Beyond the World's Edge: A Frontier Campaign (Inactive)

Game Master vayelan

Current Encounter: Ruins in the Sogg

Resources:
The Village of Haven

River Delta Regional Map

Downtime Calendar
Rooms and Buildings Guide
Teams and Organizations Guide


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Varr Stormforge Wound (4) HP (54) AC24 (21/11/20) CMD (22) Initiative (+5) Saves (9/5/11, +3 Hardy) Lvl 1 (4/6) Lvl 2 (3/4) Transmutation (4/6) Abjuration (3/4) Determination (2/2) Fire/Cold Resistance (3)

K Religion: 1d20 + 4 ⇒ (7) + 4 = 11

"Well, let's hope it's just monkeys. A good show of force should scar them off."


M Bronze Dragon, HP 70/70, CMB +8, CMD 20, Init +2, AC 21/12/19, Fort +8, Ref +7, Will +7, Perception +8

Kn. Religion: 1d20 + 5 ⇒ (9) + 5 = 14

"There's something familiar to this....i can't quite put my claw on it....darn. those bite marks are rather particular...."

Assist?


M I Human Spirit talker Oracle 6 I HP 47/47, AC 19/FF18/T11. S: F+4, R+4, W+7. CMB +3, CMD 14. Init +6. Perc. +10. Cond: Lifelinks

religion: 1d20 + 6 ⇒ (1) + 6 = 7

"As is the lack of droppings... ever been to a zoo, like the one in Oppara? A collection of animals in one place for showing, and cleaned daily I believe. Still, there's no stopping the inexorable tide of animal poo, or so I was told. Especially after extensive 'goblin' dinner? Then why is there none here? Hm..." The armored pretty poy seems to think deeply. "Alternate excremation method? Recent rainfall washing it away perhaps? I feel like I should know more..."

Kinda unfortunate rolls on our part, but I assume we head up to fight? Oliver will stay near the back. I assume Lifelink is active on everyone.


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Male (HP: 33/35, AC: 15 (t14,ff14) Saves F:+4*,Ref+3, Will +5) *Ghoul Fever* Half Orc Wizard (Evoker)-6
Sargon the Dragon wrote:


"There's something familiar to this....i can't quite put my claw on it....darn. those bite marks are rather particular...."

Assist?

Sure. I'll try. Edit: Had to edit formatting

Knowledge roll religion to assist Sargon and maybe bump that roll up 1d20 + 9 ⇒ (20) + 9 = 29


F Human [Init +4, Perception+10, Low light vision, Darkvision 60ft,Fort +6, Ref +10, Will +7, CMD 21, Speed 30ft, ]
AC values:
Wielding a bow: AC 18, Touch 14, flat-footed 14 / When wielding a shield: AC 20, Touch 14, flat-footed 16
Dragonrider 6, Resist Electricity 5, HP 50/50

Dargys knows all about ghoul monkeys!?


Male Human Rogue 6 HP 39/39 AC 17, T 13 FF 14 CMD 15 / F 2 R 8 W 3 / Init +3 Percep +8

"Great... sounds like good neighbors."

He drew out his rapier, cracked his neck and slowly looked about.


M I Human Spirit talker Oracle 6 I HP 47/47, AC 19/FF18/T11. S: F+4, R+4, W+7. CMB +3, CMD 14. Init +6. Perc. +10. Cond: Lifelinks

"Of course. Ghoul Monkeys! Charming. Please try to not get hit, or at least infected with Ghoul Fever. I am as yet unable to magically remove diseases. I am working on it, however," Oliver says, sighing. "Before we head up, let me ward you against most forms of evil, including undead."

He casts communal protection from evil when we start nearing the area the sounds are coming from. Everyone would have 1 minute of it.


If there's any silver lining to this discovery, it's the fact that, from your collective knowledge, you know that while animal ghouls can still spread ghoul fever, they typically lack the paralytic touch of humanoid ghouls. Furthermore, their lack of sentience means they also lack a resistance to divine energy channeled by clerics and priests.


Male (HP: 33/35, AC: 15 (t14,ff14) Saves F:+4*,Ref+3, Will +5) *Ghoul Fever* Half Orc Wizard (Evoker)-6

"No paralytic touch at least." At the offer of the protective spell for them all "I am thanking you, Olivert."


M I Human Spirit talker Oracle 6 I HP 47/47, AC 19/FF18/T11. S: F+4, R+4, W+7. CMB +3, CMD 14. Init +6. Perc. +10. Cond: Lifelinks

"Right, so what are we waiting on, exactly? If I remember correctly, the village has numerous problems and many mouths to feed. Salvage ahoy, I say! Let us clear out these undead while we can. Even were they to stay clear of us, who is to say they wouldn't harm the villagers at a later time? Any source of ghoul fever should be culled."

Shall we just begin the fight to keep things moving?


M I Human Spirit talker Oracle 6 I HP 47/47, AC 19/FF18/T11. S: F+4, R+4, W+7. CMB +3, CMD 14. Init +6. Perc. +10. Cond: Lifelinks

"Right, so what are we waiting on, exactly? If I remember correctly, the village has numerous problems and many mouths to feed. Salvage ahoy, I say! Let us clear out these undead while we can. Even were they to stay clear of us, who is to say they wouldn't harm the villagers at a later time? Any source of ghoul fever should be culled."

Shall we just begin the fight to keep things moving?


I should have an encounter map ready for tomorrow. In the meantime, please roll initiative, determine marching order, and decide what gear you have ready as you confront the enemy.


F Human [Init +4, Perception+10, Low light vision, Darkvision 60ft,Fort +6, Ref +10, Will +7, CMD 21, Speed 30ft, ]
AC values:
Wielding a bow: AC 18, Touch 14, flat-footed 14 / When wielding a shield: AC 20, Touch 14, flat-footed 16
Dragonrider 6, Resist Electricity 5, HP 50/50

Init: 1d20 + 4 ⇒ (9) + 4 = 13

Claudia has her bow in hand.


Male (HP: 33/35, AC: 15 (t14,ff14) Saves F:+4*,Ref+3, Will +5) *Ghoul Fever* Half Orc Wizard (Evoker)-6

Init 1d20 + 1 ⇒ (18) + 1 = 19

Probably no weapons drawn so his hands can be free for the pointy pew pew and the wavey zap zap!


M I Human Spirit talker Oracle 6 I HP 47/47, AC 19/FF18/T11. S: F+4, R+4, W+7. CMB +3, CMD 14. Init +6. Perc. +10. Cond: Lifelinks

init: 1d20 + 6 ⇒ (4) + 6 = 10
Seems the site ate my post yesterday... anyway Oliver wears a breastplate, a heavy wooden shield and a spiked gauntlet. He is usually in the back, as he is a full caster/healer and fights only by spells and channeling positive energy. The spiked gauntlet is there so allies can flank with him but that's all really.


Due to RL responsibilities, I didn't have time to go hunting for or creating a fitting encounter map, so I resized the exploration map for this encounter.
I hope that's okay.

Ghoul monkeys initiative: 1d20 + 2 ⇒ (18) + 2 = 20

Uh oh. Unless the rest of the party gets some higher initiative rolls, these guys are going to come pouring out and pouncing on you right away.


Varr Stormforge Wound (4) HP (54) AC24 (21/11/20) CMD (22) Initiative (+5) Saves (9/5/11, +3 Hardy) Lvl 1 (4/6) Lvl 2 (3/4) Transmutation (4/6) Abjuration (3/4) Determination (2/2) Fire/Cold Resistance (3)

Init: 1d20 + 1 ⇒ (14) + 1 = 15
Yay for prebuffing


F Human [Init +4, Perception+10, Low light vision, Darkvision 60ft,Fort +6, Ref +10, Will +7, CMD 21, Speed 30ft, ]
AC values:
Wielding a bow: AC 18, Touch 14, flat-footed 14 / When wielding a shield: AC 20, Touch 14, flat-footed 16
Dragonrider 6, Resist Electricity 5, HP 50/50

There's another precaution Claudia and Sargon would have taken, provided this is all open space. A dragon rider's dragon can carry the rider of the same or smaller size.

Thus Sargon could carry Claudia into combat flying. Flying up to 20ft altitude. As far as pre encounter could have been possible.


M I Human Spirit talker Oracle 6 I HP 47/47, AC 19/FF18/T11. S: F+4, R+4, W+7. CMB +3, CMD 14. Init +6. Perc. +10. Cond: Lifelinks

I think Oliver would just stick to the earlier described communal protection from evil and lifelinks for now. If they appear and immediate wreck us, well, as the healer that gives me something to do, at least :')


Male Human Rogue 6 HP 39/39 AC 17, T 13 FF 14 CMD 15 / F 2 R 8 W 3 / Init +3 Percep +8

initiative: 1d20 + 3 ⇒ (20) + 3 = 23


Mia Initiative: 1d20 + 4 ⇒ (4) + 4 = 8

The innkeeper proves to have the sharpest reflexes of the party, for when you begin to hear a cacophony of screeches echoing from within the gatehouse's upper level, heralding the imminent onslaught of the undead creatures, Francoix is the quickest to react.

Francoix's up first.


M I Human Spirit talker Oracle 6 I HP 47/47, AC 19/FF18/T11. S: F+4, R+4, W+7. CMB +3, CMD 14. Init +6. Perc. +10. Cond: Lifelinks

This is theatre of the mind, I take it?


Olivert Pythareus - Renheim wrote:
This is theatre of the mind, I take it?

I updated the encounter map, "Ruins in the Sogg," so that it's zoomed in and better shows the placement of everyone's tokens.


Botting Francoix for now...

Dice Rolls:

Francoix readied rapier vs ghoul monkey: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Ghoul Monkey bite vs Varr: 1d20 + 4 ⇒ (5) + 4 = 9
Ghoul Monkey bite vs Varr: 1d20 + 4 ⇒ (2) + 4 = 6

Ghoul Monkey bite vs Olivert: 1d20 + 4 ⇒ (11) + 4 = 15
Ghoul Monkey bite vs Olivert: 1d20 + 4 ⇒ (9) + 4 = 13
Ghoul Monkey bite vs Olivert: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
Damage: 1d2 + 1 ⇒ (2) + 1 = 3

Ghoul Monkey bite vs Dargys: 1d20 + 4 ⇒ (2) + 4 = 6

A half dozen, half-rotted monkeys come boiling out from the ancient, moss and vine-covered gatehouse. They fall upon the party in bestial hunger.

Francoix lashes out with a readied thrust of his rapier, skewering one of the undead creatures as it attempts to bite Varr. With the innkeeper running interference, the dwarf from Stoneriver fends off the gnashing of their filthy teeth.

Dargys also evades the snapping jaws of one of the creatures that leaps for him.

Olivert turns aside the bites of two undead monkeys, but the third manages to bite down upon his wrist, inflicting a stinging pain.

Olivert takes 3 damage from a bite and needs to make a DC 13 Fort save to avoid contracting ghoul fever.
The rest of the party can act now.


active effects:
Barkskin, Greater Magic Fang, Longstrider, spider climb, Elemental form(small earth)
Human Druid (menhir Savant) 6, HP: 50/50| AC: 18(21) T:12 FF: 16 | Fort: +8 | Ref: +5 | Will: +10| Init: +4| Perception: +13

Mia will give a small chant, before striking a flint and tinder, creating a small spark that catches light into a ball of flame. It rushes over the one of the creatures surrounding Olivert on the far side.

flaming sphere, DC 16 ref to negate
damage: 3d6 ⇒ (5, 2, 4) = 11


Male (HP: 33/35, AC: 15 (t14,ff14) Saves F:+4*,Ref+3, Will +5) *Ghoul Fever* Half Orc Wizard (Evoker)-6

Darygys, with a monkey in his face, backcs up, and then invokes a shield spell. He may not get so lucky again.

Five step, SHield up for +4 to AC


M Bronze Dragon, HP 70/70, CMB +8, CMD 20, Init +2, AC 21/12/19, Fort +8, Ref +7, Will +7, Perception +8

Sargon, hovering in the air with an archer on his back, seems to enjoy his new size.

"I wonder how far along this has developed..."

He inhales, then exhales a line of lightning, trying to catch as many ghoul monkeys in its path as possible.

Electric breath, 60ft line: 3d4 ⇒ (1, 3, 1) = 5

Reflex DC 15 for 1/2 that.

Recharges every..: 1d4 ⇒ 4 rounds.


F Human [Init +4, Perception+10, Low light vision, Darkvision 60ft,Fort +6, Ref +10, Will +7, CMD 21, Speed 30ft, ]
AC values:
Wielding a bow: AC 18, Touch 14, flat-footed 14 / When wielding a shield: AC 20, Touch 14, flat-footed 16
Dragonrider 6, Resist Electricity 5, HP 50/50

Claudia shoots two arrows at the monkey attacking Dargys.

Arrow: 1d20 + 12 ⇒ (15) + 12 = 271d20 + 7 ⇒ (4) + 7 = 11
Dmg: 1d8 + 3 ⇒ (3) + 3 = 61d8 + 3 ⇒ (7) + 3 = 10


Varr Stormforge Wound (4) HP (54) AC24 (21/11/20) CMD (22) Initiative (+5) Saves (9/5/11, +3 Hardy) Lvl 1 (4/6) Lvl 2 (3/4) Transmutation (4/6) Abjuration (3/4) Determination (2/2) Fire/Cold Resistance (3)

Varr moved forward towards the undead, and as he did so his weapon began to glow with a light blue hue.

Legacy Weapon: Bane - Undead


M I Human Spirit talker Oracle 6 I HP 47/47, AC 19/FF18/T11. S: F+4, R+4, W+7. CMB +3, CMD 14. Init +6. Perc. +10. Cond: Lifelinks

If these undead are evil, which they usually are, and communal protection from evil went off as described earlier, the AC 20 attack would barely miss Oliver and thus I think he wouldn't have to make a saving throw. However, if these undead are somehow not evil:

Fortitude save: 1d20 + 4 ⇒ (5) + 4 = 9

It's difficult to see in the melee what happens to Oliver as he twists and turns to avoid the sudden onslaught of monkeys, wondering why most of them seemed to be targeting him in the back. Just his irresistable charm, he supposed.

He stumbles back out of the quadruple sandwich of ghouls and summons a blinding cloud of light that would hopefully obscure the vision of their foes!

defensive casting vs DC 19: 1d20 + 11 ⇒ (19) + 11 = 30

He casts Glitterdust, DC 17 willsave, targetting the four ghouls to his southeast. Only the one adjacent to francois and the far left one are not targeted.


Olivert, thank you for reminding me about the Communal Protection from Evil. I am, admittedly, bad at remembering the party's buffs.
The bite would miss, you would take no damage, and no saving throw would be needed.

Olivert quickly looks at his wrist and realizes that the undead's teeth failed to make contact thanks to the protection of the group's magic.

Dice Rolls:

Ghoul Monkey Reflex vs Sargon's breath: 1d20 + 2 ⇒ (18) + 2 = 20 = Success
Ghoul Monkey Reflex vs Sargon's breath: 1d20 + 2 ⇒ (6) + 2 = 8 = Failure
Ghoul Monkey Reflex vs Sargon's breath: 1d20 + 2 ⇒ (15) + 2 = 17 = Success

Ghoul Monkey Will vs Olivert's Glitterdust: 1d20 + 5 ⇒ (19) + 5 = 24 = Success
Ghoul Monkey Will vs Olivert's Glitterdust: 1d20 + 5 ⇒ (14) + 5 = 19 = Success
Ghoul Monkey Will vs Olivert's Glitterdust: 1d20 + 5 ⇒ (8) + 5 = 13 = Failure
Ghoul Monkey Will vs Olivert's Glitterdust: 1d20 + 5 ⇒ (6) + 5 = 11 = Failure

Ghoul Monkey Reflex vs Mia's Flaming Sphere: 1d20 + 2 ⇒ (10) + 2 = 12 = Failure

Francoix flanking rapier: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17

Dice Rolls pt2:

Ghoul monkey bite vs Francoix: 1d20 + 4 ⇒ (19) + 4 = 23 = Hit
Damage: 1d2 + 1 ⇒ (1) + 1 = 2
Francoix Fort Save: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23 = Success

Blinded Ghoul monkey bite vs Francoix: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Blinded Ghoul monkey claw vs Francoix: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20
Miss on 1-50: 1d100 ⇒ 19
Blinded Ghoul monkey claw vs Francoix: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23
Miss on 1-50: 1d100 ⇒ 29

Blinded Ghoul monkey bite vs Olivert: 1d20 + 4 ⇒ (20) + 4 = 24
Confirm Crit?: 1d20 + 2 ⇒ (10) + 2 = 12
Miss on 1-50: 1d100 ⇒ 94
Damage: 1d2 + 1 ⇒ (1) + 1 = 2
Blinded Ghoul monkey claw vs Olivert: 1d20 + 2 ⇒ (15) + 2 = 17
Blinded Ghoul monkey claw vs Olivert: 1d20 + 2 ⇒ (17) + 2 = 19

Ghoul monkey bite vs Dargys: 1d20 + 4 ⇒ (9) + 4 = 13
Ghoul monkey claw vs Dargys: 1d20 + 2 ⇒ (20) + 2 = 22
Confirm Crit?: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d2 + 1 ⇒ (1) + 1 = 2
Ghoul monkey claw vs Dargys: 1d20 + 2 ⇒ (13) + 2 = 15

The small, undead monkeys prove to be as irritating as you feared. They bound around, making it difficult to nail them with your magics - but the effort is not wasted.

Two of them are singed by Sargon's breath, while a third takes the entirety of the electric arc. Claudia, his rider, sinks one of her arrows from above into the mangy gut of the ghoul monkey leaping at Dargys.

Four of the creatures are coated in the glittering magical dust Olivert unleashes, as they fail to interrupt his practiced casting, and two of them are entirely blinded by the dust.

Mia's rolling sphere of flame all but incinerates one of the small ghouls that was injured by Sargon's breath weapon, leaving behind a smoldering heap.

Shortly after Varr finishes casting his spell, he finds the ghoul in front of him suddenly skewered through the small skull by Francoix's rapier, the innkeeper having slipped behind the undead creature.


One of the blinded monkeys staggers towards Francoix, but its flailing claws and teeth fail to hurt the innkeeper. However, one of the still-sighted creatures does manage to nibble him.

Francoix takes 2 damage but makes his save against ghoul fever

The other blinded undead makes another wild leap for Olivert, and this time, its teeth miraculously manage to sink down upon the Taldan expat.

A non-confirmed Nat 20 that passes its concealment roll deals 2 damage to Olivert, so this time a DC 13 Fort Save will definitely be needed.

The last of the surviving undead presses its frenzied attack against Dargys. His own magic and that of the rest of the party protects him from most of the onslaught, but one of the creature's claw-like hands manages to rake his leg.

Another non-confirmed Nat 20 deals 2 damage to Dargys, so he will also need to make a DC 13 Fort Save.

Two of the ghoul monkeys have been eliminated so far, and the party is up again.


Male (HP: 33/35, AC: 15 (t14,ff14) Saves F:+4*,Ref+3, Will +5) *Ghoul Fever* Half Orc Wizard (Evoker)-6

Fortitude plus protection from evil bonus 1d20 + 6 ⇒ (4) + 6 = 10


Male (HP: 33/35, AC: 15 (t14,ff14) Saves F:+4*,Ref+3, Will +5) *Ghoul Fever* Half Orc Wizard (Evoker)-6

Ha. I forgot about my Bonus from Plague, who as a rat familiar gives a +2 bonus to Fort Saves. Doesn't matter as he'd still be one short, but the irony of the name is amusing.

"Nimble little monkey." He feels a moment of disorientation and steps back, and rather than firing on the foe on him, goes for hobbling those on his allies.
Five step to line up.

Concentration check to cast defensively 1d20 + 14 ⇒ (17) + 14 = 31

Three magic missiles, three different targets, all within 15 feet of each other. So first one hitting the one to the SE of Olivert, he'll put the +3 evoker bonus on that one, the next two hitting the ones to the left and right of Francoix at 'normal' damage.

First missile 1d4 + 4 ⇒ (3) + 4 = 7
2nd 1d4 + 1 ⇒ (3) + 1 = 4
3rd 1d4 + 1 ⇒ (1) + 1 = 2

a stream of mystic light seems to bounce from one foe to the other, softening targets for his allies even if it does leave the one closest to him alone. Each bounce wounds them further. "Still got mine, but hurt more of them this way. A good wizard spreads the wonders of magic to as many as he can, no?"


F Human [Init +4, Perception+10, Low light vision, Darkvision 60ft,Fort +6, Ref +10, Will +7, CMD 21, Speed 30ft, ]
AC values:
Wielding a bow: AC 18, Touch 14, flat-footed 14 / When wielding a shield: AC 20, Touch 14, flat-footed 16
Dragonrider 6, Resist Electricity 5, HP 50/50

Claudia fires two more arrows at the ghoul monkey harassing Dargys and Mia.

Forgot the PBS on previous rolls.

Shots, PBS: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 251d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24DMg, PBS: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 81d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8


M Bronze Dragon, HP 70/70, CMB +8, CMD 20, Init +2, AC 21/12/19, Fort +8, Ref +7, Will +7, Perception +8

Sargon starts flying to the north west, to 20ft altitude.


Varr Stormforge Wound (4) HP (54) AC24 (21/11/20) CMD (22) Initiative (+5) Saves (9/5/11, +3 Hardy) Lvl 1 (4/6) Lvl 2 (3/4) Transmutation (4/6) Abjuration (3/4) Determination (2/2) Fire/Cold Resistance (3)

Hit: 1d20 + 11 ⇒ (11) + 11 = 22
Damage: 1d10 + 2d6 + 15 ⇒ (6) + (5, 3) + 15 = 29

Having spent so much energy summoning his powers, Varr was determined to make it somewhat worthwhile. He rushed in against the last standing foe and swung his hammer with all of his strength...


Male Human Rogue 6 HP 39/39 AC 17, T 13 FF 14 CMD 15 / F 2 R 8 W 3 / Init +3 Percep +8

He follows after Varr, doing his best to aid in his attack by making sure to flank the monkey stabbing at what he hoped would be a vital spot.

flank?: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
damage: 1d6 + 1 ⇒ (6) + 1 = 7
sneak is applicible: 3d6 ⇒ (1, 1, 1) = 3


M I Human Spirit talker Oracle 6 I HP 47/47, AC 19/FF18/T11. S: F+4, R+4, W+7. CMB +3, CMD 14. Init +6. Perc. +10. Cond: Lifelinks

fortsave: 1d20 + 6 ⇒ (18) + 6 = 24

Seeing himself swarmed with undead, Oliver decides to channel energy, specifically to harm them!

Channel, willsave 19 for half vs all monkeys: 3d6 ⇒ (4, 1, 2) = 7


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Dargys' bolts of magical force strike his targets hard, almost stunning them, setting up a successful string of attacks from the rest of the party.

Varr utterly pulverizes the undead monkey between him and Francoix.

The innkeeper then turns on his heel and delivers a firm thrust of his rapier that fells the foe that tried to attack him from behind.

Claudia sails above the battlefield atop Sargon and delivers arrows that bring the two remaining ghouls to their knees.

Dice Rolls:

Ghoul Monkey Will Save: 1d20 + 5 ⇒ (10) + 5 = 15
Ghoul Monkey Will Save: 1d20 + 5 ⇒ (20) + 5 = 25
Ghoul Monkey Will Save: 1d20 + 5 ⇒ (6) + 5 = 11
Ghoul Monkey Will Save: 1d20 + 5 ⇒ (5) + 5 = 10

Olivert's pulse of divine power obliterates what remains of the undead enemies, ensuring that they cannot rise again and leaving only ash and the smell of burning fur to mark their passing, and cements the party's victory.


F Human [Init +4, Perception+10, Low light vision, Darkvision 60ft,Fort +6, Ref +10, Will +7, CMD 21, Speed 30ft, ]
AC values:
Wielding a bow: AC 18, Touch 14, flat-footed 14 / When wielding a shield: AC 20, Touch 14, flat-footed 16
Dragonrider 6, Resist Electricity 5, HP 50/50

Claudia and Sargon land a little after combat had ended.

"Undead monkeys....it sure leaves to question what did -them- in."

Meanwhile, she goes recovering her (durable) arrows from the dead simians.

She's particularly careful to somewhat separate them from the 'fresh batch'.

Which reminds me of something i heard was done in medieval times. Shooting arrows with contaminated arrow heads to cause disease.
GM, would these arrows have contracted ghoul fever?
If yes, does it take time to fade away?
If no, great, that means any hunted game does not rise as a ghoulish version.


M I Human Spirit talker Oracle 6 I HP 47/47, AC 19/FF18/T11. S: F+4, R+4, W+7. CMB +3, CMD 14. Init +6. Perc. +10. Cond: Lifelinks

Oliver lets out a sigh of relief. "Well fought, everyone. I'm glad no one seems to be hurt. Well, other than me, that is."

However, it's but a flesh wound, so he leaved it unhealed for now. "Would you like me to conjure some water to thoroughly wash those arrows for you, Claudia? I suppose one can never be too careful," he offers, when he sees her activity.


@Claudia - Hmmm...I like the way you think...

Back on the ground, Claudia grimaces as she notices bits of diseased flesh still caked on the bodkin heads of her arrows. Even after washing them in the water that Olivert's cantrip summons, she worries that they remain tainted.

I'll say that the arrows become non-infectious after a week. Alternatively, they can be disinfected with Purify Food and Drink or by simply sterilizing them with fire.


M I Human Spirit talker Oracle 6 I HP 47/47, AC 19/FF18/T11. S: F+4, R+4, W+7. CMB +3, CMD 14. Init +6. Perc. +10. Cond: Lifelinks

"Should we see if anything was up here before we go on?" Oliver asks, and would head to inspect the now supposedly safe area the moneys were previously in.

perception + detect magic: 1d20 + 10 ⇒ (12) + 10 = 22


Male (HP: 33/35, AC: 15 (t14,ff14) Saves F:+4*,Ref+3, Will +5) *Ghoul Fever* Half Orc Wizard (Evoker)-6

"I have a few scratches." A shrug.

UNless there is some way for him to tell he's infected I guess he'll think he's okay until it settles in?


Dargys wouldn't immediately know he's infected since the onset is 1 day.

You climb the stairs to the upper level of the ancient gatehouse, finding it to be a single room with a clay tiled floor covered in bones. A hatch in the ceiling offers access to the rooftop parapet, but there is no surviving ladder.

A stone statue that served as an armor stand has been toppled and battered by the undead monkeys. The statue is still clad in silver-studded leather armor of an archaic design, while the heavy wooden shield it once cradled has slid across the floor. An oilskin pouch dangles from a wire around the statue's waist. Inside, you find five gold coins minted with the face of a Kaskkari god-king who's been dead for millennia.

The coins are just 5gp. The armor is not magical, but the silver studs and adornments mean it is worth 40gp.
These items could also be worth more to collectors or historians.

The other obvious furnishing is the bronze-plated winch apparatus dominating the center of the room. It clearly operates the portcullis that blocks the gate below. On the wall beside the wince, etched in a bas-relief, is some manner of rune in the ancient Kaskkari language.

Olivert:
Your attuned eyes notice that the shield radiates magic, suggesting why it has managed to survive the passing ages.

It's a +1 heavy wooden shield

You don't notice any dangerous traps connected to the winch, but you notice that the mechanism is more complicated than needed to simply raise or lower the portcullis. You suspect that it may also affect something elsewhere in the ruins.


M I Human Spirit talker Oracle 6 I HP 47/47, AC 19/FF18/T11. S: F+4, R+4, W+7. CMB +3, CMD 14. Init +6. Perc. +10. Cond: Lifelinks

Olivert calls out his findings, and kneels by the shield. "What an odd but fortuitous twist of fate, to find a strictly better, magical version of the same shield I'm currently using," he says - and leaves it there. "But I am not so daft as to touch something in a room filled with spreaders of Ghoul Fever. I say we carefully gather everything in a bag and try to wash it over time, or hold it in a fire, like Claudia's arrows."

He then moves to the wrench to the gatehouse and notes the unknown Rune on the wall. "Hm... could these be instructions? Perhaps I can read them with a bit of magical help..."

He casts comprehend language. Does the rune mean/reveal anything?


Through his magic, Olivert is able to interpret the meaning of this message from a long-dead language: "The way is shut."

It takes a moment for Olivert to process the information, but he also discovers that the portion of the rune that signifies the word "way" has a dual meaning, capable of being interpreted as either "gate" or "royal door."


M I Human Spirit talker Oracle 6 I HP 47/47, AC 19/FF18/T11. S: F+4, R+4, W+7. CMB +3, CMD 14. Init +6. Perc. +10. Cond: Lifelinks

"Hm... looks like this lever might operate both a 'royal door' as well as the gate. I don't immediately see how to choose between the two, though. Anyone have any ideas?" He asks the others, watching the wrench.

How exactly is this mechanism more complicated than it needs to be? Does it make sense now that we know the above?


Male (HP: 33/35, AC: 15 (t14,ff14) Saves F:+4*,Ref+3, Will +5) *Ghoul Fever* Half Orc Wizard (Evoker)-6

"It may open more than one thing," Curious

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