(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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Male Kappa | hp 19/31 | Ranger (Trapper) 1
Stats:
AC 18, touch 14, flat-footed 15 | Fort +4, Ref +8, Will +6 | CMD 16 | Resist acid 5, cold 5 | Init +3
Skills:
Diplomacy +7, Disable Device +11, Perception +8, Kn (Nature) +5, Stealth +11, Survival +7, Swim +12

And I thought *HARRRRRRK* that that one monsoon back home was baaaaAAARGH. Rutheric was tired. He had been in water, and he had been out of it.

But never both, back-to-back, over and over.

It was Hell.

I suppose someone should *BBLEGH* see what's on the horizon... He spits out a small chunk of vomit that stayed in his mouth. How had that still been there?

The kappa crawls over to the figurehead, and pulls himself up to see what may be ahead.

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

Solid land!

Goragg crawls glumly across the gangplank onto the dock, collapsing there and dry heaving for several minutes. Regaining some sense of composure, he mutters loudly,

Who was it recommended we go back on the first boat? Eh? Eh?? It was m... He notices that nobody is listening. ...Never mind., he says with a dismissive gesture.

Clambering back on the boat to check on the unconscious ones there, he take stock of his tactical situation.

Now is the chance to keep more rations for myself so I can get out of this fekkakta world. Just three cuts...

But I may need their weapons to face whatever lies ahead. No, this is my squad now. We face the dangers together!

But the useless little runt...now is finally time to toss him overboard and be done with his annoying comments. He moves closer to Goghurt...and notices (and remembers) Rutheric for the first time.

Bah! The fish-turtle-man will see. Then I will be the one tossed overboard.

He mutters under his breath, Very well, little useless one. You live another day.

Goragg checks that his companions are still alive, then staggers back across the gangplank to do a quick survey of the area.


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

It looks exactly like the dock they left this morning. Complete with giant black inigmatic wall. It's entirely possible the boat simply went out, circled around, and came back to the same dock.


Male Kappa | hp 19/31 | Ranger (Trapper) 1
Stats:
AC 18, touch 14, flat-footed 15 | Fort +4, Ref +8, Will +6 | CMD 16 | Resist acid 5, cold 5 | Init +3
Skills:
Diplomacy +7, Disable Device +11, Perception +8, Kn (Nature) +5, Stealth +11, Survival +7, Swim +12

It...are we back where we were? I think...we need to...*HARK*...rest up for a while...before we...go forward...*BLEGH* He sees the ones who are unconscious for the first time. That...is another reason...Goragg, was it? Let's just...wait for a bit. Ruth collapses on the deck. So...I never heard your story, green man. What...brings you to your second chance?

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

Swapping war stories. This squad is not so different from any other.

Goragg leans back and rests prone on the dock.

My story is simple. Our workers (some might call them slaves, but that is the fate of lesser creatures like dogs, cows, and goblins, is it not?) grew restless and bored in their work for us, and took to blowing up their overseers with fiery explosions in protest.

We knew they had no wizards or sorcerors in their ranks. So they must have laid their filthy little hands on a Wand of Fire. But every time we entered their cave with a Retraining Squad to find it, they found nothing.

He shifts a bit and pauses, considering the benefits of dry heaving again, decides not to, shakes his head, and continues.

As top scout in my squad, I was given the honor of sneaking into their lair and finding the wand alone, for we knew that goblins with a magic device cannot resist fondling it constantly and ooh'ing and aah'ing over it.

He sighs. But I did not find it. I skulked unseen through guard rooms and sleeping quarters and kitchens and trash pits, and nowhere were there goblins pawing over any magic items at all. Nothing!

In fact, the only movement at all that late at night was from a room far in the back of the cave, where a lone goblin was muttering excitedly to himself and writing feverishly in a journal, with vials and potions and powders and bladders full of noxious fluids scattered all around him.

I watched as he mixed green dirt, grey dirt, and sugar together in a vial of piss (Goragg is clearly not a trained alchemist) , which made a "whoof" sound and turned the liquid purple.

Then he looked really excited as he went to pour a black liquid into the purple mixture. I was turning away to report back my findings when I felt flames lash my back and throw me down the hallway. There was the intense pain of burning, and my last thought before I died was that broiled hobgoblin flesh smells pretty tasty.

Then I woke up in the strange place. I don't know why I was chosen. I'm just a soldier. Maybe the hells need soldiers.

He pauses in reflection for a moment.

That stupid goblin, as you may have guessed, is currently over there sleeping in the boat.

Feeling a little better, he sits up and looks at Rutheric.

So what brings you here? What in the hells kind of creature are you? And what's with the bowl of water on your head?


male goblin alchemist 3 | hp 12/24, nonlethal 0/24 | AC 17, FF 13, touch 15 | Fort +5, Ref +7, Will +1 | CMD 14 | Perception +0, Init +4 | Resist fire 5

Goghurt sleeps, his body cold and battered, and tries not to think about how just meters away from him, a hobgoblin is speaking so poorly of him...


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

Goragg and Rutheric chat for a few minutes, but both are bone weary and utterly exhausted. They end up falling asleep soaking wet but under the tarp in the back of the boat with the others. At least the tarp keeps out the worst of the rain.

It's hours and hours before people begin to wake up again.

Everyone who was battered to unconsciousness awakens with no subdual damage, but they will have a -1 to all tests, saves, and attack rolls for 24 hours, as their bodies recover. All characters need to make a Fort Save DC 14 to avoid catching a cold from the exposure.

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

Fortitude: 1d20 + 6 ⇒ (11) + 6 = 17 Hobgoblins don't catch cold, silly!


Fort: 1d20 + 6 - 1 ⇒ (3) + 6 - 1 = 8

Atchoum ! Grim will spend 1h in the morning preparing his extracts and mutagen

is the weather extremely cold?


male goblin alchemist 3 | hp 12/24, nonlethal 0/24 | AC 17, FF 13, touch 15 | Fort +5, Ref +7, Will +1 | CMD 14 | Perception +0, Init +4 | Resist fire 5

Fortitude: 1d20 + 5 - 1 ⇒ (12) + 5 - 1 = 16

Goghurt coughs once, and then decides not to.

He then sits down, extracts his alchemy kit and brews himself a mutagen. He's already prepared the only extract he thinks he'll need for a bit.


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

Weather is in the mid 50's, which combined with the water and wind means the wind chill factor is in the mid 40's.

For those who catch a cold, you'll be at a -1 to everything (cumulative with the penalties from being knocked about) for a week in game as your body recovers.

I'm going to assume you all go through the wall when you're done with morning preps.

Once you step through the wall, you find that you are in an early afternoon light... and in a swamp. As far as the eye can see you see mud, water, trees, and reeds. At least it's warm here! Really warm here! Way too warm here! The temperatures are in the 90's (Farenheit, Mid 30's Celsius), but with the air completely saturated with water (100% humidity) it feels closer to the 110's (Mid 40's Celsius). The air is thick with the smell of rotting vegetation and mud. The air is inundated with the sounds of buzzing insects, bubbling water, and the occasional splash of something going into or out of the muck. It currently looks like you have about 4 or 5 hours of daylight left.

You are in the F4 megahex. Within that hex, you are on the dividing line between hexes K3 and K4 (see arrow on F4 map). It will take 3 days to explore a full sized hex, or 1.5 to explore a half hex (like K3 and K4). If you choose to traverse a hex and not explore it, it will take 12 hours to cross (6 hours if crossing a half-hex the short way).


Male Kappa | hp 19/31 | Ranger (Trapper) 1
Stats:
AC 18, touch 14, flat-footed 15 | Fort +4, Ref +8, Will +6 | CMD 16 | Resist acid 5, cold 5 | Init +3
Skills:
Diplomacy +7, Disable Device +11, Perception +8, Kn (Nature) +5, Stealth +11, Survival +7, Swim +12

Sorry! Work and whatnot kept me away...let's just assume Rutheric collapsed as he was about to tell his tale.

I claim cold resistance, but hey: 1d20 + 4 ⇒ (9) + 4 = 13

The kappa sneezes vociferously. Was he getting a cold? He shouldn't have...but it would make sense, after last night.

He stepped through the 'curtain'...and found a swampy world. Rutheric could hardly believe his eyes. All the natural wonder...Home. he croaked. Sure, it was a tad swampier than his forest, but it was nature! And you can't go wrong with that.


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

Cold resistance doesn't stop you from getting sick if your body is overstressed. However, it does give a bonus to resist it. So you made your save. Assume you have a few sniffles and sneezes, but it doesn't last long or give penalties.


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

Everyone but Rutheric treats the swamp as difficult terrain. Because he's amphibious, Rutheric can move normally in the swamp.


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

Fort Save vs DC 14 1d20 + 7 ⇒ (14) + 7 = 21

Cale is stone cold out of it for while and wet and cold. It's obvious once more the fates are playing games and guess who did they wanted as a play thing?
Yes yours truely.

Groaning and making himself will the pain away, he beings checking on his supplies and finding that they lost quite a bit of items. Seeing teh marshlands and overhearing Rutheric.

"Home for you but not so for the rest of us. Shall we explore this place then. What do the rest of you think?"

Changing his clothes to something more suitable for this weather, Cale checks once more his equipment and then to the others.


Male Kappa | hp 19/31 | Ranger (Trapper) 1
Stats:
AC 18, touch 14, flat-footed 15 | Fort +4, Ref +8, Will +6 | CMD 16 | Resist acid 5, cold 5 | Init +3
Skills:
Diplomacy +7, Disable Device +11, Perception +8, Kn (Nature) +5, Stealth +11, Survival +7, Swim +12

I concur. This no doubt has some natural life in it...which is a welcome change form the...sterile and unfriendly nature of the rest of this world. Rutheric gathers up his pack, remembering to keep things in his waterproof bags, and readies to set off.

Which direction should we go?


male goblin alchemist 3 | hp 12/24, nonlethal 0/24 | AC 17, FF 13, touch 15 | Fort +5, Ref +7, Will +1 | CMD 14 | Perception +0, Init +4 | Resist fire 5

"Goghurt not really know what we're doing. Goghurt think it best if we set up semipermanent camp, find permanent food and water, and build settlement."

He muses for a moment. "Or we go kill other group."

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

BUILD a settlement??? HERE???, Goragg guffaws.

Go right ahead, little useless. And when a crocagator eats you as a light afternoon snack, we'll have a celebration party from far away, eh, guys?

Goragg ponders a moment after not getting the triumphant "huzzah!" he expected from his rude suggestion.

I think we should explore up the edge of the wall, carrying as many provisions as we can. The rest we secure here to mark the spot in case we wish to return to Seasick Boat.

I wonder where we come out if we walk up the wall a few hundred paces and poke our head through. Back at the dock? Open water? Somewhere else?

I'll take the swamp over that boat, but I'm not staying here for long.


Building a camp will cut drastically our exploration time as we will travel for 1/2 a day each way as it would take time to return each time. Since our mission is to explore we have no choice but to explore while bringing our stuff along.


male goblin alchemist 3 | hp 12/24, nonlethal 0/24 | AC 17, FF 13, touch 15 | Fort +5, Ref +7, Will +1 | CMD 14 | Perception +0, Init +4 | Resist fire 5

"Bah, how do we know what we here for?"


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 interjects here.
"That VOICE did say so before sending us on our merry way. Let us prepare. I for one am not so eager to be on that boat for now."


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, so, which direction is everone going, and which hex do you want to explore first? See F4 map.

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 sets to work using the scouting skills he was trained for, identifying the general area,

Knowledge (Nature): 1d20 + 5 ⇒ (7) + 5 = 12

looking for traps (both natural and manufactured),

Perception (Trapfinding): 1d20 + 7 ⇒ (11) + 7 = 18

watching for edible plants and animals, and shelter,

Survival: 1d20 + 6 ⇒ (7) + 6 = 13

and watching for the tracks of larger animals and possible enemies,

Survival (Follow or identify tracks): 1d20 + 7 ⇒ (8) + 7 = 15

Assuming nothing noteworthy is found, he says,

Hmpfh. If we are to explore, then let us explore. I am a trained scout. I will take lead.

He points in the general direction of J4 (unless he found something in his search) and says, Let's go.

If the team agrees with his suggestion to take lead, he will make those same checks every 100 feet of travel or so. Feel free to DMPC me if things happen today. Scouting is what he does for a living.


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.
"Since he said so, I'd say let him lead. So Goragg lead on."
Cale shoulders his pack and assists any of his companions if needed and set out after the eagar hobgoblin looking to prove his stripes.

Pushing through the rather soft terrain, Cale makes sure to watch where he steps.

Keeping out an eye for the local Flora and Fauna, surroundings and taking notes.
Taking 10 for the following skills: K.Nature: +6, Survival: +6, Perception +6 for 16, 16, 16...

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

To make it easier, Goragg will take 10 on his scouting checks.

Knowledge (Nature): 15
Perception (Trapfinding): 17
Survival: 16
Survival (Follow or identify tracks): 17

After going a few paces, Goragg stops abruptly, looking annoyed.

Don't you idiots know to stay back thirty feet from your scouts? Have you had no training at all?

You've already scared off lunch, dinner, and an afternoon snack. He heaves a heavy sigh.

Look, this signal - a closed fist held at ear level - means "stop and stay quiet". This signal - an open hand going forward like a football(*) pass - means "follow quietly". This signal - hand flat on top of head - means "go to ground and be extra quiet". Did you notice the common word in all those signals? It was "quiet". Got it? I'll teach you the rest later.

(*) That's American Football, in case anyone is under the mistaken impression that that *other* game is the real football. ;-)

Grumbling quietly to himself at training yet another squad of green newbies, Goragg sets off quietly, with the rest of the squad (hopefully) following thirty feet back.


that "other" game of football has a way much bigger following than american football...

Kof, kof, i am fine with it Cale i was never a scout myself he says with a smile just a different person a long time ago...


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 Chuckles.
"By all means. Do go ahead by yourself, Goragg I noticed that you missed an important signal though since you're so eager to impress upon us your ability to command."

Moving back 30 feet away from the overbearing Hobgoblin, Cale waits while making sure that the others are able to keep up.


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, updating now.

GM Stuff:

Random: 1d20 ⇒ 15
Random: 1d100 ⇒ 56

You'll have to explore K4 first, if you want to explore J4. However, exploring K4 only takes a single day. Exploring J4 will take 2 days. Normally it would take 3 days, due to speed being 20 for Rutheric. But, because it's a swamp, and he's amphibious, he counts as one speed higher, so everyone counts for 30 speed.

The swamp is hot, humid, and mucky. But it's full of wildlife, including fish and birds, and the occasional gator (although so far you've only encountered smaller gators, under 3 feet). Lots of Leeches, however. Lots of them. Rutheric's natural armor repels them, and Cale's stony facade interests them not at all. Everyone else, however, has to stop every few hours to peel them off with a bit of fire.

Perception Cale: 1d20 + 6 ⇒ (12) + 6 = 18
Perception Goghurt: 1d20 + 0 ⇒ (20) + 0 = 20 Goghurt, please update your alias to match requested spoilered format
Perception Goragg: 1d20 + 3 ⇒ (10) + 3 = 13 Goragg, please update your alias to match requested spoilered format
Perception Grim: 1d20 + 6 ⇒ (1) + 6 = 7 Grim, please update your alias to match requested spoilered format
Perception Rutheric: 1d20 + 8 ⇒ (18) + 8 = 26

Cale, Goghurt, and Rutheric all begin to sniff the air while Goragg slogs forward through the swamp, and Grim watches the scout. As one they call out to Goragg, screaming at him as he slogs toward a rising bubble of swamp muck.

Goragg turns and runs as the muck behind him suddenly explodes with massive violence. He is thrown several feet toward the others, and everyone is covered with flung mud and rotting vegetation. Goragg pulls himself up out of the muck, with leeches on his face and arms. Behind him, the pit left by the explosion fills in with water.

Swamp gas explosion


Male Kappa | hp 19/31 | Ranger (Trapper) 1
Stats:
AC 18, touch 14, flat-footed 15 | Fort +4, Ref +8, Will +6 | CMD 16 | Resist acid 5, cold 5 | Init +3
Skills:
Diplomacy +7, Disable Device +11, Perception +8, Kn (Nature) +5, Stealth +11, Survival +7, Swim +12

...what? Rutheric merely had a blank look on his face. He mutters to Cale, I think he'll have to explain that again to me...and I feel more at home in this area anyway.

Taking 10 on Kn(Nature), Perception and Survival checks, for results 15, 18 and 17 repsectively.

Rutheric stays behind with the rest of the group.


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

It might make things go faster if you give me a projected path, such as K4 -> J4 -> ?? -> ?? -> ??, then I can do the rolls and tell you what you find.


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

Calmly peeling off rotting vegetation and cleaning off mud, Cale looks to Goragg.
"So what's the signal for lookout? Seems like it's something you should teach us then. Or you wish to demostrate to us once more?"

K4-->J4-->I4-->H4 perhaps? if everyone is fine with it.


Male Kappa | hp 19/31 | Ranger (Trapper) 1
Stats:
AC 18, touch 14, flat-footed 15 | Fort +4, Ref +8, Will +6 | CMD 16 | Resist acid 5, cold 5 | Init +3
Skills:
Diplomacy +7, Disable Device +11, Perception +8, Kn (Nature) +5, Stealth +11, Survival +7, Swim +12

Sounds good to me. Also, I planned on taking the [url=http://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo---druid-archetypes/animal-and-terrain-domains/crocodile-domain]crocodile domain[/url as a druid, so the knowledge there are many caimans here helps my plans immensely! It's like our GM read my mind <3

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

Works for me.

Not quite working for me is the spoiler format. Goragg has too many skills to fit in one box.

Which just goes to prove the inherent superiority of hobgoblins in general, Goragg mutters to no one in particular.


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

You don't have to put all of them in. :) Just the top 5-6. After Gog and Grim post, I'll move us forward.


I am fine with the projected path.

Sea storm and now swamp gas. Lovely !


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

The very elements are against us!!!


its the new trend is survival games. Gone are the days of the zombie horde..


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, moving ahead, as Gog has not posted

K4-->J4-->I4-->H4

GM Stuff:

J4 Type: 1d20 ⇒ 2
J4 Encounter 1: 1d100 ⇒ 63
J4 Encounter 2: 1d100 ⇒ 66
J4 Encounter 3: 1d100 ⇒ 79
J4 Random Encounter: 1d100 ⇒ 40
Random Count: 2d4 ⇒ (2, 4) = 6

As the group explores J4, they find that the swamp is blighted, nothing alive, not even the local animal life is willing to come into it. As if something very bad had been here and left an imprint. It's also replete with sink holes, swamp gas pockets, and quicksand. The group has to slow to a crawl exploring the hex, to get through it safely.

3 days, 15 rations used to explore, heal 9 hp

Just as they are about done, Goragg holds up his hand in a fist. Of course, everyone else see's the mounds of mud raise up out of the swamp and resolve themselves into giant frogs.

Init Cale: 1d20 ⇒ 3
Init Goghurt: 1d20 + 4 ⇒ (7) + 4 = 11
Init Goragg: 1d20 + 4 ⇒ (10) + 4 = 14
Init Grim: 1d20 + 3 ⇒ (14) + 3 = 17
Init Rutheric: 1d20 + 3 ⇒ (18) + 3 = 21

Init Frogs: 1d20 + 2 ⇒ (1) + 2 = 3

Order : Everyone but the frogs. Then the Frogs.


Male Kappa | hp 19/31 | Ranger (Trapper) 1
Stats:
AC 18, touch 14, flat-footed 15 | Fort +4, Ref +8, Will +6 | CMD 16 | Resist acid 5, cold 5 | Init +3
Skills:
Diplomacy +7, Disable Device +11, Perception +8, Kn (Nature) +5, Stealth +11, Survival +7, Swim +12

Wait...there's no need to turn this into unnecessary fighting. Let me attempt to reason with them, in my own way.

Wild Empathy check!: 1d20 + 3 ⇒ (17) + 3 = 20


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 his grip on his weapon, stares at Rutheric
"What? You can talk to frogs?"


Male Kappa | hp 19/31 | Ranger (Trapper) 1
Stats:
AC 18, touch 14, flat-footed 15 | Fort +4, Ref +8, Will +6 | CMD 16 | Resist acid 5, cold 5 | Init +3
Skills:
Diplomacy +7, Disable Device +11, Perception +8, Kn (Nature) +5, Stealth +11, Survival +7, Swim +12

Shh....be quiet, you'll ruin it...


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

@Rutheric - Just to confirm for you, Wild Empathy works like Diplomacy, and requires you be within 30 ft. You can initially make a check to get the animal to pause while you continue. So, you can move toward the closest frog, and use the single round diplomacy/WE check to get it to pause while you take a minute to calm it down. However, you can tell these things are hungry, so the rest are likely to begin attacking while you're dealing with the closest one. Do you still want to use Wild Empathy on the closest one?


Male Kappa | hp 19/31 | Ranger (Trapper) 1
Stats:
AC 18, touch 14, flat-footed 15 | Fort +4, Ref +8, Will +6 | CMD 16 | Resist acid 5, cold 5 | Init +3
Skills:
Diplomacy +7, Disable Device +11, Perception +8, Kn (Nature) +5, Stealth +11, Survival +7, Swim +12

._. okay, fine...you raise a good point.

These things...they are hungry. I am pained to do this, my forest brethren, but it is survival of the fittest after all.

Let's say he assesses the situation as a free - if this is the case, he pulls out his longbow and fires at the southern one.

To hit: 1d20 + 8 ⇒ (20) + 8 = 28

damage: 1d6 ⇒ 2

EDIT: DANGNABBIT, I WASTED A NAT 20...yes, I draw my bow.

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

There are too many! Assume Formation "B". Archers, ready. Set spears to... Goragg suddenly realizes he's not with his usual squad.

Muttering an oath to himself, he draws his falchion and prepares for the onslaught.

BTW, Goragg is wearing his barbed vest. From the description:
Any creature that injures you with a natural or unarmed attack must make a DC 15 Reflex save or take 1 point of damage. If a creature swallows you, it takes 1 point of damage each round until it either spits you up, you escape, or you die. The vest can only be worn over light armor or no armor.

Come on, froggies. I got a taste for frog legs tonight.


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

No problem, sorry. Surprise round for everyone, so one standard action. You can draw a bow this round?

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

Ah, excellent.

Goragg draws his mighty bow then.


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

Actually I was replying to Rutheric, but yes, you can pull out your bow too Goragg. LOL


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

That sounds so wrong.
Cale raises an eyebrow at Rutheric's method of communication.

"Ok so in frog speak that was 'Hi?"

Cale has his Nodachi in his hands swifter than the eye can see, handling it the way a farmer handles his familar tools, like an extension of his arms.


Surprise Round

Grim will ready his reach weapon to attack any of the enemy that are in reach (+ Arcane strike)

DM, grim has a reach weapon so you want to roll the Aoo's for convenience sake?

Readied Glaive: 1d20 + 6 ⇒ (18) + 6 = 241d10 + 5 ⇒ (2) + 5 = 7

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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

Discussion Thread for Team Stag


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

Gniel, you goof. You're only supposed to be in Team Dolphin's threads. That's the point of having two campaigns! :) Now I have to boot you out of this 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

Team...(double-checking...triple-checking...)...Team Monstrous! Woot!


Male Kappa | hp 19/31 | Ranger (Trapper) 1
Stats:
AC 18, touch 14, flat-footed 15 | Fort +4, Ref +8, Will +6 | CMD 16 | Resist acid 5, cold 5 | Init +3
Skills:
Diplomacy +7, Disable Device +11, Perception +8, Kn (Nature) +5, Stealth +11, Survival +7, Swim +12

Monsters on the outside, but lovable warriors on the inside!

Checking in!


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

Yeah? But we're team monsters!


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 Goghurt and Grim


male goblin alchemist 3 | hp 12/24, nonlethal 0/24 | AC 17, FF 13, touch 15 | Fort +5, Ref +7, Will +1 | CMD 14 | Perception +0, Init +4 | Resist fire 5

Dot.


In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus.


male goblin alchemist 3 | hp 12/24, nonlethal 0/24 | AC 17, FF 13, touch 15 | Fort +5, Ref +7, Will +1 | CMD 14 | Perception +0, Init +4 | Resist fire 5

Sorry, I didn't know I had to say that I was preparing my bomb catalysts. I would probably have prepared the one just there and then used it. Result?


Refer to the second part of the text. you can out of components create a bomb and throw it in a standard action.


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

World map updated.

You started in F6, and have moved to F5 (those that walked through the curtain).

On the subject of bombs, it's normally no big deal, however, the second half of the text shows where you have to prepare the catalysts. The bombs are (Su), so don't work in anti-magic fields, and are powered by magic. So... Goghurt had no catalysts until he made them. Enfusing catalysts with magic is something that requires perparation. NOrmally that's not an issue. Now it is.

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

F5 and F6, if I'm reading the map correctly, look like water. Is there a hole in the middle of the dock, or are the blue hexes just showing where we are and have been?

Goragg, confused.


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 hexes get filled in when you enter one. So, you started on the white pedestal (in the center of F6). Then you took a boat left and down to F5. F5, as far as you can tell, is water as well. You may attempt to explore F5 using the boat (although you may assume it only goes in a straight line given it's just like the one you took), or you can return to the pedestal and take anoter boat a different direction.


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

We'll be using the exploration rules from Ultimate Campaign. So crossing a hex at 20 ft takes 8 hours. Fully exploring a single hex takes 2 days. For every hex you fully explore, you get 100 xp. You also get 200 xp for every Mega-Hex you enter and explore at least 10 hexes of.

It is up to you how much exploration you do. Each hex has a potential to have something good, something bad, or nothing at all. :) Trampling through a hex in a day chances a random encounter. Exploring it causes a roll on the Terrain Element Table.

The maximum XP you can get from exploring a Mega-Hex is 1200 xp.

Unless you have a boat you can control, or some way of swimming and breathing water, your group can't explore water mega-hexes or water hexes.

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 believe we decided to continue on in Grey World, transferring all of our supplies to the new boat.

Agree or disagree as you see fit, Team Monstrous members.

Do we need to manually decrease our rations? Would that be on the spreadsheet?


agreed let go to sea


male goblin alchemist 3 | hp 12/24, nonlethal 0/24 | AC 17, FF 13, touch 15 | Fort +5, Ref +7, Will +1 | CMD 14 | Perception +0, Init +4 | Resist fire 5

Seems as good a plan as any.


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

Yes, on the spreadsheet, or each person takes one off their character. I suggest the spreadsheet first, as that's easier.

As to gray world, wanted to let the other player's comment as well. Then I'll move you on if they agree. Which it looks like they do, so I'll move you forward tonight.

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

Team Monstrous boat rations have been reduced from 82 to 77.


Male Kappa | hp 19/31 | Ranger (Trapper) 1
Stats:
AC 18, touch 14, flat-footed 15 | Fort +4, Ref +8, Will +6 | CMD 16 | Resist acid 5, cold 5 | Init +3
Skills:
Diplomacy +7, Disable Device +11, Perception +8, Kn (Nature) +5, Stealth +11, Survival +7, Swim +12

I definitely agree that we should press on.

Onward, my companions!


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

Before I move you forward, please list out any special preperations you're taking before unmooring the boat.

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 wrote:
Before I move you forward, please list out any special preperations you're taking before unmooring the boat.

Goragg not being a sailor, not much on his part aside from making sure the rations and other provisions that need it are protected from the rain and splashing under the tarp, and nothing is left behind.

He probably doesn't need a lamp. Others in the party might.

Goghurt, you got any Dramamine in that bag o' alchemical tricks?


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 will makes sure that the perishables are in the waterproff bags and sealed. He'll also tighten the straps of his backpack.

With the extra ropes, Cale will lash the barrels together and also to his companions so that if the storm gets worse, with the exception of Ruthric, we won't get wash away.

I suggest also making sure that the items other than rations that need to be dry be stowed in the waterproof bags, as much as possible.

Cale will take 3rd watch.


Alchemy ingreedient, journal, paper, formula book, rations in waterproof back

Grim will also be making a life line tied to the boat and to him out of one of his rope. And make sure his weapon is secured to him. Its going to be a hard ride...

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

Since the boat is self-propelling and self-steering, Goragg will attempt to find a spot under the tarp, if there's sufficient room, to be a little more comfortable and dry, and possibly even sleep.

A soldier knows, you eat when you can and you sleep when you can. You may not have the opportunity again any time soon.


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

Travelling today, will advance things either late today or early tomorrow.


Male Kappa | hp 19/31 | Ranger (Trapper) 1
Stats:
AC 18, touch 14, flat-footed 15 | Fort +4, Ref +8, Will +6 | CMD 16 | Resist acid 5, cold 5 | Init +3
Skills:
Diplomacy +7, Disable Device +11, Perception +8, Kn (Nature) +5, Stealth +11, Survival +7, Swim +12

Rutheric is used to a bit of water, but he will keep his gear in waterproof bags.


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

Wow that was brutal. Now Cale will spend time dreaming his way.
Should have taken 20 lol.


Male Kappa | hp 19/31 | Ranger (Trapper) 1
Stats:
AC 18, touch 14, flat-footed 15 | Fort +4, Ref +8, Will +6 | CMD 16 | Resist acid 5, cold 5 | Init +3
Skills:
Diplomacy +7, Disable Device +11, Perception +8, Kn (Nature) +5, Stealth +11, Survival +7, Swim +12

Oh my.

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

Trying to understand the world map. It looks like the high platform we started on is in the middle of F6.

Do the hex boundaries correspond to the solid black walls?

Is the dock we landed on in the middle of F5 or at the F5/F6 boundary?

The (only available) boat will presumably travel through the middle of F5 (possibly but not necessarily encountering a six-boat dock at the center) and hit the F4/F5 boundary.

Please let me know if I've got it wrong.


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

Yes, you landed in F6.

Yes, the hex boundary corresponds to the black walls.

It's in the exact center of the wall between F5/F6, equidistant from the surrounding hexes (I've updated the map with a yellow dot to show the dock locations). You are currently at the dock with the red dot.

You are correct, the boat travelled through the middle of F5, but there was no central 6 boat dock this time, just the mother of all storms that you just rode out.

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

That's very helpful. Thanks.

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 be traveling and unable to post for most of tomorrow.


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'm about to head out for the doctor, will post when I return. Please leave the tokens to proper scale (Gog and Rutheric are small). The tokens are sized for your character sizes to give perspective, and also to determine line of effect.

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 looks annoyed at the PC playing him.

You keep talking about how good a scout I am, then you make these dumb tactical decisions. Fah! Stupid hue-mann.

:-)


i have a halfling character with an intelligent wolf.. you should read the interaction between them. its a lot of fun..


Cale, leave boron's bad luck at the door please.

Hopefully i wil kill the frog in the next round.

Grim to the rescue !


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

For those feeling bad about getting caught under/in big creatures.

In a previous game I ran, a Kobold Marshall (3.5) was wearing adamantine full plate when the team Centaur spotted 4 owlbears heading for them on the other side of a small stream (10 ft wide, 5 ft deep). The centaur picks up the Kobold in one hand, the small lizard folk in the other, and gallops up to the bridge, stopping on the near side and dropping his companions. He didn't bother warning anyone or checking where he was dropping. He dropped the kobold on top of a 5 ft section of stones (difficult terrain), and the kobold fell forward into the stream. Before anyone could get him out, the charging owlbears charged forward stepping on the drowning kobold to get at the juicy centaur. Desperate to save their kobold buddy, the concentrated on the owlbear standing on him, causing it to die and fall into the stream on top of the kobold. The 4th owlbear then promptly stepped on his downed friends back to use him as a bridge, resulting in two 1500 lb owlbears holding the kobold in 150 lbs of equipment and armor to the bottom of the stream. They managed to get him out before he drowned.

Next gaming session, they fought a hill giant who fought from the doorway of his lair so nobody could flank him. The kobold forced his way between the giant's legs, taking attacks of opportunity that left him with 10 hp so he could get behind the giant, just in time for the above centaur to bull rush the giant and kill him, knocking him back five feet, and causing him to land on the kobold and the burning fire in the lair, setting fire to it. The giant was too heavy for the centaur to pull, so they had to take a few turns tying a rope to him and making loops so they could all pull him off the kobold, as the kobold suffocated in the smoke of the cooking giant and his burning lair.

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

Let me guess who took credit for all the victories...the centaur?


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

No, actually it was the lizardfolk scout/warlock.

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

Well, at least it wasn't that lazy good-for-nothing kobold, always sleeping on the job.


Male Kappa | hp 19/31 | Ranger (Trapper) 1
Stats:
AC 18, touch 14, flat-footed 15 | Fort +4, Ref +8, Will +6 | CMD 16 | Resist acid 5, cold 5 | Init +3
Skills:
Diplomacy +7, Disable Device +11, Perception +8, Kn (Nature) +5, Stealth +11, Survival +7, Swim +12

The world needs more kobolds!

And monstrous PCs in general!

(it's fun being a vampire in my Carrion Crown campaign, tyvm for asking)


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

Hey not fair. I have a sporadic relationship with the dice rollers here.

Cale is not like Boron.
They just like to swing large heavy weapons, have certain temper management problems, tough, not so good at evading hits....and....uh....I'll shush now...........


i do see some underlying unresolved issue and definite behavior pattern and resemblance :)


male goblin alchemist 3 | hp 12/24, nonlethal 0/24 | AC 17, FF 13, touch 15 | Fort +5, Ref +7, Will +1 | CMD 14 | Perception +0, Init +4 | Resist fire 5

Hey all,
I'm sorry to say but I don't think I have the time nor energy to appropriately devote to this particular PbP. I have many others going on and adding more was an unwise choice.

I hope y'all understand.


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

Sure, I understand. I hope you enjoy your other games more.


Sorry to see you go fellow alchemist...

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 is not sorry to see you go, but he's kind of a jerk.

Fare well, little useful one.


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, so, question for the PCs. Do you want to continue with 4 and write Goghurt out, or do you want me to go recruit a replacement?

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