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?
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
Goragg slowly regains control of his laughter. He looks up at the summit.
Bird nests, probably. Not much else. He shuffles his backpack on his back to adjust the load. I'm not inclined to free climb it for the possibility of eggs for breakfast. Let's move on.
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 rest of the travel, after the day to go around the outcropping, is uneventful. Eventually the group reaches the southern wall, the large black surface reaching up into the heavens. It's just about evening sunflip when they arrive.
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
To whoever does the recon
H6:
Stepping through the black wall, the first thing you figure out is that it's wet. Very wet. Once you step through, you see a nearly dark hectate that has driving rain coming down in giant fat drops. There are tall thick trees, and the sound of washing crashing white water come from the west, where a pounding river smashes right through the middle of a hill, racing into the wall to vanish.
The ground is muddy, as if it had been permanently soaked in water, the first 3-4 inches pure mud. As lightning strikes, you see what looks like hills in the distance, covered with trees. Rivers seem to criss-cross the area (You are on top of a small hill looking out). Between each hill is a rushing crashing river of white water, all intersected, almost like a grid. The hills are islands of stone and dirt with trees and bushes clinging stubbornly to their sides.
"Let me check the other side first." Cale says as he sets down his pack and ties a rope around himself before going through.
The heavy rain pelting him draws his attention and he notes the environment. Sighing he stands there a moment, and grumbles.
"Water once more? First the ocean, then the great freeze and not incessant rain. A bit much...."
Returning through the black wall, he informs the rest of the party before setting himself down to dry and warm off.
Are we headed towards H6? I thought G6 was a swamp, H6 was the frozen land, and we were in H7 which is a Savannah and are headed to I7? Am I incorrect?
"From the sounds of it, it's rain and mud. There's a good chance we'll get sick there. A good chance food might be scarce too. The rain could have washed away the food source of the grazers. If their aren't grazers, there won't be meat eaters."
Well we are so overstuffed with meat that i am sure we won't mind loosing some pounds. he looks at Kalasin Yup you did put on some weight with all that meat. Anyway it doesn't matter come morning we are going to explore this hecate he says smiling
'Did he just suggest I'm fat?' Kalasin narrowed her eyes, debating. 'Yes. I think he did.' With a slightly annoyed sigh, "Rather not be soaked to the bone and covered head to two in mud. Though... I guess it's good for the skin. Which must be why you want to go, itch dry skin and all." A teasing smile stretches across her face as she looks at Grim.
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
"Still think that entering that hectate is a bad idea..." Kalasin got up to gather herbs and other healing supplies from the environment. She was still opposed to the idea of entering the rain racked hectate.
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
I thought we had left the rocky structure behind. That the only thing tall here was the hectate wall?
"The constant rain and mud will do us more harm than good. We'll be constantly soaked to the bone, likely chilled. All of us, stand a high risk of getting sick if we enter that hectate. And with the weather not letting up, getting sick there can easily lead to death. While yes, we are tasked to explore, that doesn't mean throwing common sense out the window. I think we would be better off to move east, and leave this hectate via the Southeast wall."
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
"We don't know for sure that any of the rock formations we encountered extend the full distance to any of the walls. We could just move along this south wall until we encounter a rock formation or the southeast wall. We don't even know if climbing is a fact yet. We might be able to go around it. But I will say this, if given the choice between climbing and getting Lung Fever from entering that hectate, I'll take climbing. Lung Fever is deadly, I've seen it kill too many and I don't wish to see it kill any of you." Her eyes darkened some at the mention of Lung Fever, bad memories brought to the forefront.
Kalasin it doesn't really mater if you don't want to enter the Hecate. the VOICE wants us to explore this world. I am not going to wait around for potential problems or i would have stayed at home long time about. and i don't want to face the possible consequences of not exploring a hecate he says crossing over
Having been outvoted, Kalasin still thinks this is a stupid and dangerous idea. She is not happy at all about entering this hectate, but having used her magic elsewhere her wolf is not near the surface. "If you get me killed because of the stupid decision to enter this deathtrap hectate, I'll find a way to haunt you all." Kalasin took the time to prepare and cast Endure Elements on herself before she entered. It might not help with the mud, but it would keep any chill from getting to her.
Status:
Buffs: Endure Elements - 24 hrs
HP: 18/18
Charged: Channel, 2 1st level spells - Endure Elements (cast), Shield of Faith
I had avoided marking a route for this hectate because Kalasin is entering this hectate under protest. I have decided to mark the three routes I see her arguing for:
A: Immediately turn around and leave
B: Go straight to the right and enter the hectate over there
C: Head diagonally to the southwest to leave this hectate and avoid the frozen one Her routes are aimed at getting out as quickly as possible.
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
Kalasin, determined to get out of this hectate as fast as the others would possibly let her, worked on keeping them on the path they had chosen. Getting lost, would take longer after all. And when she thought about it, it wasn't that different than those hikes she would take when gathering herbs. Just... rainer and muddier...
Kalasin will take 10 for all three Survival checks for a total of 20
Fort 1:1d20 + 3 ⇒ (11) + 3 = 14 Fort 2:1d20 + 3 ⇒ (3) + 3 = 6 Fort 3:1d20 + 3 ⇒ (20) + 3 = 23
Survival Check for Wood:1d20 + 5 ⇒ (17) + 5 = 22Didn't think this counted as getting along in the wild, if it does, add +5 more
Coughing and hacking with a hoarse voice, "Really *coughing* not so bad?" She gave Grim a glare, since he was the one most determined to enter this hectate.
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
Coughing, hacking and sneezing, Kalasin releases a channel (or two) to help with the damage everyone seemed to be getting from the environment. Sick and injured was not a fun combination. "L-L-l *sneezing* Let's just *coughing* get out as quick as we can." Kalasin started rubbing at her nose, irritated. She couldn't stand it when it was all runny and stuffed up like this.
Channel to Heal 1:2d6 ⇒ (1, 3) = 4 Channel to Heal 2:2d6 ⇒ (3, 3) = 6
Oh lookie there! All healed back up Goragg :) Exact amount you needed. Should have Grim back to full as well.
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
GM Ultimate Evil:
01—50 No encounter
51—90 Hazard Fewer monsters due to terrain, more hazards
91—100 Monster
1—3 Difficult
4—6 Feature
7—10 Hunting Ground
11—12 Resource
13—14 Secret
15—20 Standard
I3
Terrain:1d20 - 5 ⇒ (15) - 5 = 10 Encounter Day 1:1d100 ⇒ 81 Encounter Day 2:1d100 ⇒ 68 Encounter Day 3:1d100 ⇒ 68
I4
Terrain:1d20 - 5 ⇒ (9) - 5 = 4 Encounter Day 1:1d100 ⇒ 100 Encounter Day 2:1d100 ⇒ 94 Encounter Day 3:1d100 ⇒ 49
For each point your survival check for scrounging darkwood exceeded 15, you found one pound of usable darkwood. Sorry Kalasin, doesn't count for your special ability.
Moving into I3, the group finds some actual animals, mostly gecko's the size of their forearms, as well as some fish that can move through mud from one river to another. This helps their supplies of food, although the gecko meat is kind of stringy and gamey.
You have 6 days to recover from being sick, so you get a Fort Save DC 15
Moving into I4, the group finds an astonishing sight. A pillar of water is firing up into the heavens, thousands and thousands of feet. The water is boiling hot as it fires up, and the area is humid to extreme, even above the already water drenched air.
Didn't think it did :) Just means Kalasin found 7 pounds of Darkwood.
mdt:
Since it seems everywhere we've been have been (mostly) have been natural environments that I just list her perception bonus total for that? Would it make it easier on you?
Fort Save (Recover):1d20 + 3 ⇒ (12) + 3 = 15Yay health!
Kalasin steps forward some, scarf out and ready. She would wait for it to come closer, prepared to attack.
Move: Move forward 20 ft and Draw Scarf Standard: Hold till it comes in range
Fort Save 1 1d20 + 8 ⇒ (19) + 8 = 27
Fort Save 2 1d20 + 8 ⇒ (11) + 8 = 19
Fort Save 3 1d20 + 8 ⇒ (9) + 8 = 17
Reflex Save 1 1d20 + 1 ⇒ (16) + 1 = 17
Reflex Save 2 1d20 + 1 ⇒ (2) + 1 = 31d6 ⇒ 5
Reflex Save 3 1d20 + 1 ⇒ (8) + 1 = 91d6 ⇒ 3
Survival, to find Darkwood 1d20 + 7 ⇒ (5) + 7 = 12
Perception 1d20 + 8 ⇒ (18) + 8 = 26
Cale ignores the rain, as his natural rocky toughness helps to protect him. He ignore the rain so much that he also ignores most of the terrian getting minor scratches, bruises and bumps.
"It's just rain, all doing well there?" he remarks without directing that question to anyone in parituclar.
Kalasin's healing though makes the journey more comfortable and the food while not excellent was adequate.
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
See not so bad, just needed a good night's rest didn't catch a cold if was just that particular horrible day he says the day after coughing. Even you look much better dear
------
Incoming !
what would be the relevent Kn dm?
Surprise Round
Let it move toward us a bit first.
Swift: Drop extract into hand, Standard : Drink Shield extract. Current AC 23. 5ft step
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, I forgot to say it earlier, so nobody has to change their movements, but be aware that the area has about 2 inches of water over about 3 inches of mud. So everyone is at half movement and no five ft adjustments are possible.
Kalasin gives in and casts her normally prepared spell of the day. "আমাকে রক্ষা Ashava." A protective barrier surrounds her. She stays put not wanting to stray to far from the others and get solo'd by this water-thing.
Casting Shield of Faith, +2 Deflection AC Current AC: 18
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
Posting this in all my games, both run and played in.
As you all know, I've been rather busy and traveling a lot lately. This is going to continue for awhile. Hopefully I'll be able to keep up the posts. It's now confirmed I'll be going on an overseas job for 6 weeks at the end of August, coming back early October. I will hopefully be able to continue posting, but wanted to give advance warning.
I'll be 11 or 12 hours off my normal schedule, as I'm going literally to the other side of the planet. :) First trip to this area, so I'm not sure what the internet will be like, or even if I can get to Paizo. So if, after I leave, I vanish for a month, please don't give up on me, it just means I couldn't connect due to country filters or something.
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
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
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
Completely civilian, so the stab missed. :) Programmer in the energy industry. Company is trying to open up opportunities in the area, so doing a project there.
I know I'll still be around. :) Most if not all my travel is supposed to be over till next summer. Unless we get a new customer in the middle of winter... That has happened, but it's rare. Most places change in the summer.
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
Let's go then once all preparations are made. Cale will cover up himself and his equipment with any waterproofing items he can make use of. Also something warm to wear as well.
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'm going to have to drop out. I tried juggling two campaigns, but not only does my imagination immediately shift to one side (heavily) when I'm doing so, but I can't bring myself to post in two of them regularly, and at the moment, the WotR campaign I'm in is just more appealing to me (as is the character). Really sorry, but I figure it's better for me to drop and let someone else get in than continue to take a spot. Cale, my condolences for your loss. *Hug*
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
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, the other game is down to four right now. If either drops to 3 I'll merge them.
Sorry for the delay posting, this week has been really hectic, and this and the other hexworld game is very time consuming to set up, as I have to do a bunch of rolls and such and then determine what the results are everytime I do a post. Then go look up environmental enemies, or make up hazards, etc. :)
Honestly I'd expected you to go into the occupied hectates at least for a little while to gather information, which usually let's me put out all sorts of stuff. You two groups are the first games I've run this world on who avoided them. :) Interesting experience as a GM. :)
I'll try really hard to get the next full on post up tonight. I just spent four hours shopping for clothes for my trip (my usual dress code at work is business casual, polo shirts and jeans or polo shirts and slacks. The Kuwait trip is full on suit/tie/dress shirt, and I haven't bought any in years. Did I mention I hate shopping?
i was all for fully exploring this hecate its just that some one has express her fear without much knowing what it is to fear. Its not like we can't survive a week or two of almost constant rain
I1
Terrain:1d20 - 5 ⇒ (6) - 5 = 1 Encounter Day 1:1d100 ⇒ 31 Encounter Day 2:1d100 ⇒ 24
I2
Terrain:1d20 - 5 ⇒ (16) - 5 = 11 Encounter Day 1:1d100 ⇒ 83 Encounter Day 2:1d100 ⇒ 64 Encounter Day 3:1d100 ⇒ 44
The first two days in the hectate aren't too bad, the party makes decent progress, even though the going is hard, thick mud, heavy rain, and fast moving streams 3 to 8 feet across with white water make it an unpleasant experience, but at least they manage to keep moving.
Nights are less than fun. There's no dry places, the best they can do is a cold camp and putting up the tent on top of a hill to keep the rain out.
As they get into I2, they find an unusual amount of growth. Darkwood trees push aside the torents of water, making the pulsing pounding streams split and turning the entire area into a trecherous dangerous slog through hidden roots and rushing water.
In the I2 hex you've found a darkwood forest of sorts. The heavy water that normally get's channeled into streams is instead split up and spread out by the hard trunks and roots of the trees, making the entire area difficult to pass by. You'll need someone with survival to make three DC 20 survival checks to keep you on the right path. Additionally, everyone will need to make three fortitude saves, DC 15, and three reflex saves DC 15, to get through the area without incident. Failing the fortitude saves leaves the person sick from exposure (no place to set up the tent in the forest) or diseased (if all 3 are failed) and failing the Reflex saves invlicts 1d6 damage per failed save (from falling into pits or being knocked off your feet and swept into a tree). On the bright side, you can make a single Survival check while going through the forest to find salvageable darkwood that can be carried and sold/crafted at a later date.
Is it possible to take 10 on the survival checks? I have a +10 to avoid getting lost and for traveling in bad weather is why I ask. And I take it Resist Elements doesn't do much in reguards to the fort saves? I'll make a post when I'm back home. Signal is sportier than it usually is on this route.
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'll post tomorrow hopefully. Been up 19 hours now, wife had reconstructive surgery today on her foot. And I'm in pain, threw my back out lifting her up to get her settled at home.
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
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
Posting in all my game threads.
Sorry about this week, between illness, wife's ongoing recovery requirements, and work hitting me between the eyes with a mallet, this week is very busy and tiring. It'll probably be Saturday afternoon before I get any major updates out in any games.
I've been grabbing low-hanging fruit where I can (quick posts and updates). And I've been spotty about double checking each thread to make sure it's moving along. My apologies on that. I'll go through each one with a fine tooth comb Saturday.
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, we're down two people in the other thread.
I'm considering consolidating everyone into one game. That would result in 7 players in one game. I think that's sustainable, and it would give the games some umph and make it easier for me to coordinate them. What do you all think?
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
I was going to make a snarky joke about "well, as long as there's no elf archeologists..." but it's not clear from the other thread who's still in, so I'll just assert for the record that it was going to be a stupendously funny joke, and quietly assent.
*cue sarcasm* Of course Goragg, why wouldn't you be in charge? It's not like there's anyone else vying for that position. Yes, yes it's all yours. There'll be no argument about it. Nope, none at all.
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