(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?

MAPS
World Map

Hexes : Current Hex

Encounter

Files
Pallet

EXP log


1,051 to 1,100 of 1,153 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>

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)

"I... see..." No, she didn't really. But to Goragg, it was hilarious. "You think anything is on top of it?"

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 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.

He glances back at Kalasin with a impish smile.

Ya gotta admit, though. It's pretty freakin' big.


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

"It's big and now we got to go around it unless we're climbing." Cale urges the other two to go on.


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 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.


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)

Kalasin matched his grin. "Yes, it is."

====== At the Wall ======

"Camp here for the night and cross in the morning? Or cross now?"


Sleep in this side, we know what the weather is like. But we can always take a peek to know what we should expect in the morning


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

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.


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

"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.


Well at least we won't run out of fresh water he says smiling, but not really enchanted at the prospect of being web for the next few weeks.

We should get supplies here in order to make some fire every once in a while


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

Are 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."


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, my bad, I7, not H6


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)

It's okay, there's a lot to keep up with this game.


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


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

"We'll need to oil and waterproof our items." Cale points out.


Yup Cale


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)

'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.

Sczarni

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

After ducking through for a quick scout, Goragg suggests,

It looks like we may be fording many streams and rivers. Check your ropes and keep them handy.

He scouts the area around camp for any long tree limbs (of the "10 foot pole" variety).

Goragg is ready to proceed.


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)

Kalasin was watching the moon rise in the sky, "Sometimes... I really miss our moon..."

Anyone still down HP? I don't remember us getting in a fight since I last healed everyone up full, but now is the best time to do so if it's needed.


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

Nope, you've been lucky on the encounters lately. Mostly I've been rolling safe hectates, which is odd, but what the hey, I'll go with it.


Yup a good hot water bath would be nice..


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 joins Grim in searching for supplies and sturdy poles.


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)

"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.

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'm open to suggestions, little lady., Goragg says without irony.

He stares up at the rocky structure.

You'd rather climb?


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)

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."

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

Oh, yeah, right. Retconn to:

You'd rather travel back and scale the freakin' big rock?

Goragg collapses into fits of uncontrollable laughter, chuckling to himself for several minutes afterward.

After Kalasin's response,

I don't care. I've been wet before. But dry is better.


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)

"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.

Lung Fever = pneumonia


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


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)

"There's exploring and walking to your death. That hectate is a deathtrap."


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

"Let's hope that the hecate is short then." Cale points out after covering up.


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)

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


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

Okie dokie, away we go! Let me know your planned path on the hex map and we'll get going.


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)

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.

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 prefers route "C", is fine with route "B", and cares not for route "A".


whe have to explore this hecate any way


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 is fine anyway though he'd rather not get wet.


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

Ok, I'll do my best to get an exploratory post up today.


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)

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

Welp, she's sick.

Ref 1: 1d20 + 3 ⇒ (15) + 3 = 18
Ref 2: 1d20 + 3 ⇒ (13) + 3 = 16
Ref 3: 1d20 + 3 ⇒ (4) + 3 = 7

Failed Ref Save Damage: 1d6 ⇒ 2

Survival Check for Wood: 1d20 + 5 ⇒ (17) + 5 = 22 Didn'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.

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 ⇒ (4) + 6 = 10 --> sick
Fortitude: 1d20 + 6 ⇒ (13) + 6 = 19
Fortitude: 1d20 + 6 ⇒ (14) + 6 = 20

Reflex: 1d20 + 9 ⇒ (1) + 9 = 10 --> Ouch: 1d6 ⇒ 4
Reflex: 1d20 + 9 ⇒ (16) + 9 = 25
Reflex: 1d20 + 9 ⇒ (1) + 9 = 10 --> Ouch: 1d6 ⇒ 6

Survival (collect wood): 1d20 + 7 ⇒ (5) + 7 = 12

Kala(cough)sin, you were ri(cough)...right.


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)

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.


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

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.

Perception Cale: 1d20 + 8 ⇒ (18) + 8 = 26
Perception Goragg: 1d20 + 7 ⇒ (9) + 7 = 16
Perception Grim: 1d20 + 6 ⇒ (16) + 6 = 22
Perception Kalasin: 1d20 + 4 ⇒ (9) + 4 = 13

Init Cale: 1d20 ⇒ 15
Init Goragg: 1d20 + 4 ⇒ (19) + 4 = 23
Init Grim: 1d20 + 3 ⇒ (18) + 3 = 21
Init Kalasin: 1d20 + 3 ⇒ (13) + 3 = 16

Init Creature: 1d20 + 2 ⇒ (2) + 2 = 4

But one of the pools nearby heaves, and a jerks, and spouts up and grows eyes and a mouth and arms and begins to move toward the group.

Everyone, then the creature. It's not flat-footed, since it's action initiated combat.


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)

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 = 15 Yay 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


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

Surprise round, only move or standard. As to the perception, put it like this : Perception(Nature) 12(14) or whatever.


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)

Sorry! Missed it was a surprise round :) Then she just moves.


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 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 = 3 1d6 ⇒ 5
Reflex Save 3 1d20 + 1 ⇒ (8) + 1 = 9 1d6 ⇒ 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.

Now there was something else.

"Grim Could you cook that?"
Knowledge (nature) 1d20 + 7 ⇒ (4) + 7 = 11
Knowledge (Dungeeonnering) 1d20 + 7 ⇒ (1) + 7 = 8

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 ⇒ (12) + 6 = 18

Goragg sneers at petty sickness.

He moves forward next to Kalasin, readying his falchion.


Previously

Fort Recover: 1d20 + 6 ⇒ (18) + 6 = 24

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


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

Kn(Planes)


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 creature sloshes over the muddy and water soaked ground, moving like a ponderous tidal wave, welling up and up as it moves closer.

Phase 2
Init Cale: 1d20 ⇒ 8
Init Goragg: 1d20 + 4 ⇒ (7) + 4 = 11
Init Grim: 1d20 + 3 ⇒ (15) + 3 = 18
Init Kalasin: 1d20 + 3 ⇒ (18) + 3 = 21

Init Creature: 1d20 + 2 ⇒ (16) + 2 = 18

Kalasin, then the creature, everyon else.


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, 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.


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)

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

951 to 1,000 of 1,153 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / A World Apart - Team Stag All Messageboards

Want to post a reply? Sign in.
201 to 244 of 244 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

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

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.

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

Sounds awesome. What countries are you leaving and visiting?


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

Leaving the US, visiting Kuwait.

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

Gonna take a stab here...which branch?


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

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.


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)

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.


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

Have a good trip. Kiana will be in good hands.


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

Is everyone heading into the storm hectate, or just camping out? Nobody's posted 'Ok, we head on through' just camp.


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

I would think that we're going to be camping out and preparing ourselves to go into the storm hecate.


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, just let me know when you're ready to enter and we'll start making health rolls and stamina checks and such traveling through hostile terrain.

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

Hey! You didn't say this would be dangerous! ;-)

Goragg's ready to move.


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)

And Kalasin's been opposed since she learned what was going on in the hectate :)


i am ready also :)


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

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*


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, I understand.

So, question for everyone, would you want a replacement, or would you rather merge the two groups back together? The other group is a bit low as well.


up to you DM

we can also continue with the 4 of us too (after all its a homebrew game so encounter can be tailored to the number of players

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

Yup, happy to merge, happy to continue smaller, happy to recruit. No wrong answer.

I think in our last interaction the two groups had some rivalry, so making a cohesive group may be a challenge.

Recruiting takes a few days to accomplish, but doesn't really impede us in the meantime.

As I said, no wrong answers, I'm happy with any choice. My vote is merge if possible, recruit if not.


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

Sorry to hear that Aldrah. There'll be other games.

I'm fine with merge, recruit or play on. MDT you decide, you're the GM afterall.


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, 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

(just teasing of course)


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

GM Evilness:

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

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.


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

Ermm Wrong Thread?

I'll be gone from 21st to 29th Aug on training camp so Logging on may not be easy for me.


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)

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.


Fort: 1d20 + 6 ⇒ (19) + 6 = 25
Fort: 1d20 + 6 ⇒ (5) + 6 = 11 => Sick
Fort: 1d20 + 6 ⇒ (18) + 6 = 24

Reflex: 1d20 + 6 ⇒ (6) + 6 = 121d6 ⇒ 6
Reflex: 1d20 + 6 ⇒ (4) + 6 = 10
Reflex: 1d20 + 6 ⇒ (9) + 6 = 151d6 ⇒ 6

Survival: 1d20 + 5 ⇒ (13) + 5 = 18 => finds some darkwood

See ? not soo bad he says with a runny nose and drinking a CLW: 1d8 + 3 ⇒ (1) + 3 = 4 extract


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, wrong thread, sorry, repost in game thread. :)

ANd yes, you can take 10 on survival checks.


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)

Just wanted to check, in case the environment prevented it. :) But post is up.


Posting this to all My games:

I am heading off this afternoon to a 3 day music Festival. Expect very limited posting from my part.

If the game is in the middle of combat I WILL post once a day my combat actions.

Normal posting will resume on monday 25th


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'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.

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

Be well, mdt.


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)

Ouch, get some rest and I hope you feel better soon. Post when you are able :) I'm willing to wait.


yup Get better :)


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

I am back. Camp took longer than expected and I just reached home.

Rest well MDT.


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)

Generic post for all my games: I don't know when ill be up to posting. I woke up very, very sick. I just now got to where I could post this.


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

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.


no worries DM feel better


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, 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?


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)

I'm fine with that. :) If it makes everything easier on you and helps keep this game going, I'm for it.

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 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.

Consolidate away, sounds good to me.

Oh, and I'm still in charge. ;-)


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)

*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.

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

*totally missing sarcasm* Finally! Someone with some sense!

Can you talk to the others?


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 Nudges Kalasin.

"Of course he's in charge. He takes responsiblity for everything."


Don't care one way or the other as long as they can follow simple directions. he says smiling


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)

"Oh Goragg." Unable to supress the chuckle

201 to 244 of 244 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / A World Apart - Team Stag Discussion All Messageboards

Want to post a reply? Sign in.