(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

Leave the rest! Let's just go!, shouts Goragg from the boat.


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

Seeing that Kalasin is down, being safe on the boat, it's but a simple matter for Cale to reach over and pull Kalasin over into the boat. Most of the loading had being done already. Pulling her on board, He motions for everyone else to do so as he makes ready to cast off. Making sure tha Kalasin is at least shielded from any other effects their unfriendly local natives might try.

Cale prepares to cast off.
"Jump Aboard Now.." is his calm advice to the others.


Ref: 1d20 + 6 ⇒ (16) + 6 = 22

Will: 1d20 + 3 ⇒ (4) + 3 = 7

If i get my hands around these guys... Next time follow my lead we should have fought them when we first encountered them

he says boarding the ship (move action) Get off her and let me do it. he says bowling to the bleeding woman, tearing off some piece of his sleeves to make a bandage.

Grim may use his Knowledge (nature) skill bonus in place of his Heal skill bonus: 1d20 + 7 ⇒ (4) + 7 = 11 to stabilize Kalasin (Success)

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 dismissively as he ties down the provisions with rope.

You forget that I did it first, and got nothing but the sharp end of arrows for my effort. You did not even get that. Now, come on, everyone help tie down these crates. We lost a few last time, and almost lost our stomachs as well.


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

Waiting on Aldrah before continuing, be prepared to move to the original game play thread


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 continues to secure the crates and then himself to the boat before finding a good place to rest and shelter.


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

Reflex: 1d20 + 6 ⇒ (9) + 6 = 15

Aldrah nods and abandons what little bit of gear is left on the dock after being bombarded once more by splash weaponry.


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

Random Rounds: 2d6 ⇒ (1, 5) = 6

Everyone clambers aboard the boat, those on the dock taking their time so as not to fall from the ice. The gangplank goes up, and the boat slides out of it's slip, into the heavy waves, bobbing up and down as people scramble on the rocking deck to secure the cargo.

Half a minute later, another fireball erupts on the dock.

Random Rounds: 2d6 ⇒ (5, 3) = 8

A minute later, the people flood through the wall and begin firing at the boat, however, it's moved several hundred feat away by that time, in the rough sea and rain.

Attack: 1d20 + 4 - 10 ⇒ (7) + 4 - 10 = 1
Attack: 1d20 + 4 - 10 ⇒ (2) + 4 - 10 = -4
Attack: 1d20 + 4 - 10 ⇒ (16) + 4 - 10 = 10
Attack: 1d20 + 4 - 10 ⇒ (14) + 4 - 10 = 8
Attack: 1d20 + 4 - 10 ⇒ (18) + 4 - 10 = 12
Attack: 1d20 + 4 - 10 ⇒ (16) + 4 - 10 = 10
Attack: 1d20 + 4 - 10 ⇒ (8) + 4 - 10 = 2
Attack: 1d20 + 4 - 10 ⇒ (9) + 4 - 10 = 3
Attack: 1d20 + 4 - 10 ⇒ (14) + 4 - 10 = 8
Attack: 1d20 + 4 - 10 ⇒ (18) + 4 - 10 = 12
Attack: 1d20 + 4 - 10 ⇒ (10) + 4 - 10 = 4
Attack: 1d20 + 4 - 10 ⇒ (9) + 4 - 10 = 3
Attack: 1d20 + 4 - 10 ⇒ (14) + 4 - 10 = 8
Attack: 1d20 + 4 - 10 ⇒ (17) + 4 - 10 = 11
Attack: 1d20 + 4 - 10 ⇒ (12) + 4 - 10 = 6
Attack: 1d20 + 4 - 10 ⇒ (19) + 4 - 10 = 13
Attack: 1d20 + 4 - 10 ⇒ (15) + 4 - 10 = 9
Attack: 1d20 + 4 - 10 ⇒ (11) + 4 - 10 = 5
Attack: 1d20 + 4 - 10 ⇒ (7) + 4 - 10 = 1
Attack: 1d20 + 4 - 10 ⇒ (1) + 4 - 10 = -5
Attack: 1d20 + 4 - 10 ⇒ (15) + 4 - 10 = 9
Attack: 1d20 + 4 - 10 ⇒ (20) + 4 - 10 = 14
Attack: 1d20 + 4 - 10 ⇒ (13) + 4 - 10 = 7
Attack: 1d20 + 4 - 10 ⇒ (11) + 4 - 10 = 5
Attack: 1d20 + 4 - 10 ⇒ (3) + 4 - 10 = -3
Attack: 1d20 + 4 - 10 ⇒ (13) + 4 - 10 = 7
Attack: 1d20 + 4 - 10 ⇒ (7) + 4 - 10 = 1
Attack: 1d20 + 4 - 10 ⇒ (4) + 4 - 10 = -2
Attack: 1d20 + 4 - 10 ⇒ (10) + 4 - 10 = 4
Attack: 1d20 + 4 - 10 ⇒ (14) + 4 - 10 = 8
Attack: 1d20 + 4 - 10 ⇒ (20) + 4 - 10 = 14
Attack: 1d20 + 4 - 10 ⇒ (8) + 4 - 10 = 2
Attack: 1d20 + 4 - 10 ⇒ (14) + 4 - 10 = 8
Attack: 1d20 + 4 - 10 ⇒ (4) + 4 - 10 = -2
Attack: 1d20 + 4 - 10 ⇒ (17) + 4 - 10 = 11
Attack: 1d20 + 4 - 10 ⇒ (14) + 4 - 10 = 8

For half a minute, they continue to rain arrows down on the boat. Most hit the water, dozens hit the boat, but only two come close to doing damage. One slams down into a crate next to Goragg's head, and a second slams into Aldrah's back pack, knocking her forward and off her feet.

The group ties down the cargo as best they can in the rough seas, and then tie themselves down.

Cargo Check, < 30 = No loss, <60 = 1d6 x 5% loss, <95 = 1d6 x 10% loss, >95 = 1d6 x 5% retained: 1d100 ⇒ 13

By the time a day has passed, the group awakens on the other side, with harsh memories of being tied to bits of the ship through a thunderstorm and driving rain. At times, the boat had a foot of water in it, sloshing back and forth, surely only magic could have kept it from sinking.

And again, they unload the boat (Note Kalasin would have awakened at +1 HP the next day), and load it onto the other boat in the next hectate.

Another half-day of travel get's them to the giant pillar. Another half-day of trudging up a thousand steps gets them to the top.

On the top, they see a tiefling and a large panther sitting next to what looks like several corpses. Before they can say anything, those with crystals in their heads let out screams and collapse to the ground.

Crystal Heads:

Every single second of your time in the Hectates replays itself, in even more detail than you remember, from smells to sounds to things you didn't even realized you noticed.

We'll all be moving back to the main thread now


Grim used his CLW Extract: 1d8 + 3 ⇒ (1) + 3 = 4 while on the boat and and other CLW Extract: 1d8 + 3 ⇒ (2) + 3 = 5 on the next Day after recharging everything.


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)

Though she was still tense, most of her nerves had eased when Cale appeared to accept her answer. "How about, we head south? Since we know several of the hectates west of here."

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

Fine with me, but we should rest and heal as much as possible. We don't know what we'll find out there, but chances are it's not friendly.


well i suppose it is going to be the same deal: People living in other hecat will want us to pledge or leave... South is ok with me


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

"Oh, are we going to listen to the native now? After being shot at and being electrocuted, burned, chilled, and thrown about on the sea like a bunch of ragdolls? Nice to know that wasn't a complete waste of time." she replies sarcastically.

She pauses after her remark, finally coming up with something to follow up with.

"Yes, we should rest."


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 laughs.
"We apologise for not listening but it seems that you're travelling with a bunch of non-locals who needs to experience things first hand."


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 next time, we should pledge, become exiles when we need to leave. That way, we can pass through and not have everything but the kitchen sink chucked at us. That said, since we are healing and resting before we go, I'll use what healing magic I can."

"Ashava, আপনার শক্তি দ্বারা, এই ক্ষত আরোগ্য." Grasping her Holy Symbol of Ashava in her hand, Kalasin whispers a prayer. A burst of healing energy extends away from Kalasin after her brief prayer.

Channel to Heal, 30ft radius from Kalasin: 2d6 ⇒ (4, 2) = 6
3 Channels Remaining

Looking up from her prayer, Kalasin looked to see if anyone else needed more healing. "I can do that again, but with an hour I will have access to a healing spell or two."

Powered:

2/3 Unused
1 pt - Channel 4/day


tks for i still won't pledge for anything . our task is simple, explore and report and i am liking that challenge

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 was feathered like a crow by those arrows. If you have more healing, I would ask for some.


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

Do remember, you got two days of rest, so everyone healed 4 HP from that. Please let me know when you are ready to start heading out to the south, assuming you don't change your midn on the direction.

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 noncommittally.

What's a few scrapes and bruises among friends. I guess I'm ready to go. Cale, you remember that you were going to carry me down the stairs, right?

He grins at Cale.


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

Also, are you going to retrieve the cargo from the dock and move it to your new boat, or leave it?


lets recover our cargo from the dock while we are at it before moving to the new boat.

We load up then leave


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 Shrugs.
"Can you fly?" peering over the edge for emphasis.

Turning to Kalasin.
"My thanks." as his wounds fully close.

Assuming he does allow so...
Easily picking up Goragg, he descends down the stairs swiftly though the journey is by no means smooth for Cale's gait while steady is by no means gentle, the muscles barely flexing in his strong back and his breathing nary a change.

Moving towards the docks, he begins to unload the cargo after 'unloading' Goragg. His work swift now with no threat of feathered death and becomes much swifter once the others join in.


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 dare not ask what sort of bet you two made, but for you to be carrying Thumper..."

She shudders, before assisting Cale with the unloading.


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's answer?
"I don't remember but if the big baby wants to be carried who am I to deny? It's just the same as when a newborn foal needs some support. Old Cale will be there to help."

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 laughs heartily.

I was just kidding, but I figured Cale's been carrying 9/10th's of our gear for weeks now. Another few hundred pounds of hobgoblin won't shake him. Thanks for the ride, old buddy!

He slaps Cale on the back, a little too hard for most people but Cale may actually be large and solid enough to not notice.

As he begins to unload the cargo, he grins at Cale:

Now, about that chest full of platinum you promised me...


I think i remember Cale said he will bury it with you when you die in order for you to have some company.

Replied grim with a smile


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

"Ahh did I? Ill have to find that chest of platinum....I may have left in the farm somewhere. No telling what those goats and horses may be planning." Cale's calm rejoinder lacks emotion even as he lifts another heavy load up and away from the boat for preparation to transfer it.

"We have lost some items and should make plans on what to do next if we do meet up with the local towns and cities." a random muse but spoken aloud.


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

"Simple, we avoid them. If they have weapons, we avoid them. If they look like they'll attack, we avoid them. If they don't, we avoid them. The last encounter should have been enough to convince you to stay away from any other locals you might find. They'll defend the hectates with their lives, and many are not above killing travelers for profit, as you've noticed. Cities are different, but we need to actually get to one first." she chimes in, though she smirks slightly at Cale's latest reply.

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

If I remember it right, we tried to avoid that last group but they wouldn't leave us be. Avoiding all contact is a great strategy right up until the moment it fails.


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

"Then by all means, Thumper, tell us your magnificent plan! Please, frighten us lower beings with your vast intelligence that clearly shows as you develop the perfect plan to get us safely through all of this, oh magnificent deity!"

Aldrah performs a mock bow and lets out a "Tsk", waiting for an answer, snarky or not.


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, time to see what you lost

Number of items lost: 4d4 ⇒ (1, 4, 4, 1) = 10

Item 1: 1d52 ⇒ 43
Item 2: 1d52 ⇒ 7
Item 3: 1d52 ⇒ 23
Item 4: 1d52 ⇒ 9
Item 5: 1d52 ⇒ 5
Item 6: 1d52 ⇒ 51
Item 7: 1d52 ⇒ 38
Item 8: 1d52 ⇒ 22
Item 9: 1d52 ⇒ 15
Item 10: 1d52 ⇒ 10

Loot sheet updated, line items in RED from Monster Boat is now gone

Going down to the southern boat, the group finds that it's bow sprit is shaped like a Cobra's head, with the cape flared out.

The trip takes half a day, as it did last time.

Upon entering the new hectate, the group finds... a swamp.


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

...
...
...
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUU-


We haven't lost any of our food supply so not too bad.


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

"Yes. Good thing about that. Now to explore another swamp and this time maybe I suggest being more circumstat.....We may need to kill more creatures and discover what arcette they holds and besides, the rest of you might need it." Cale states looking at the..........swamp......

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

Ahhhh, a swamp. Finally I'm back in comfortable terrain.

Well, let's not waste any more time. Move out, soldiers!

Goragg wants to go due south to see if anything interesting is in the center of the hex.


Pff goes grim this aint a war Game you know he finish smiling


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

Are you exploring as you move south, or just moving as fast as possible?


of course we are Exploring. Its what the VOICE wants us to do...


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

You guys are crazy, I don't hear any voices...aside from all of you, anyway.

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

Yes, exploring. And Goragg will start whispering odd phrases whenever he passes behind Aldrah. She should join in on the insanity. :-)

Goragg uses Fast Stealth to remain silent and hidden while he moves at full (walking) speed ahead of the group. Take 10 on Stealth (+14 for 24 total)


Well in order to hear the VOICE you would have to be molecularly disassemble then reassemble...


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 explores the swamp........
Don't make Cale sing....lol


"We're off to see the wizard, The Wonderful Wizard of Oz
We hear he is a whiz of a wiz, if ever a wiz there was
If ever, oh ever a wiz there was, The Wizard of Oz is one because
Because, because, because, because, because
Because of the wonderful things he does
We're off to see the wizard, The Wonderful Wizard of Oz"


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

Sorry everyone, was a busy holiday, getting you all underway now

GM Stuff:

01—50 No encounter
51—60 Hazard
61—100 Monster

1—3 Difficult
4—6 Feature
7—10 Hunting Ground
11—12 Resource
13—14 Secret
15—20 Standard

H1: 1d20 ⇒ 6 Feature
Random H1: 1d100 ⇒ 12
H2: 1d20 ⇒ 5 Feature
Random H2: 1d100 ⇒ 44
Random H2: 1d100 ⇒ 73

The group sets out, exploring the area near where the dock is. What they find is that this swamp is just as hot as the previous one. They also find that the area they are currently in is populated by a set of giant cypress trees that have ingrown roots so pervasive and intertwined that they are forced to walk over them, rather than through the mud underneath. However, they are slippery and ankle turning, so the going is just as slow as slogging through muck.

It takes them a full day to explore the area immediately next to their entry point Half hex. Then they begin to explore the next area, working their way toward the center of the hectate H2.

As they are about halfway through their explorations, the group hears an angry buzzing, and see's a dead alligator up ahead. On it are four large flies, the angry buzzing coming from their wings. All four lift up, seeing new prey.

Phase 1
Init Aldrah: 1d20 + 3 ⇒ (11) + 3 = 14
Init Cale: 1d20 ⇒ 9
Init Goragg: 1d20 + 4 ⇒ (20) + 4 = 24
Init Grim: 1d20 + 3 ⇒ (18) + 3 = 21
Init Kalasin: 1d20 + 2 ⇒ (11) + 2 = 13

Init Giant Flies: 1d20 + 3 ⇒ (4) + 3 = 7

So... everyone but the flies... I should have put out more flies... then the flies... if any are left...


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

"Hmmm...Flies..." Cale ponders even as his nodachi finds its way to his hands.
Knowledge 1d20 + 7 ⇒ (6) + 7 = 13

"Let's see what they and the alligator they were festing upon holds."


Round 1

Move in front of party (with 2 handed weapon out) and readied an attack (Arcane Strike - Swift; fighting def)

Aoo from Reach Weapon: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 221d10 + 7 ⇒ (5) + 7 = 12

Readied Glave: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 221d10 + 7 ⇒ (8) + 7 = 15

Current AC 23

Come see Papa Dearies i am in need of some Honey... he continues singing from the Wizard of Oz...

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 got something that flies, too.

Comp Shortbow: 1d20 + 6 ⇒ (13) + 6 = 19 Damage: 1d6 + 2 ⇒ (3) + 2 = 5


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

Grim? Suprise round, standard action only. You can ready attack or move, but not both. Please remember that ground is trecherous ground, so 10 ft to move 5 ft. Map has been updated


you didn't say it was a surprise round :) So round 1 for grim is just a single move (done on map) and weapon out. (Swift action: Get Mutagen into hand)


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

Sorry, will be more clear next time

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