A Changed World. (Inactive)

Game Master Herkymr the Silly

Changes in everything have occurred and magic has arrived after a apocalyptic cataclysm of nuclear and chemical warfare was released upon the world. You are among the first to "resurface" to the outs and begin to reclaim and rediscover the world not as it was but as it has become.


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Male Fetchling Oracle 4: Character Sheet

Yellen stares at the conversation, only catching pieces of it. Finally he sat back, immersing himself in his notes again, but keeping an eye out for when his compatriates return.


AC 11, touch 11, flat-footed 10 (+1 Dex)|hand of the apprentice (8/day) Acrobatics -2 (-6 to jump), Bluff +1, Craft (alchemy) +11, Fly +4, Knowledge (arcana) +11, Knowledge (local) +11, Linguistics +11, Perception +3, Sense Motive +8, Spellcraft +11, Use Magic Device +3;

"Friend is a term you will have to earn the rights to but as for my name I didnt offer it. I will be around if you survive the "lumberjack's" horror so catch me then or wimp out and try it yourselves. I care not really but watching your mistakes trying to get the cache and get back would surely be worth the price of a good bard for the retelling...and a bit of time expense for me to watch the culling!! he grins glancing about at the assorted group of you.And Gobby, I am not a human....
swiftly the elfling throws back his hood and sweeps his cloak aside revealing a heavily used breastplate and a baldric sporting a two-bladed sword. The sword as well has seen use but is kept immaculately clean showing a great reverence towards it from half-elf My name is Clawshorn... those of my close group may call me David and those of my enemies, may call me when they wish and where they wish. I stand ready! With a swift shifting of weight the half elf Clawshorn agiley stalks from the room.


With a dry chuckle over the interplay, Borsa pushes back his chair and rocks back perusing Malgrim with a considering look. Slowly he smiles and seems to come to some sort of decision You all gotta group I see but what do we call ya? If I were to recommend you or blacklist you to my compatriots who do I tell them you are? Expectantly he pauses searching first Malgrim's, then Inyl's, and finally Bartlebee
s faces.

now i know the locals will look kindly on any help you may offer and the cache aint going no where for the time. It will take a few days for me to get things ready for you if you expect to be outfitted. Maybe you could look into the "lumberjacks" and see what is ailing the odd fellow. If you know what it takes to cure it then maybe you can look more specifically when you leave for me. nodding in satisfaction he rises to his feet rather slowly and heavily. Now if you will excuse me, I need to know how many of you will need outfitted. Give me a list or get it to me through the barkeep, Harold here and I will see what i can do. When next we meet, say 2 days it shall be here and we'll set out the rest of the details then.


Male Drow Rogue (Poisoner)/Alchemist 2

They call us the Paramalid, Inyl answered having regained his swag since Mr. Knotty-Knickers left, the Fortunate Strangers.

He groaned inwardly over his comrades' bleeding hearts. Still, he knew his odds of getting that cache without them were slim. Besides, somebody had to look out for Yellen. Couldn't understand him with all the sign-language and what-not, but Inyl doesn't easily trust those from other planes, and Yellen is the only other kayal he's met since he escaped.


Male Gnome Oracle 4

Bartlebi thinks for a moment, and then speaks up. I would very much like to go have a look at this lumberjack.
Pausing for a moment, he then mentions off hand
I think I will also have need for some rats.


Vitals:
HP: 53/53 | AC: 23 T: 14 FF: 19 CMD: 21 | Will: +4, Ref: +5, Fort: +9 | Init: +4 Perc: +11 darkvision | Effects: none
Abilities:
Combat expertise: -1 to attack +2 Dodge bonus | Fighting Defensively: -2 to attack +3 Dodge bonus
Male Hobgoblin Fighter 4

Before Borsa had left, Malgrim said the following to him, "We'll discuss amongst ourselves what supplies might be necessary for this journey and will give the list to Harold. I do have one more question before you leave, how many days travel would it be from here to where the cache is supposed to be?"


Depends my friend on how fast you travel and if you have a guide who is familiar with the general lands you will be traveling. But my guess is less than 2 weeks each way, but that is a guess if you were unloaded with goods and had nothing to pull or transport it with.


Male Drow Rogue (Poisoner)/Alchemist 2

"Good, logistics for the cache covered, but aren't we supposed to be finding an animal-attack victim?" He looked at 'Grim, brows raised, with a sort of I-don't-really-care-either-way look on his face.


From across the room a lithe female glides to where the group of you stand talking.Her clothing is of exquisite and form fitting; it shimmers and ripples as if it isn't completely of this plane. She looks at Inyl and then at Malgrim and Borsa each in turn. Glancing at David she dismisses him with a brief wave of the hand which he acknowledges with a bow and hurries away.

Inyl:
A faint buzzing wracks your brain momentarily as the stranger looks at you and then you here in the language of the shadow plain ....Greeting from the great wyrm.You have not nor will you be forgotten. with a slight condescending tone the voice continues I feel your mark still, your brand of shame and betrayal. The great one offers a chance to redeem your family and remove your brand.Find me at the lightning burnt oak outside of town tonight if you accept the offer. I will wait there for one hour at midnight.

Malgrim - will save dc 13--if successful read:
...you hear a low chuckle of a lightly calloused voice. It resounds only in your head and your peripheral vision tells you that no one else seems to be hearing it. "You are more than you appear and yet so simple. The great wyrm may have use of you yet but time will tell. The forests have more than one danger and more than one way for it to solve the problem. Careful what you agree to before you know the ramifications that will result."

Malgrim if save fails:
nonlethal damage: 1d4 + 1 ⇒ (4) + 1 = 5 Your head feels like someone has let you drink to much ramboozle last night and the hangover has just crashed down. You know it is only a feeling but it leaves you feeling just a bit off kilter.

Borsa. I see you are entertaining the guests with stories. Well the cache maybe more than a story but it may not. The lumberjacks however need to learn what is and isnt allowed. Maybe you should lead the next group so you can "Know" yourself what will continue to happen. Domman was one of your friends until he took your place on the last excursion. Now he is mad and you write him off like nothing was ever between the two of you. No honor and no sense of loyalty. I hope something untoward doesn't happen to you With a dry sardonic chuckle carrying a heap of malice behind it, she mockingly bows and says I am but Miasol and I am only a messenger, a harbinger if you will of others of fate.


A commotion outside the tavern draws the patrons away from the minstrels and to the doorway. Help!! Call the Healer and get someone to watch the north-side of the town. We've got several injured animals that are rampaging just outside the city boundaries. Several children have been gored and several other people have been bitten severely.

and somebody find Mad Domman. He may add some clarity to this. somebody said they saw him right before the crazy animals attacked. He was mumbling something about "I told you and you didnt listen" and such.


perception check --- for those of you who want one the dc is 16

success:
Miasol is slipping very quickly and quietly out the back. Borsa appears to be absorbed rather intently in his drink and not paying any attention to the commotion.

success +10:
all above and -----Miasol is sliding a small vial of something back into a bag and has a grin dancing slightly across her lips. You spot a small tattoo on her wrist just on the inside where it hadn't been observed before. Unable to make a clear view of the tattoo but it is in red and green ink.

success +20:
all above and ----- The tattoo is of a dragon head and the vial has a small thumb "mark" or brand on it. The mark most likely identifies its origin. Borsa has a stain on his sleeve that hadnt been visible before and he appears more slumped than focused.


Male Gnome Oracle 4

Dice roll:
perception 1d20 + 6 ⇒ (10) + 6 = 16


Vitals:
HP: 53/53 | AC: 23 T: 14 FF: 19 CMD: 21 | Will: +4, Ref: +5, Fort: +9 | Init: +4 Perc: +11 darkvision | Effects: none
Abilities:
Combat expertise: -1 to attack +2 Dodge bonus | Fighting Defensively: -2 to attack +3 Dodge bonus
Male Hobgoblin Fighter 4

dice rolls:
Will save: 1d20 + 4 ⇒ (11) + 4 = 15
perception: 1d20 + 11 ⇒ (18) + 11 = 29
will make a proper post later, currently not near a computer. Btw, how can any of us make a dc 36 perception check? My highest would be a 31.


Male Drow Rogue (Poisoner)/Alchemist 2

As he saw the kayal woman approaching in such fine garb--and not hard on the eyes either--his thoughts immediately focused on impressing, befriending, and wooing this maiden...as quickly as possible.

Her message to him, however, struck clean any other thoughts. Home. Redemption. He cared (a bit) for his comrades, but a chance to return to his father...He shook his head, No, he thought, It can't be true, it's a trick. But after all this time, could he really take that chance? @GM: will you let me know when it's about to be midnight? (hard to keep track of time on PbP)

Hope it's okay, I must have been retarded when I ranked my skills, I'm switching out Swim for Perception (4 ranks)
Perception: 1d20 + 4 ⇒ (4) + 4 = 8 not that it'll help me much


Vitals:
HP: 53/53 | AC: 23 T: 14 FF: 19 CMD: 21 | Will: +4, Ref: +5, Fort: +9 | Init: +4 Perc: +11 darkvision | Effects: none
Abilities:
Combat expertise: -1 to attack +2 Dodge bonus | Fighting Defensively: -2 to attack +3 Dodge bonus
Male Hobgoblin Fighter 4

"Let's make haste to the northern side of town, we don't want those creatures to continue their rampage."


Malgrim Ironhide wrote:

** spoiler omitted **

natural 20s add 10 immediately


Male Drow Rogue (Poisoner)/Alchemist 2

"Whatever you say maestro," Inyl tries his best to be glib, but even he can tell his words came out distant and distracted. He follows Ironhide to where the beasts are endangering the townsfolk, sneaking: 1d20 + 11 ⇒ (11) + 11 = 22 and drawing his bow and an arrow as they draw nearer.


Vitals:
HP: 53/53 | AC: 23 T: 14 FF: 19 CMD: 21 | Will: +4, Ref: +5, Fort: +9 | Init: +4 Perc: +11 darkvision | Effects: none
Abilities:
Combat expertise: -1 to attack +2 Dodge bonus | Fighting Defensively: -2 to attack +3 Dodge bonus
Male Hobgoblin Fighter 4

Before he leaves, he beckons Yellon while saying, "If you hadn't noticed there's trouble brewing at the edge of town."


Male Fetchling Oracle 4: Character Sheet

Dice:
Perception: 1d20 - 1 ⇒ (18) - 1 = 17

My guess is that one is an opposed Perception check? +4 if not.

Yellen watches the patrons flow towards the door. He looks up from his studies looking around the room. He watches as one patron slips quietly out the back. He looks up at Malgrim questioningly, then his face opens wide in realization. Let's go. He quickly stuffs his journal in his pouch, shoulders his backpack and stands to leave. He walks, following the commotion and his companions, morningstar sitting menacingly on his shoulder.


Emerging from the door, you are pressed by the throng of rushing people; all rushing away from something. Fighting your way towards the cause of the panic is difficult but after some effort of both patience and strength you see the edge of the crowd and the reason for the mass exodus.
Running rampant are 4 beasts of odd genetic composition. Each monstrosity is covered in a mismatched conglomeration of fur and armor plating. That is were the similarities end.
From the mouth of one bellows forth a low humming. It seems to shimmer the air around it before causing things to explode outward. It shakes its head side to side apparently trying to dislodge the massive pike buried with in it left eye socket. Thick natural plating adorn its body with a concentration of it appearing near the neck and front conjoining areas of the legs and torso. All 6 of its legs appear much to small for a body this big and yet they seem to do nothing to hamper the movement of the creature. Behind this in no set formation or pattern rage the other three creatures.
Next comes a two legged freak. It carries a massive tree clutched in its hand smashing everything still standing from the attacks of the other beast. From its mouths echo a hollow rasping noise that vaguely resembles laughter. Its eyes are dark orbs with occasional flashes of deep blue flitting across them.
A long sinuous body mounted on 7 legs comes next. It appears to move slither-like resembling a snake or lizard. It tongue darts from side to side leaving flame kisses on everything it touches. Occasionally it grabs some unsuspecting villager or animal and gulp it down with a quick snap of its tongue and a toss up of its head. Sleek fur caresses the frame of this beast rippling almost as if it were feathers in a gentle breeze. Its body extends behind it some 15 or so feet.
The last beast appears to be dwarfed by his siblings. He stand about 5ft at the shoulder and about 6 ft long from crown to buttocks. It bounds forward it short burst of tremendous speed. Then it settles on its haunches and appears to be catatonic. A few seconds later it repeats the process.

perception DC 13:
Its eyes seem to be opaque and unfocused possibly making it blind or sensitive to the light.
Slits line the sides of this creature starting and the foreleg and spacing down the side in paradoxical placement with the other side before terminating at the front of the rear leg. Its body glistens like it is constantly sweating profusely. This sweat however "melts" organic material on which it rests' leaving a black tar like residue. The creature doesn't appear to have a mouth but when objects come in direct contact with the body they seem to absorb directly through the skin.
Taking to the roof tops is a half dozen guards. They are led by a male dressed in pristinely cleaned but not shiny field plate. He strings his bow with some effort and takes aim on the two leg. A solid twang emanates from the bow as the arrow is released. It finds it mark burying itself deep into the abdomen of the two legged rager. A second arrow sprouts almost immediately next to the first causing the creature to howl and rush madly towards the nearest group of villages. Seeing the danger the bowman draws a great sword and drops from the building trying to interceded himself between the village folk and the beast.
Several archers are now shooting at the various beasts with varying degrees of success. A line of 10 horsemen beginning to form up ranks behind you all wearing the local guard insignia. Though war trained, the riders still fight to keep their mounts steady in the face of these things. You notice a thinning of the crowd between the cavalry and monstrosities. Realizing you are in the line of charge your group moves to the side.

line order:
Give me a set up of your group as in positioning etc. For ease you all arrive at about the same time. And roll initiatives

those on the right:
Snakeish thing strikes out at the closest (front of line)to it20 + 5 = 25 damage1d8 + 7 ⇒ (1) + 7 = 8 if hit Reflex DC 15 or catch fire for 1d6 ⇒ 4rounds

those on the left:
Sound rushes through and around you causing things to shatter into pieces and slamming into with a "physical presence" failed will DC 15 2d4 + 2 ⇒ (1, 4) + 2 = 7 sonic damage----reflex 201d6 + 4 ⇒ (6) + 4 = 10success=half-- damage from flying bits of shattered debris.

The cavalry charge the remaining beast but only some of the riders are successful controlling their frightened mounts. Three mounts run off in terror dragging their riders behind as the riders get caught in the accoutrements of the mounts.
With a roar the the club sails toward the protector from earlier. Inches from contact, the lithe fellow ducks under and slashes his great sword into the exposed under arm of the beast. The force of the two attacks clashing dismembers the arm of the creature. Archery combatants from the near by roof tops finish off the dispatching of the now wounded beast.

The smaller creature pauses as if to listen or feel the pulse of the combat. Then swiftly it lunges forward in one tremendous jump placing itself in the midst of the villagers once threatened by the two leg beast. Several villagers cry out in pain as the body fluid of the creature splatters on their skin and clothing. Deftly the tongue lashes out and snatches 3 women drawing them into its mouth in a flurry of screams. Second later its tongue begins to search for more quarry.


Male Drow Rogue (Poisoner)/Alchemist 2

Inyl lines up as far to the back and right as he can, hoping to do some ranged damage before the monsters reach his position.

Do you realize you didn't put a "d" in the d20 for attack for the snake-thing?

On his turn...

"Ya wanna eat something? Eat this!" Inyl shouts at the fire-tongued beast as he looses an arrow at it.

Dice:

Init: 1d20 + 2 ⇒ (2) + 2 = 4
Attack: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Perc: 1d20 + 4 ⇒ (1) + 4 = 5


Male Gnome Oracle 4

SUPER IMPORTANT. I never got an answer if I could take two of the minions I have statted on my profile.

Bartlebi, last out the door, hurries off to the left to avoid the cavalry charge, and on seeing the short creature eating villagers he speaks a word to it with magic power behind his voice. Wyrmwood.

Command spell: Vomit, DC 17 will.

dice:

1d20 + 6 ⇒ (16) + 6 = 22 will
1d20 + 6 ⇒ (4) + 6 = 10 perception
1d20 + 4 ⇒ (15) + 4 = 19 init


Vitals:
HP: 53/53 | AC: 23 T: 14 FF: 19 CMD: 21 | Will: +4, Ref: +5, Fort: +9 | Init: +4 Perc: +11 darkvision | Effects: none
Abilities:
Combat expertise: -1 to attack +2 Dodge bonus | Fighting Defensively: -2 to attack +3 Dodge bonus
Male Hobgoblin Fighter 4

dice rolls:
initiative: 1d20 + 4 ⇒ (19) + 4 = 23
perception: 1d20 + 11 ⇒ (8) + 11 = 19

clarification question:
So if I get the situation right, the big guy with three is being taken care off, the little guy is where the big guy used to be. But near which side is that? Left or right? And which of the remaining creatures is at those sides? One last question, what did the cavalry charge? This will help me determine my further actions.


Bartlebi Featheringwalthamstone wrote:

SUPER IMPORTANT. I never got an answer if I could take two of the minions I have statted on my profile.

Bartlebi, last out the door, hurries off to the left to avoid the cavalry charge, and on seeing the short creature eating villagers he speaks a word to it with magic power behind his voice. Wyrmwood.

Command spell: Vomit, DC 17 will.

** spoiler omitted **

you have them


snake thingy attack with the "d" in it. THanks inyl
attack1d20 + 5 ⇒ (20) + 5 = 25


Male Aasimar Sorcerer 1 | Scaled Fist 1

Kuran surges forward from the left side at the Snake. His hammer coming down in a powerful overhead arc.

Power attacking vital strike: 1d20 + 8 ⇒ (16) + 8 = 24damage: 4d6 + 13 ⇒ (4, 1, 4, 2) + 13 = 24


Male Drow Rogue (Poisoner)/Alchemist 2

I'd say you're welcome, but I made a crit threat, so I feel bad for whoever's out front.


Male Fetchling Oracle 4: Character Sheet

Yellen looks around at the creatures, trying to find two or three close together. His grey lips curve in a smile and he points, one finger curling. His hand opens suddenly, and a burst of sound strikes out at two of the strange creatures.

Dice:
Initiative: 1d20 - 1 ⇒ (2) - 1 = 1
Perception: 1d20 + 3 ⇒ (7) + 3 = 10
Cast Sound Burst (10 Ft. Radius Spread): 1d8 ⇒ 4 sonic damage. DC 16 Fortitude save, or stunned for 1 round.

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