable than than other races, for the most part. Can you honestly say you'd prefer to fall in battle to something like us, something that could do things far worse than simply killing you? Well you wouldn't have to worry anyway, at least."she remarks, wrapping her arms around her stomach halfway, leaving them on her midriff as she waits for an answer.

Sczarni

Medium Male Humanoid (Goblinoid) HP 46/46 Initiative +4 AC 16 (T 13, FF 13)  Fort +7  Refl +9  Will +1  CMB +8 CMD 21  Darkvision (60 ft.)  Walk 30 ft. Conc Ranger +1
Stats:
AC 16 (Touch 13, FF 13) Perc +8; Init +4; Fort +7; Ref +9; Will +1 CMB +8 CMD 21
Skills:
Acrobatics +11 Climb +8 Disable +11 (Traps) +15 Escape +7 Handle Animal +4 Knowledge (Dungeoneering) +5 (Geography) +5 (Nature) +5 Perception +8 (Trapfinding) +9 Ride +7 Stealth +14 Survival +8 (Tracking) +9 Swim +8 UMD +6

Goragg grunts. I may not be pretty enough for those worries, but an arrow to the neck or a sword thrust is a quicker, cleaner exit than being slowly digested by some hungry dumb creature.

He glances up to the snowy peaks visible in the far distance.

But that's beside the point. I said I think we'll starve if we attempt to cross that with our limited provisions. There's no supply train following us with vats of goopy soup, missy! His voice rises in his anger. We go that way, you'll be lucky if you freeze to death. My way, we have a chance.

He focuses his attention away from Aldrah to adjusting his backpack.

Either way, I'm not facing that storm again.

Taking the stormy ocean would be the quickest way back for me, the player, to choose. Goragg, who experienced it first hand, is dead set against it.

If you don't know what the storm is:
Our first real adventure in this land was a boat ride through a storm with 50 foot waves. It made everyone seasick and nearly killed us (from a character point of view). Goragg has a visceral, irrational reaction against it.


Archon-Blooded Aasimar; Cleric 3 HP 25/25 Initiative +3 AC 17 (Touch 11 Flat Footed 16) Fort +9 Refl 3 Will +10 CMB +3 CMD 14 Vision Darkvision (60 ft.), Move Walk 30 ft.
Stats:
HP 25/25 AC 17 (Touch 11 FF 16) Perc +7 (11 for hidden objects/doors); Init +3; Fort +9; Refl 3; Will 10; CMB +3; CMD 14 || Radiance +6; 1d8+2; 19-20, x2
Skills::
Diplomacy +8 Perception +7 Sense Motive +7 Kn:Religion +7 Profession(Soldier) +7 Heal +3 Appraise+1 Stealth -1 Disguise +2 Bluff +2

I understand that, yeah. Aldrah's not keen on risking being captured by people, either, given her previous experiences.

Sczarni

Medium Male Humanoid (Goblinoid) HP 46/46 Initiative +4 AC 16 (T 13, FF 13)  Fort +7  Refl +9  Will +1  CMB +8 CMD 21  Darkvision (60 ft.)  Walk 30 ft. Conc Ranger +1
Stats:
AC 16 (Touch 13, FF 13) Perc +8; Init +4; Fort +7; Ref +9; Will +1 CMB +8 CMD 21
Skills:
Acrobatics +11 Climb +8 Disable +11 (Traps) +15 Escape +7 Handle Animal +4 Knowledge (Dungeoneering) +5 (Geography) +5 (Nature) +5 Perception +8 (Trapfinding) +9 Ride +7 Stealth +14 Survival +8 (Tracking) +9 Swim +8 UMD +6

This is all in-character conflict. As the player controlling Goragg, I'm fine with whatever the group wants to do. You just have to convince Goragg. :-)


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Remember, you also have the option of going the long way around the mountain hexes. That is, southeast, east, northeast to get to G6 and then up to the central hectate. But it's entirely unknown going that way.


Mountain and cold is fine with me as well as all the other option. The only one i hate is the storm Place and ships and large pool of water. The rest i can deal with. And even if we are trespassing well first they have to find us and second ... Well we shall see about that one.

Sczarni

Medium Male Humanoid (Goblinoid) HP 46/46 Initiative +4 AC 16 (T 13, FF 13)  Fort +7  Refl +9  Will +1  CMB +8 CMD 21  Darkvision (60 ft.)  Walk 30 ft. Conc Ranger +1
Stats:
AC 16 (Touch 13, FF 13) Perc +8; Init +4; Fort +7; Ref +9; Will +1 CMB +8 CMD 21
Skills:
Acrobatics +11 Climb +8 Disable +11 (Traps) +15 Escape +7 Handle Animal +4 Knowledge (Dungeoneering) +5 (Geography) +5 (Nature) +5 Perception +8 (Trapfinding) +9 Ride +7 Stealth +14 Survival +8 (Tracking) +9 Swim +8 UMD +6

@mdt, understood. From the characters' perspective that might seem like moving "away" from the start place, which we know causes unbearable headaches. If we can figure out a rationale that allows them that option, it would extend our explorations. Which is kind of the point of the whole endeavor, yes?

Ideas, anyone?


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

If they stop to explore, the headaches begin to come back. It seems like perhaps the crystals are full, and any exploration isn't being recorded, thus the headaches. Travel itself doesn't seem to cause any issues. That would have already become apparent after travelling a week or so, because they entered places they hadn't explored before, and any exploration sets things off.

Sczarni

Medium Male Humanoid (Goblinoid) HP 46/46 Initiative +4 AC 16 (T 13, FF 13)  Fort +7  Refl +9  Will +1  CMB +8 CMD 21  Darkvision (60 ft.)  Walk 30 ft. Conc Ranger +1
Stats:
AC 16 (Touch 13, FF 13) Perc +8; Init +4; Fort +7; Ref +9; Will +1 CMB +8 CMD 21
Skills:
Acrobatics +11 Climb +8 Disable +11 (Traps) +15 Escape +7 Handle Animal +4 Knowledge (Dungeoneering) +5 (Geography) +5 (Nature) +5 Perception +8 (Trapfinding) +9 Ride +7 Stealth +14 Survival +8 (Tracking) +9 Swim +8 UMD +6

I still think going north is the quickest way back, and if we trespass we only do so at the edges.

But if we want to skirt south around the mountains we can do that. I don't care as long as we don't get back on that fekkakta boat that almost killed us.


it is exactly as i said, we need to go back to the starting point to Download the info we currently have...


Medium Tiefling Outsider (Native) HP 25/28 Initiative +3 AC 18 (Touch 17 Flat Footed 15) Fort +5 Refl +6 Will +9 CMB+6 CMD 23 Vision Darkvision (60 ft.) Move Walk 40 ft.
Stats::
HP019/28 AC 18 (Touch 17 FF 16) Perc +12; Init +3; Fort 5; Refl 6; Will 9; CMB +6 CMD 23 || Composite Longbow[+2 Comp Bonus]+9; 1d8+2
Skills::
Perception +12, Sense Motive +13, Survival +10, Swim +7, Climb +7, Acrobatics +7, Heal +5, Knowledge(Local) +4 Stealth +2, Disable Device +3, Escape Artist +2, Use Magic Device +0

"I've no idea what 'fekkakta boat' you're talking about, but if you're truly so scared of it, and you're sure we won't be caught, then fine, I'll follow your plan. However, if we're caught, I swear by the patron of vengeance..." Aldrah hisses.


Male Oread Barbarian (Brutal Pugilist) 2 / Fighter (Gladiator) 2
Spoiler:
| HP: 41/41 (49) | AC: 17/10/17 (15/8/15) | Fort: +8 (+10) | Ref: +1 | Will: +1 (+3) | Init: +0| Perc: +8 |CMB: +7 (+9)| CMD: 19 (+21)| Nodachi: +10 (+12); 1d10+6 (+9)| Boarding Axe: +10 (+12); 1d6+2 (+3)| C.Longbow: +5; 1d8+4|
Skills:
Acrobatics: +3| Appraise: +2| Climb: +1| Bluff: +1| Diplomacy+2| Intimidate: +5| Heal +1| K.Nature: +7| K.Dungeoneering: +6| K.Engineering: +6| K.Local: +7 Sense Motive: +1|SM:+3| Stealth: -3| Survival: +7| Swim: +6

"I wouldn't mind the mountains but we simply do not have the provisions to do so. Also like it or not. We still have to go through that damm boat through the storm. It's the fastest way and most of our supplies are there. As for occupied hecate, if they attack us, we defend ourselves. Nothing more Nothing less."

Sczarni

Medium Male Humanoid (Goblinoid) HP 46/46 Initiative +4 AC 16 (T 13, FF 13)  Fort +7  Refl +9  Will +1  CMB +8 CMD 21  Darkvision (60 ft.)  Walk 30 ft. Conc Ranger +1
Stats:
AC 16 (Touch 13, FF 13) Perc +8; Init +4; Fort +7; Ref +9; Will +1 CMB +8 CMD 21
Skills:
Acrobatics +11 Climb +8 Disable +11 (Traps) +15 Escape +7 Handle Animal +4 Knowledge (Dungeoneering) +5 (Geography) +5 (Nature) +5 Perception +8 (Trapfinding) +9 Ride +7 Stealth +14 Survival +8 (Tracking) +9 Swim +8 UMD +6

"Fekkakta" is a hobgoblin word for...well, never mind. As stone-ma...as Cale says, there's no guarantees in life. Or whatever this is. If attacked, we defend ourselves. Simple as that.

Aldrah, do you know anything about what lies in the hectate north of here? (E4)


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Aldrah would have no knowledge, nobody goes more than one hectate away from a stable hectate unless they are insane.


I hate large pool of water, But if cole says our supply is growing short then i'll follow his advice. After all he is one to know how far we can stretch our food.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Sounds like it's settled, sneak through the swamp

Sticking close to the wall, the group heads back into the swamp, despite the danger. They stick close to the wall leading to the storm hectate, to duck through. Better wet than dead, although with the stormy seas raging, they can't stay in it long (without making swim checks). It will require 2 weeks of swampy travel to get back to the boat dock.

5% chance of running into one of the Clan out hunting. 5% chance of running into a hostile attack, as they can duck into the wall without going all the way through if they are careful to avoid things in the swamp. Plus the swamp animals naturally avoid the wall for some reason, the group has noticed. 1-5 below is bad.

Day 1 (Clan): 1d100 ⇒ 76
Day 1 (Encounter): 1d100 ⇒ 80
Day 2 (Clan): 1d100 ⇒ 55
Day 2 (Encounter): 1d100 ⇒ 69
Day 3 (Clan): 1d100 ⇒ 81
Day 3 (Encounter): 1d100 ⇒ 65
Day 4 (Clan): 1d100 ⇒ 69
Day 4 (Encounter): 1d100 ⇒ 52
Day 5 (Clan): 1d100 ⇒ 81
Day 5 (Encounter): 1d100 ⇒ 98
Day 6 (Clan): 1d100 ⇒ 81
Day 6 (Encounter): 1d100 ⇒ 37
Day 7 (Clan): 1d100 ⇒ 55
Day 7 (Encounter): 1d100 ⇒ 61
Day 8 (Clan): 1d100 ⇒ 95
Day 8 (Encounter): 1d100 ⇒ 63
Day 9 (Clan): 1d100 ⇒ 63
Day 9 (Encounter): 1d100 ⇒ 47
Day 10 (Clan): 1d100 ⇒ 4
Day 10 (Encounter): 1d100 ⇒ 35

Things are going good, and they are almost out of the swamp, when in the afternoon of the 10th day, they spot a pair of hunters skinning a large gator and harvesting it. The hunters spot the party, look grim, and immediately vanish deeper into the swamp, leaving the gator and tools behind, grabbing only the crate they were loading it's meat and hide into.

Increasing chance of encountering Clan by 5% every other day, as they get to hunting for the group to punish them

Day 11 (Clan): 1d100 ⇒ 53 5%
Day 11 (Encounter): 1d100 ⇒ 33
Day 12 (Clan): 1d100 ⇒ 66 10%
Day 12 (Encounter): 1d100 ⇒ 28
Day 13 (Clan): 1d100 ⇒ 57 10%
Day 13 (Encounter): 1d100 ⇒ 9
Day 14 (Clan): 1d100 ⇒ 9 15%
Day 14 (Encounter): 1d100 ⇒ 87

Just as the party finds the markers they left for the boat dock, an arrow whistles past Goragg's head, and a dozen clansmen break cover 300 ft away, firing arrows.

Attack 1: 1d20 + 4 - 6 ⇒ (10) + 4 - 6 = 8
Attack 2: 1d20 + 4 - 6 ⇒ (11) + 4 - 6 = 9
Attack 3: 1d20 + 4 - 6 ⇒ (19) + 4 - 6 = 17
Attack 4: 1d20 + 4 - 6 ⇒ (14) + 4 - 6 = 12
Attack 5: 1d20 + 4 - 6 ⇒ (11) + 4 - 6 = 9
Attack 6: 1d20 + 4 - 6 ⇒ (4) + 4 - 6 = 2
Attack 7: 1d20 + 4 - 6 ⇒ (9) + 4 - 6 = 7
Attack 8: 1d20 + 4 - 6 ⇒ (7) + 4 - 6 = 5
Attack 9: 1d20 + 4 - 6 ⇒ (3) + 4 - 6 = 1
Attack 10: 1d20 + 4 - 6 ⇒ (20) + 4 - 6 = 18
Attack 11: 1d20 + 4 - 6 ⇒ (1) + 4 - 6 = -1
Attack 12: 1d20 + 4 - 6 ⇒ (9) + 4 - 6 = 7

Only 2 possible hits, 3 and 10, with 10 being a potential crit

1 = Aldah, 2 = Cale, 3 = Kalasin, 4 = Goragg, 5 = Grim

Attack 3: 1d5 ⇒ 4
Attack 18: 1d5 ⇒ 5

Goragg and Grim. Both are hit based on AC. Confirming crit on Grim

Attack 10, Crit Confirm: 1d20 + 4 - 6 ⇒ (17) + 4 - 6 = 15 Not Confirmed

Damage Attack 3: 1d6 + 2 ⇒ (3) + 2 = 5
Damage Attack 10: 1d6 + 2 ⇒ (2) + 2 = 4

The group has three options at this point. Surrender and plead for mercy. Settle in for a fight and attack back. Or duck through the wall and try to get out to sea in the storm as fast as possible. If you can come up with a fourth (other than commit suicide or something silly), I'm open to it.


Medium Tiefling Outsider (Native) HP 25/28 Initiative +3 AC 18 (Touch 17 Flat Footed 15) Fort +5 Refl +6 Will +9 CMB+6 CMD 23 Vision Darkvision (60 ft.) Move Walk 40 ft.
Stats::
HP019/28 AC 18 (Touch 17 FF 16) Perc +12; Init +3; Fort 5; Refl 6; Will 9; CMB +6 CMD 23 || Composite Longbow[+2 Comp Bonus]+9; 1d8+2
Skills::
Perception +12, Sense Motive +13, Survival +10, Swim +7, Climb +7, Acrobatics +7, Heal +5, Knowledge(Local) +4 Stealth +2, Disable Device +3, Escape Artist +2, Use Magic Device +0

I say someone flashes them, then we sneak behind them and kill them. :| Totally, 100% serious. Seriously. Nah, I'm cool with fighting, though we might want to get a bit closer, obviously.


Male Oread Barbarian (Brutal Pugilist) 2 / Fighter (Gladiator) 2
Spoiler:
| HP: 41/41 (49) | AC: 17/10/17 (15/8/15) | Fort: +8 (+10) | Ref: +1 | Will: +1 (+3) | Init: +0| Perc: +8 |CMB: +7 (+9)| CMD: 19 (+21)| Nodachi: +10 (+12); 1d10+6 (+9)| Boarding Axe: +10 (+12); 1d6+2 (+3)| C.Longbow: +5; 1d8+4|
Skills:
Acrobatics: +3| Appraise: +2| Climb: +1| Bluff: +1| Diplomacy+2| Intimidate: +5| Heal +1| K.Nature: +7| K.Dungeoneering: +6| K.Engineering: +6| K.Local: +7 Sense Motive: +1|SM:+3| Stealth: -3| Survival: +7| Swim: +6

"Persuade them that fighting us is not in their best interests. Else We cannot guarantee that they'll live." Cale asks Aldrah to speak on their behalf though in his weapons, Cale's weapons are drawn.

Sczarni

Medium Male Humanoid (Goblinoid) HP 46/46 Initiative +4 AC 16 (T 13, FF 13)  Fort +7  Refl +9  Will +1  CMB +8 CMD 21  Darkvision (60 ft.)  Walk 30 ft. Conc Ranger +1
Stats:
AC 16 (Touch 13, FF 13) Perc +8; Init +4; Fort +7; Ref +9; Will +1 CMB +8 CMD 21
Skills:
Acrobatics +11 Climb +8 Disable +11 (Traps) +15 Escape +7 Handle Animal +4 Knowledge (Dungeoneering) +5 (Geography) +5 (Nature) +5 Perception +8 (Trapfinding) +9 Ride +7 Stealth +14 Survival +8 (Tracking) +9 Swim +8 UMD +6

I'll flash them. GM, how long are they blinded? ;-)

Goragg draws his bow and waits for Aldrah to speak.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

Aldrah:
Aldrah would know, being local, that the Harvesters are unlikely to be swayed by pleas. The group has violated their promise, and as far as the locals are concerned, are forsworn. Which means they won't trust anything they have to say now. At this point, the Harvesters are simply looking to exterminate obvious bandits and low-lifes.


Medium Tiefling Outsider (Native) HP 25/28 Initiative +3 AC 18 (Touch 17 Flat Footed 15) Fort +5 Refl +6 Will +9 CMB+6 CMD 23 Vision Darkvision (60 ft.) Move Walk 40 ft.
Stats::
HP019/28 AC 18 (Touch 17 FF 16) Perc +12; Init +3; Fort 5; Refl 6; Will 9; CMB +6 CMD 23 || Composite Longbow[+2 Comp Bonus]+9; 1d8+2
Skills::
Perception +12, Sense Motive +13, Survival +10, Swim +7, Climb +7, Acrobatics +7, Heal +5, Knowledge(Local) +4 Stealth +2, Disable Device +3, Escape Artist +2, Use Magic Device +0

Alradh draws her bow and readies an arrow, casually replying.

Yeah, go ahead and try that. See how long it takes for one of them to notch an arrow between your eyes. You all violated their trust by sneaking in, and look at that, I'm associated with you all now. Diplomacy is useless to us now, so get rid of that mindset and get ready to defend yourselves!"

Sczarni

Medium Male Humanoid (Goblinoid) HP 46/46 Initiative +4 AC 16 (T 13, FF 13)  Fort +7  Refl +9  Will +1  CMB +8 CMD 21  Darkvision (60 ft.)  Walk 30 ft. Conc Ranger +1
Stats:
AC 16 (Touch 13, FF 13) Perc +8; Init +4; Fort +7; Ref +9; Will +1 CMB +8 CMD 21
Skills:
Acrobatics +11 Climb +8 Disable +11 (Traps) +15 Escape +7 Handle Animal +4 Knowledge (Dungeoneering) +5 (Geography) +5 (Nature) +5 Perception +8 (Trapfinding) +9 Ride +7 Stealth +14 Survival +8 (Tracking) +9 Swim +8 UMD +6

She's right. But we don't have to meet them on their turf. We can duck back across the wall and take cover behind our crates. That negates their advantage in archers. When they step through the wall I'll cut them down one by one. Let's go!


Male Oread Barbarian (Brutal Pugilist) 2 / Fighter (Gladiator) 2
Spoiler:
| HP: 41/41 (49) | AC: 17/10/17 (15/8/15) | Fort: +8 (+10) | Ref: +1 | Will: +1 (+3) | Init: +0| Perc: +8 |CMB: +7 (+9)| CMD: 19 (+21)| Nodachi: +10 (+12); 1d10+6 (+9)| Boarding Axe: +10 (+12); 1d6+2 (+3)| C.Longbow: +5; 1d8+4|
Skills:
Acrobatics: +3| Appraise: +2| Climb: +1| Bluff: +1| Diplomacy+2| Intimidate: +5| Heal +1| K.Nature: +7| K.Dungeoneering: +6| K.Engineering: +6| K.Local: +7 Sense Motive: +1|SM:+3| Stealth: -3| Survival: +7| Swim: +6

Cale motions to the rest, moving slightly closer to the wall.
"Go I'll cover the read!!" Total Defence.

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