Aardvark's "To What Depths Would You Go For Freedom?" S&S Campaign (Inactive)

Game Master Troy Malovich

Four unlucky souls find themselves press-ganged into the crew of the Wormwood.


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Male Human Sorcerer 2 (AC: 13 [13 /10]; HP: 10/10; F+0, R+2, W+3; Init: +2; Perc: +0

Belor follows up behind Holgur, trying to stay low and out of site.

Stealth: 1d20 + 2 ⇒ (2) + 2 = 4

Unfortunately he trips over himself and spills just about everything he owns onto the ground.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Sorry, holidays and end of semester.

You were given two days to return, not a few hours. As explained here


Male Human Ranger-Skirmisher 3 | HP 30/30 | AC 16 FF 12 T14 | Saves +5/ +5/ +1 | Init + 8 | Perc + 6 | BAB +2 CMB +5 CMD +17

Sorry, details escape me sometimes. But what is done cannot be undone, and I think it will help move things along.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

The headache from the shipwreck and subsequent coughing fits after he and the others had washed ashore was finally starting to fade. The clamor in his head was not. It seemed that everyone was wanting to know what was happening, though of course no one did.

preliminary post while I sort out character tidbits

Grand Lodge

male human inquisitor of Cayden 1/fighter (lore warden) 1
Defenses:
HP 4/16 AC 17, T 10, FF 17, Fort +5 Ref +0 Will +4, CMD 14

It had taken all of Nico's agility and strength to avoid certain death when the ship had wrecked - or so he thought, at least. Nico's memory was more than a little fuzzy at the thought of the wreck. And what was that taste in his mouth? Oh, sand.

Good, he wouldn't drown.

Struggling to his feet, trying to whick the water off of his arms and squeeze his clothes dry, he groans, "Oh, I really need a drink."


Female Human Fighter (Lore Warden) 9 I HP 64/76 I AC 23 [T 14 FF 20] I Fort +9, Ref +7, Will +7(9) I Init +2 I Percep +1 I Conditions:

Ugh - painful
 
Eldarel regains consciousness with a start and immediately looks around for his companion Nightshade, the shadowy feline eidolon. Hm, not here - she vanishes when I'm asleep; looks like it's the same when I'm knocked out. Would have lived quite happily without finding that out. The elf tries to recollect what brought him here - he has vague memories of a ship, a wreck, scrambling to escape, someone helping him onto a piece of driftwood, running them through with his rapier because there wasn't enough room... then a blank.
 
He sits up, his studded leather armour creaking - it is caked with salt. Eldarel pauses for a moment to start the ritual that will call Nightshade to his side; then - realising that the ritual takes a whole minute, during which he is vulnerable - decides against it. 
 
He checks he still has his daggers and rapier and that they are loose in their sheaths, and does his best to make himself look presentable. He wants to make a good first impression on anyone that he finds, after all. Hopefully he will find someone - they may have water.  He needs water.
 
The tall elf stands up, doing his best to project a nonchalance and confidence he doesn't really feel at this point.
 
 


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

"Looks like there's not much of that to be found here. Not immediately anyways. It is likely we are going to have to look for some fresh water...unless either of you can magic us up some."

Brennan pulled a dagger seemingly out of thin air and began poking around the detritus that washed onto shore with them, looking for any supplies that might be useful.

Sleight of hand: 1d20 + 9 ⇒ (10) + 9 = 19

perception: 1d20 + 5 ⇒ (18) + 5 = 23

Grand Lodge

male human inquisitor of Cayden 1/fighter (lore warden) 1
Defenses:
HP 4/16 AC 17, T 10, FF 17, Fort +5 Ref +0 Will +4, CMD 14

Nico pulls a waterskin off of his belt at the mention of water - he really is quite thirsty, and not just for the strong stuff. Seeing that it's caked with sand, he wills a small stream of water to clean off the outside, fills it once, pours it out, and then fills it again.

He takes a long gulp before he holds the thing out, its nozzle dripping with water. "Unless either of you folk have got containers, feel free to take a sip."


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

As the three washed ashore shipmates regain their composure and senses they take in their surroundings. The island looks like it may be a long one, about a decent couple miles long, and maybe half as wide before curving a little at the far end. From what you can tell you are on the southern end, with a large overgrown and untended cornfield directly north of you, a white sandy open beach running a good length along the east side of the isle, and a long tall cliff running along the west side.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Wormwood Crew:
You all start making your way into, through, or around the corn field but it doesn't take long before you each lose sight of one another. Even Belor and Ciera who had follwed Holgur in had become seperated amongst the corn. For the sake of numbers and to keep from the hindrance of the corn, Kelly instead follows Frytz around the field. Before too long there are the sounds of shouts and cries of pain coming from within. Kelly recognizes them as Holgur's and Ciera's. It seems they are fighting something within the field. Belor and Frytz hear the sounds, but can only assume it's the others. Belor had lost sight of them not too long ago.

Shipwrecked newcomers:
As you all collect yourselves and find at least a little solace in having fresh drinking water, deep from within the corn comes shouts of anger, cries of pain, and the general sounds of battle being waged with something or someone.

For combat in the corn, movement is not penalized due to neat rows, but visibility provides anything within 5-10' concealment (20% miss chance, needing 21 or higher on a d100 to confirm a hit), and 15-30' total concealment (50% miss chance, 51 or higher on a d100). Beyond 30' there is too much in between to either see or hit.

Grand Lodge

male human inquisitor of Cayden 1/fighter (lore warden) 1
Defenses:
HP 4/16 AC 17, T 10, FF 17, Fort +5 Ref +0 Will +4, CMD 14

Forsaking his rapier for a battleaxe, he draws the same and brushes his armor off, shows away his waterskin, and beckons his new associates forward before walking very purposefully towards the cornrows.

Once he gets to the cornrows, he hesitates for a second. Then he cries out, "Hey, what's going on in there?" before he begins to cut down the cornrows in the general direction of the battle-sounds.


Female Human Fighter (Lore Warden) 9 I HP 64/76 I AC 23 [T 14 FF 20] I Fort +9, Ref +7, Will +7(9) I Init +2 I Percep +1 I Conditions:

Gah - forum ate my post from the weekend. Bad Paizo!

Eldarel accepts the waterskin from Nico with a grateful smile "My thanks."

On hearing the noise from the cornfield, he frowns. "I'm afraid my skills do not lie in battle - perhaps you two would go in front? I can provide backup."

Eldarel will follow a little behind the other two, drawing a dagger and holding it in a throwing grip. As a readied action he will prepare to cast Summon Monster I (Spell-like ability) if anything hostile shows itself.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

The sounds and cries sound like they are pretty deep in, and given the nature of their cause those creating them likely cannot hear Nico's own call out to them. As he moves into the fields with his axe, he notices that he will make very little progress trying to cut through the corn with a hacking tool. Something like a machete would probably work faster, but given the size of the field and the slow plod required to clear the row on each side of someone moving between them would take many hours if not days.

Basically, you could probably move 5' per round if you were to try and clear the rows before you. Just like all the creepy cornfield movies, there is always room to walk between the rows unslowed.... Mwa ha... I mean safely.

Grand Lodge

male human inquisitor of Cayden 1/fighter (lore warden) 1
Defenses:
HP 4/16 AC 17, T 10, FF 17, Fort +5 Ref +0 Will +4, CMD 14

Does it make a difference to get there quickly/can I get there in less than 5 rounds? Because I can ignore difficult terrain with my domain and my speed is faster than normal. If I can't get there that fast, I'll just stop hacking and run.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

The corn is not difficult terrain, because of the way corn rows are planted. I'd say the shipwrecked three are about 6 rounds away, 3 rounds for Kelly, 4 rounds for Frytz (halfling speed), and only 1 round for Belor.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Brennan drew a second dagger and followed close behind Nico. The rogue wasn't worried about stealth at the moment. That would come later. "How fast are we wanting to get there? We could run, but that would leave us open for surprises."


Female Human Fighter (Lore Warden) 9 I HP 64/76 I AC 23 [T 14 FF 20] I Fort +9, Ref +7, Will +7(9) I Init +2 I Percep +1 I Conditions:

Eldarel listens and politely offers his opinion: "Better to move slowly and get a clear idea of what's going on - that way we can see who is winning and make sure we join their side."

I'll hold off summoning anything until I can see something to attack - my summons don't last long at this level, so if it takes us more than a couple of minutes to get there the spell will have ended.


Male Human Sorcerer 2 (AC: 13 [13 /10]; HP: 10/10; F+0, R+2, W+3; Init: +2; Perc: +0

Belor draws his crossbow and loads a bolt preparing himself for whatever awaits. He then calls out to his fellow ship mates not wanting to go into a fight by himself.

"Kelly, Frytz I fear something may have happened to Ciera and Holgur! We must hurry to them!"

Belor tries to keep low, advancing slowly toward the sounds while trying to use the corn as concealment.

Stealth: 1d20 + 2 ⇒ (4) + 2 = 6

Moves 15 feet toward the sounds as stealthily as he can. As well as readying a bolt for any unknown enemies


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Kelly and Frytz, are you guys doing anything?


Male Halfling Oracle/2 (AC: 19 [T: 14 FF: 17] | HP: 15 | F12, R15, W14 | Init: +4 |Perc: +4) lv1 5/3 lv 2 0/0

Frytz warily looks at Kelly, nods his head, and proceeds to enter the corn, in the direction of the sound.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Kelly stays close to Frytz, electing to not outpace him, so the two of them move up at the halfling's pace. Everyone can continue to hear the sounds of combat, the sound of people and some odd screeching clicking thing.

Frytz and Kelly will be in visible range on Round 4, the three new members (at a normal double-move pace) on round 6.
Belor, your actions only took two rounds, you have two more rounds before any of the others arrive. Are you doing anything else in those 2 rounds?


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

Kelly slows up his pace just enough to not outpace his halfling's companions pace too much. He starts retrieving his gear as he goes preparing for battle. Moving a bit slower he has a bit more effort to expend on listening to what's going on before he is in view, he concentrates on what he's hearing to prepare for any threats that may lie ahead.

Preception: 1d20 + 7 ⇒ (19) + 7 = 26


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Belor continues to creep up toward the sounds of struggle, moving as slowly and quietly as he can, stopping periodically to wait and see if something dashes at him from the corn.

Belor spent his 2 rounds stealthing 15' and readying again.

Kelly listens to the sounds as he and Frytz approach, hoping that something about them will help explain away what they may be facing. The noises are tough to distinguish, but could be related to maybe a large insect. He sees soon enough as he and the halfling get close enough to peer through the corn and see a large insectoid type creature gnashing and biting at Holgur.

At the end of 4 rounds of movement you are within the limit of the range at which you can see through the corn rows. The creature can be indentified with Knowledge Arcana.

Init:
Belor 1d20 + 2 ⇒ (8) + 2 = 10
Brennan 1d20 + 6 ⇒ (11) + 6 = 17
Eldarel 1d20 + 3 ⇒ (12) + 3 = 15
Frytz 1d20 + 4 ⇒ (11) + 4 = 15
Kelly 1d20 + 2 ⇒ (12) + 2 = 14
Nico 1d20 ⇒ 19

Enemy 1d20 ⇒ 9

The three new guys are roughly 150' south of the enemy. So with two rounds of double-move they will arrive within the 30' visibility range.

Round 1: (whoever is on top of the tracker is up)
Nico -
Brennan -
Frytz -
Eldarel -
Kelly -
Belor -
Enemy -

For the new guys, the link to the map is always under my name in the profile (the second link).


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

Know: Arcana: 1d20 + 9 ⇒ (10) + 9 = 19

Grand Lodge

male human inquisitor of Cayden 1/fighter (lore warden) 1
Defenses:
HP 4/16 AC 17, T 10, FF 17, Fort +5 Ref +0 Will +4, CMD 14

Round one action...dash!

Nico dashes, heedless of danger, through the cornrows and towards the location of the sound. "Hello! Is anyone out there? Does anybody need help?", he bellows, as he runs.

Well, I'm pretty sure that quadruple-move is a thing, so that should get me 120'.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Sorry Nico, but I'm gonna say that since you can't see more than 30' in front of you, a run (x4 move) is not really an option. Much like the idea that you can only move at half speed when you can't see.

Round 1: Whoever is on top of the tracker is up.
Brennan -
Frytz -
Eldarel -
Kelly -
Belor -
Enemy -

Whoever is after the gap has already gone this round, with a brief description of the actions they took this round.
Nico - Double-moved further into the corn

Kelly:
You recognize the creature as an Ankheg, a large burrowing insect-like creature that finds its prey when they move along the surface. They have sharp mandibles, and a very caustic saliva to help digest their food.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Quieter than Nico, Brennan nevertheless followed closely behind him. He held his daggers low, ready to attack whatever comes.


Male Halfling Oracle/2 (AC: 19 [T: 14 FF: 17] | HP: 15 | F12, R15, W14 | Init: +4 |Perc: +4) lv1 5/3 lv 2 0/0

Charge to K6 morningstar: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d6 ⇒ 3

Frytz charges the giant mantis thing-a-ma-bob, furiously clicking away in Aquan.


Female Human Fighter (Lore Warden) 9 I HP 64/76 I AC 23 [T 14 FF 20] I Fort +9, Ref +7, Will +7(9) I Init +2 I Percep +1 I Conditions:

Eldarel watches Nico trying to run through the thick undergrowth: Enthusiasm - I like that in my accomplices.

He moves closely behind Brennan, leaving some space - enough distance for a throwing knife. Drawing on his powers (which are still in part a mystery even to him), Eldarel summons forth a Fiendish Dog (SLA, standard action) and points toward the strange insectile creature. He utters a command in the Abyssal tongue: "KILL!"

Handle Animal (Untrained, Cha bonus): 1d20 + 3 ⇒ (18) + 3 = 21

Stat-block for Summoned Creature:

N Small fiendish animal
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +8

DEFENSE

AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 6 [8] (1d8+2) [1d8+4]
Fort +4 [+6], Ref +3, Will +1
SR 5
Fiendish - Resist cold 5, fire 5

OFFENSE

Speed 40 ft.
Melee bite +2 [+4] (1d4+1) [1d4+3]
Special Attacks smite good

STATISTICS

Str 13 [17], Dex 13, Con 15 [19], Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (+9 jump), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

SPECIAL ABILITIES

Smite good 1/day as a swift action add CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against good foes; smite persists until target is dead or the fiendish creature rests).

the spell lasts 2 minutes, although the dog probably won't...


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

"Ankheg!" cries Kelly as he moves. He maneuver's over be across from one of his embattled comrades, he then extends his pike to thrust at the creature.

Move to K3, attack.
Attack: 1d20 + 4 ⇒ (10) + 4 = 14 Assuming Ciera is still in position on my turn, otherwise only +2
Miss chance: 1d100 ⇒ 91
Dmg: 1d8 ⇒ 6


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Miss chance for Frytz 1d100 ⇒ 94

The castaways begin to move up through the corn, calling out to those ahead.

Frytz comes through the corn enough to see Cieran and Holgur facing off against a large insectoid creature. He rushes up and swings through the stalks of corn to hit the thing. As he gets its attention, it drops the other two from its lesser arms.

As Kelly comes up to the scene, and the others fall limp, he realizes that they were not standing, as they had already fallen prey to the creature. He uses the extending pike to jab at the thing, but it just glances off the things hard carapace.

Sorry, Eldarel, you won't be within range to see until round 3 if you double-move during rounds 1 and 2.

Round 1:
Belor -
Ankheg - 3 damage

Nico - Double-moved further into the corn
Brennan - Double-moved further into the corn
Frytz - Charges to K6, hits the Ankheg
Eldarel - Double-moved?
Kelly - Moved to K3, missed

Combat in the corn:
No movement penalties, except you can't run.
Anything within 5-10' has concealment (20% miss chance, needing 21 or higher on a d100 to confirm a hit).
Anything within 15-30' has total concealment (50% miss chance, 51 or higher on a d100).
Beyond 30' there is no visibility.


Female Human Fighter (Lore Warden) 9 I HP 64/76 I AC 23 [T 14 FF 20] I Fort +9, Ref +7, Will +7(9) I Init +2 I Percep +1 I Conditions:

No problem, defer action until the hostile is visible

Eldarel follows cautiously behind the other two, keeping pace so as not to be left behind.


Male Human Sorcerer 2 (AC: 13 [13 /10]; HP: 10/10; F+0, R+2, W+3; Init: +2; Perc: +0

Belor continues his slow and cautious pace toward the noise.

Moves into G12.

Upon seeing the creature Belor takes a moment to try and figure out what it is.

Knowledge Arcana: 1d20 + 8 ⇒ (14) + 8 = 22

He quickly notices the large insect as an Ankheg and attempts to fire a bolt toward it.

Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Miss Chance: 1d100 ⇒ 60
Damage: 1d8 ⇒ 4


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Belor makes it through the corn enough to see the large insect, before firing his loaded crossbow. The aim was good, but it wasn't quite good enough to make it through the creature's hard shell, bouncing off of it.

The thing completely ignores both Belor and Kelly, and focuses instead on taking a bite of the little morsel right beside it. It leans over and snaps its mandibles just above the head of the little man, not quite able to bend low enough at this angle to reach him.

Bite Frytz, 1d20 + 5 ⇒ (5) + 5 = 10

Round 2:
Nico - Double-moved further into the corn
Brennan - Double-moved further into the corn
Frytz - Charges to K6, hits the Ankheg
Eldarel - Double-moved further into the corn
Kelly - Moved to K3, missed
Belor - Moved to G12, missed
Ankheg - 3 damage, missed Frytz

Combat in the corn:
No movement penalties, except you can't run.
Anything within 5-10' has concealment (20% miss chance, needing 21 or higher on a d100 to confirm a hit).
Anything within 15-30' has total concealment (50% miss chance, 51 or higher on a d100).
Beyond 30' there is no visibility.

In case it wasn't clear, and I hate having to do it this way, but both Holgur and Ciera are dead. Ciera's head is completely missing, with no sign of it anywhere, and Holgur is missing a bunch of small parts, fairly clear that not all of him is there.

Grand Lodge

male human inquisitor of Cayden 1/fighter (lore warden) 1
Defenses:
HP 4/16 AC 17, T 10, FF 17, Fort +5 Ref +0 Will +4, CMD 14

Nico hears the sounds of battle and continues to run further into the corn, looking for any sign of the creatures that are making the noise.

"Hello? Is there anyone out there?"


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Brennan grimaced at the shout, but continued to follow Nico closely.

What is he doing? He might as well be ringing a dinner bell! It was Jerik, of course. The Skulker never liked anyone making any noise above a whisper, and sometimes not even then. Brennan ignored him and pressed on.


Female Human Fighter (Lore Warden) 9 I HP 64/76 I AC 23 [T 14 FF 20] I Fort +9, Ref +7, Will +7(9) I Init +2 I Percep +1 I Conditions:

Eldarel exchanges a look with Brennan, followed by a slight smile: they are clearly of one mind regarding their impetuous companion.

He follows closely behind Brennan, the power within held in check until the right moment to unleash it.


Male Halfling Oracle/2 (AC: 19 [T: 14 FF: 17] | HP: 15 | F12, R15, W14 | Init: +4 |Perc: +4) lv1 5/3 lv 2 0/0

Move - 5ft step J5
Cast shield of faith on myself (+2 deflection bonus)

clikk'ch'ch'zzip


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

The three castaways continue on through the corn until they come manage to see through the overgrown dead stalks to see a large insect creature attacking something.

If you have Knowledge Arcana, you can make a check to know of the creature. If you get between 18 and 22, just read the spoiler for Kelly above. Don't forget, you can't see beyond 30', so thus far no one sees any of the other groups.

Round 2:
Kelly - Moved to K3, missed
Belor - Moved to G12, missed
Ankheg - 3 damage, missed Frytz

Nico - Double-moved further into the corn
Brennan - Double-moved further into the corn
Frytz - 5' Steps to J5, cast Shield of Faith
Eldarel - Double-moved further into the corn

Combat in the corn:
No movement penalties, except you can't run.
Anything within 5-10' has concealment (20% miss chance, needing 21 or higher on a d100 to confirm a hit).
Anything within 15-30' has total concealment (50% miss chance, 51 or higher on a d100).
Beyond 30' there is no visibility.


Male Human Alchemist(Chirurgeon)-2 (AC: 15 (+4 vs AoO) [T: 13 FF: 12] | HP: 8/16 | F15, R16, W13 | Init: +2 |Perc: +7)

Kelly, realizing that his shipmates aren't doing well, and don't seem to be moving on their own, is disheartened. Upon hearing shouting coming form the south, Kelly is unsure what is going on, so he moves toward the north, keeping the creature, and more corn between himself, and the new possible threat.

Move to G7, attack with pike

Attack: 1d20 + 2 ⇒ (15) + 2 = 17
Miss Chance: 1d100 ⇒ 81
damage: 1d8 + 1 ⇒ (7) + 1 = 8


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Brennan saw the creature attacking the humans and glanced at Nico. Every line in the other man's face said that he was going to rush in to fight the creature, so Brennan didn't hesitate. Cutting across his companions, he moved swiftly to keep the insect thing directly between himself and its foes. Hopefully it wouldn't notice him before he could drive his blades into its back.

mechanics:

30' move to M9, sneak attack with both daggers

dagger: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d4 + 3 ⇒ (2) + 3 = 5 + SA: 1d8 ⇒ 4 = 9 damage

dagger: 1d20 + 4 ⇒ (9) + 4 = 13
damage: 1d4 + 3 ⇒ (2) + 3 = 5 + SA: 1d8 ⇒ 4 = 9 damage

concealment, if neceesary
1d100 ⇒ 37
1d100 ⇒ 72


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Belor moves around in the corn, getting a better if not safer angle away from the newcomers. Once in position, he extends the pike to punch through the hard shell of the beast, causing is to squeel in pain.

Round 2:
Belor - Moved to G12, missed
Ankheg - 11 damage, missed Frytz

Nico - Double-moved further into the corn
Brennan - Double-moved further into the corn
Frytz - 5' Steps to J5, cast Shield of Faith
Eldarel - Double-moved further into the corn
Kelly - Moved to K3, missed

Combat in the corn:
No movement penalties, except you can't run.
Anything within 5-10' has concealment (20% miss chance, needing 21 or higher on a d100 to confirm a hit).
Anything within 15-30' has total concealment (50% miss chance, 51 or higher on a d100).
Beyond 30' there is no visibility.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Sorry, messed up my last post and missed the deadline to fix it, so i'm just reposting it corrected.

Kelly moves around in the corn, getting a better if not safer angle away from the newcomers. Once in position, he extends the pike to punch through the hard shell of the beast, causing is to squeel in pain.

Round 2:
Belor - Moved to G12, missed
Ankheg - 11 damage, missed Frytz

Nico - Double-moved further into the corn
Brennan - Double-moved further into the corn
Frytz - 5' Steps to J5, cast Shield of Faith
Eldarel - Double-moved further into the corn
Kelly - Moved to G7, hit the Ankheg

Combat in the corn:
No movement penalties, except you can't run.
Anything within 5-10' has concealment (20% miss chance, needing 21 or higher on a d100 to confirm a hit).
Anything within 15-30' has total concealment (50% miss chance, 51 or higher on a d100).
Beyond 30' there is no visibility.


Male Human Sorcerer 2 (AC: 13 [13 /10]; HP: 10/10; F+0, R+2, W+3; Init: +2; Perc: +0

5' step to G11

Belor moves over slowly, loads another bolt and launches it towared the Ankheg.

Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Miss Chance: 1d100 ⇒ 82
Damage: 1d8 ⇒ 5


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Belor fires high over the creature, launching a bolt far off into the corn. With he and Kelly moving closer to one another, they actually catch sight of each other. The Ankheg, however, keeps its sights on the little morsel that is just a step away. It scuttles forward and snaps its mandibles on the little man, but slides off his armor right before and doesn't pucnh through enough to get a good bite.

Move 5' closer to Frytz,
attack 1d20 + 5 ⇒ (15) + 5 = 20, miss, just barely.

Brennan, I'll be using the action you just took, unless you wanted to change it (remember you can't sneak attack if there is concealment)

Round 3:
Nico - Double-moved further into the corn
Brennan - Double-moved further into the corn
Frytz - 5' Steps to J5, cast Shield of Faith
Eldarel - Double-moved further into the corn
Kelly - Moved to G7, hit the Ankheg
Belor - Moved to G11, missed
Ankheg - 11 damage, moved to J6/K7, missed Frytz

Combat in the corn:
No movement penalties, except you can't run.
Anything within 5-10' has concealment (20% miss chance, needing 21 or higher on a d100 to confirm a hit).
Anything within 15-30' has total concealment (50% miss chance, 51 or higher on a d100).
Beyond 30' there is no visibility.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Yup, wasn't paying attention

Grand Lodge

male human inquisitor of Cayden 1/fighter (lore warden) 1
Defenses:
HP 4/16 AC 17, T 10, FF 17, Fort +5 Ref +0 Will +4, CMD 14

Nico rushes through the brush, seeing a couple of people in a fierce battle with a large, insectile creature. Quickly, he rushes in to aid the people, raising his battleaxe high and bringing it down strongly on the creature's carapace.

Battlaxe vs. Ankheg, Power Attack: 1d20 + 4 - 1 ⇒ (14) + 4 - 1 = 17
Damage: 1d8 + 3 + 2 ⇒ (4) + 3 + 2 = 9


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Sadly the map is on my work computer, so it won't be updated until Sun morn.

Both Nico and Brennan follow each other's lead and rush up to the creature, striking out at it through the stalks. Nico hacks into it pretty hard with his axe, and Brennan slips a blade between two of the chitinous plates to the meat beneath. The creature spins and eyes the two wildly, as it skreeks it pain.

Miss chance for Nico 1d100 ⇒ 39
Brennan, I moved you straight to it or else you wouldn't have reached it and you only got 1 attack because you moved more than a 5' step.

Round 3:
Frytz - 5' Steps to J5, cast Shield of Faith
Eldarel - Double-moved further into the corn
Kelly - Moved to G7, hit the Ankheg
Belor - Moved to G11, missed
Ankheg - 25 damage, moved to J6/K7, missed Frytz

Nico - Moved to L7, hit Ankheg
Brennan - Moved to L6, hit Ankheg

Combat in the corn:
No movement penalties, except you can't run.
Anything within 5-10' has concealment (20% miss chance, needing 21 or higher on a d100 to confirm a hit).
Anything within 15-30' has total concealment (50% miss chance, 51 or higher on a d100).
Beyond 30' there is no visibility.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Am I missing something? Does TWF require a full round action?


Female Human Fighter (Lore Warden) 9 I HP 64/76 I AC 23 [T 14 FF 20] I Fort +9, Ref +7, Will +7(9) I Init +2 I Percep +1 I Conditions:

Eldarel watches his companions charge into combat, while staying back out of reach. He looks with loathing and repulsion at the insectile monstrosity, letting his feelings for it build until he finally expels the hatred and malice, rending the fabric of the plane asunder and drawing in ... something.

Summon Monster I as an SLA - summoning it to square L6

A hound-like form, wreathed in fumes and smoke, suddenly appears where previously there was nothing.

Stats for fiendish dog:
N Small fiendish animal
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +8
DEFENSE

AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 6 [8] (1d8+2) [1d8+4]
Fort +4 [+6], Ref +3, Will +1
SR 5
Fiendish - Resist cold 5, fire 5

OFFENSE

Speed 40 ft.
Melee bite +2 [+4] (1d4+1) [1d4+3]
Special Attacks smite good

STATISTICS

Str 13 [17], Dex 13, Con 15 [19], Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (+9 jump), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

SPECIAL ABILITIES

Smite good 1/day as a swift action add CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against good foes; smite persists until target is dead or the fiendish creature rests).

It snaps at the giant insect it is in combat with I summoned it straight into combat, so presumably it gets to attack this round?

Bite attack (BAB, flanking bonus): 1d20 + 4 ⇒ (1) + 4 = 5

Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Unfortunately, it seems to be disoriented by its sudden appearance in this reality and misses completely. Eldarel watches from a safe distance.

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