Expedition to Demonweb pits. (Inactive)

Game Master Aku Warashi

Map; Items of Legacy

Demonweb Map


501 to 550 of 864 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>

Human Hero Killer1 / Holy Assassin1 / Deceiver2

Party initiative
Eamch: 1d20 + 3 ⇒ (10) + 3 = 13
Gargamal: 1d20 + 7 ⇒ (11) + 7 = 18
Karla: 1d20 + 1 ⇒ (20) + 1 = 21
Taurven: 1d20 + 3 ⇒ (1) + 3 = 4

Displacer Beast: 1d20 + 1 ⇒ (5) + 1 = 6

As if making up it's bestial mind, the displacer beast decides to resume its attack on the hurting and battered group.

It moves closer to Karla, preparing to attack her next.

Resuming combat. Your actions. Check the map.


Beaten and bloodied, Karla knows best than to charge a beast such as this one. Quickly, she moves out of the creature's reach in a clamour of metal, and stands in front of Gargamal.

She raises her sword to the sky and shouts in a drill sergeant's staccato: "Vigilant One! You've seen this humble servant spill blood and bones for Your work to be done! Now grant her the power to subdue this ugly excuse for a cat and make it eat its own hairballs!!!"

A heartbeat passes, and suddenly Karla grows in size, towering over her companions, her father's sword as thick and heavy as a construction beam.

"Now we're talking." she says as she readies her weapon to strike at the incoming beast.

Cast Righteous Might: Large size, +4 size bonus to Strength and Constitution and take a -2 penalty to your Dexterity. +2 enhancement bonus to your natural armor. DR 5/evil.

Aura of Heroism still on, as well as Divine Focus..


Male Half-Elf Arcane Archer 3/Ranger 6/Sorcerer 1 / HP 87/87 |AC:22 | T:14 | FF:18 | CMB +12 | CMD:26 | Fort:+11 | Ref:+13 | Will:+6 | Init:+8 | Bluff:+1 | Perception: +23 | Sense Motive: + 0 | Stealth: +19 |

Nothing form the elk? Gargamal tries to make it understand we do not wish to harm it, and will protect it against the large displacer beast, if possible


With a flick of his wrist, a wand appears in Eamch's hand. He concentrates on it and the displacer beast, hoping to minimize its power.

Activate wand, targeting the displacer beast with Faerie Fire. Use Magical Device 1d20 + 14 ⇒ (17) + 14 = 31.


Eamch Stone wrote:

With a flick of his wrist, a wand appears in Eamch's hand. He concentrates on it and the displacer beast, hoping to minimize its power.

Activate wand, targeting the displacer beast with Faerie Fire. Use Magical Device 1d20+14.

Pure Awesome.


Male Half-elf | Hp 10 | AC 16 T13 F13 | Init +3 | Per +9 (low-light Vision) | Fort +1 | Ref +5 | Will +2 |

Taurven had been concentrating on stopping the bleeding of his fallen companion. With that done Taurven senses that the beast is unsure of itself. Taurven has been known to stand down bullies in his time, but he expects it would take more than some quick-witted barbs to chase off this beast.

The half-elf raises his bow and lets a pair of arrows fly.

Comp longbow: 1d20 + 18 ⇒ (8) + 18 = 26
Damage: 1d8 + 6 ⇒ (5) + 6 = 11

2nd attack: 1d20 + 13 ⇒ (15) + 13 = 28
damage (2nd): 1d8 + 6 ⇒ (8) + 6 = 14


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Sorry it took me so long. Vacations plus Lazyness plus Alchool. '-'

Eamch works his magic tricks with the wand, removing the advantage the displacer beast had over the group.
With its protection gone, it is a easy thing to hit the enemy and Tauven does his best with his chosen weapon.

--

Noticing the strange light puts away his main defensive ability, the huge beast changes its mind and flees from the group.

Combat is ended unless you give it chase. About taking20 on Handle Animal? Nops, you were just attacking its master.

The portal from Yggdrasil leads you to the Wilderness of the Beastlands. It is a domain of natural savagery and plenty, embodying the forest eternal. The Wilderness of the Beastlands is a plane of nature unbound. Forests cover the landscape, ranging from mangroves hung heavy with moss to snowfall-laden pines to acres of sequoias so thick that no light penetrates their canopy. Oaks, birches, spruces, firs, and maples are common here. In addition to plentiful flora, fauna thrives. The plane favors animals of all kinds, and it is heavily populated by animals and magical beasts.

You enter Karasuthra, the deepest of the layers and a land of perpetual nighttime. Although a pale moon hangs in the sky, the area is dark and shadowy enough that darkvision or a light source is needed to see. This section of the plane resembles temperate forests: mighty oaks create a dense canopy overhead while ferns and other shade-loving plants grow below.

Intentions?

Liberty's Edge

Male Historian/Curator

Did we search the dead fey creature?


Male Half-elf | Hp 10 | AC 16 T13 F13 | Init +3 | Per +9 (low-light Vision) | Fort +1 | Ref +5 | Will +2 |

we probably would do so. Also more healing...

cure light wounds: 1d8 + 5 ⇒ (7) + 5 = 12Healing Eamch.

Taurven keeps the way lit with his magical floating torch-lights. He keeps them floating about 30' ahead of the party: Three lights, each 10' apart.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

You guys are still in the same place. Also, I want to know how you'll be dealing with the huntress mount. H. Animal or kill it. Your choice.


Male Half-Elf Arcane Archer 3/Ranger 6/Sorcerer 1 / HP 87/87 |AC:22 | T:14 | FF:18 | CMB +12 | CMD:26 | Fort:+11 | Ref:+13 | Will:+6 | Init:+8 | Bluff:+1 | Perception: +23 | Sense Motive: + 0 | Stealth: +19 |

I do not think Garg has the points even with a 20 to charm this creature...maybe we can scare it off? Does it have anything resembling a saddle bag or even a saddle?


Eamch thanks Taurven for the healing then looks expectantly to Gargamal. Now at 20/72. "If we don't slay the mount, wouldn't it return to its stable and alert her fellow hunters?"

Eamch is unfamiliar and uncomfortable with animals, so he instinctively defers to his friend he expects to have answers in this field, Gargamal. As a player, I'd say kill it. If it returns home, it may serve as notice to any of the fey's allies that she is slain and prompt a revenge hunt.


Male Half-Elf Arcane Archer 3/Ranger 6/Sorcerer 1 / HP 87/87 |AC:22 | T:14 | FF:18 | CMB +12 | CMD:26 | Fort:+11 | Ref:+13 | Will:+6 | Init:+8 | Bluff:+1 | Perception: +23 | Sense Motive: + 0 | Stealth: +19 |

Feeling his wounds, and a sadness that this battle had to even occur, Gargamal slowly approaches the great elk and attempts to calm the beast.

Wild empathy: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14


"Well, this place is filled with danger! What a welcoming this was, being taken for prey? Not on His Watch! How is everybody? Injured? We need to cast this darkness away one way or another if we wish to travel through this land and find this bow."


Male Half-elf | Hp 10 | AC 16 T13 F13 | Init +3 | Per +9 (low-light Vision) | Fort +1 | Ref +5 | Will +2 |

"Yeah, those arrows hurt me bad. That was an extremely unpleasant sort of person. I doubt she was hunting us by mistake."
Taurven shrugs. Other than his dancing lights spell, he has little means to cast the darkness back.


Male Half-Elf Arcane Archer 3/Ranger 6/Sorcerer 1 / HP 87/87 |AC:22 | T:14 | FF:18 | CMB +12 | CMD:26 | Fort:+11 | Ref:+13 | Will:+6 | Init:+8 | Bluff:+1 | Perception: +23 | Sense Motive: + 0 | Stealth: +19 |

Just wondering if that elk is leaving us alone, or attacking. Also hurt real bad!!


"Very well, gather 'round, but face outward, remaining ever vigilant, performing Torm's work." Karla barks at her companions with a caustic voice. She strikes her sword softly against her armor, half-striking, half-scraping. A wave of energy radiates through, and you feel the tiredness wash away.

Channel: 3d6 ⇒ (4, 5, 3) = 12

Again.

Channel: 3d6 ⇒ (2, 1, 3) = 6


"For the short-term, I have a potion that would let me see for an hour or so in the darkness. But that's just me. I do have a torch that is always aflame, but that might draw predators." A potion of darkvision CL3 and an everburning torch.

Thanks! Now at 38/72 hit points.


"Again."

Channel: 3d6 ⇒ (5, 3, 2) = 10

"I can do more with these wands if needed. Just ask."

Simplest is just to use the CLW and CMW as you need. I'll remove the charges.


"Thank you. The lesser wand, please."

CLW 1d8 + 1 ⇒ (2) + 1 = 3 51/72
CLW 1d8 + 1 ⇒ (4) + 1 = 5 56/72
CLW 1d8 + 1 ⇒ (1) + 1 = 2 58/72
CLW 1d8 + 1 ⇒ (1) + 1 = 2 60/72
CLW 1d8 + 1 ⇒ (3) + 1 = 4 64/72
CLW 1d8 + 1 ⇒ (5) + 1 = 6 70/72

With only angry red patches where gaping mortal wounds were previously, Eamch holds up a hand. "A good night's sleep should dismiss the remainder."


Male Half-elf | Hp 10 | AC 16 T13 F13 | Init +3 | Per +9 (low-light Vision) | Fort +1 | Ref +5 | Will +2 |

Taurven pinches the fabric of his shirt, stained with fresh blood and pierced by the huntress' arrow. "I'm not sure we want to rest here. I don't like this dark and my little torches act like beacons for any predator that sees them."
Taurven stretches and flexes in his armor. Thanks to Torm's might, his wounds are gone.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Dealing with the mount, one way or another, the party searchs the remains of the huntress, this is what to be found:

+1 mithral full plate, composite longbow (+3 Str bonus) with 14 arrows, ranseur, greataxe, masterwork hunting horn

What are youn doing after dealing with the mount?


I'd love the full plate...

"We've just arrived. No need to stop. I have prayers for the darkness, but they won't last long enough for our journey. I'll keep them for now." Karla says flatly, her attention caught by the plate.

"I- I could use an armour of such quality! Let me change... AVERT YOUR EYES!!!"


Male Half-Elf Arcane Archer 3/Ranger 6/Sorcerer 1 / HP 87/87 |AC:22 | T:14 | FF:18 | CMB +12 | CMD:26 | Fort:+11 | Ref:+13 | Will:+6 | Init:+8 | Bluff:+1 | Perception: +23 | Sense Motive: + 0 | Stealth: +19 |

Gargamal turns as Karla tries on the new armor. He looks over the hunting horn, examining it closely.


Male Half-elf | Hp 10 | AC 16 T13 F13 | Init +3 | Per +9 (low-light Vision) | Fort +1 | Ref +5 | Will +2 |

Taurven joins Gargamal in examining the horn, leaving Karla to change in peace.

Just realized, I don't have any ranks in spellcraft.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The hors it's just a very well made and craft hunting horn. It offers no magical properties.
So, what are you guys going to do now?


Male Half-elf | Hp 10 | AC 16 T13 F13 | Init +3 | Per +9 (low-light Vision) | Fort +1 | Ref +5 | Will +2 |

Move on or sleep? I vote move on.


I am good with moving on unless our casters need some down time.


I'm good.

"Now, this plate is great. A little shiny for my taste, but all for His work. All for His work... Now let's go!" she says as she keeps her father's sword in hand, lying flat on her shoulder, and using its light to cast off the darkness ahead.

"Any idea which way we should go?"


Male Half-Elf Arcane Archer 3/Ranger 6/Sorcerer 1 / HP 87/87 |AC:22 | T:14 | FF:18 | CMB +12 | CMD:26 | Fort:+11 | Ref:+13 | Will:+6 | Init:+8 | Bluff:+1 | Perception: +23 | Sense Motive: + 0 | Stealth: +19 |

Storing the hunting horn, Gargamal searches the area to gain clues to the direction they should be traveling.

Know-Nature?: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Tracking: 1d20 + 12 + 3 + 2 ⇒ (8) + 12 + 3 + 2 = 25


Male Half-elf | Hp 10 | AC 16 T13 F13 | Init +3 | Per +9 (low-light Vision) | Fort +1 | Ref +5 | Will +2 |

"Looks good on you." Comments Taurven. The half-elf looks around perhaps there clues to be found. There certainly is danger to be spotted.

Perception: 1d20 + 20 ⇒ (1) + 20 = 21

Taurven uses his dancing lights to illuminate the areas as he looks at them.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

After the encounter with the wild hunteress, the party set off in search of the resting place of Thaas. Myriad paths and tracks lace through the Beastlands. However, Thaas’s memorial site is sacred to the denizens of the area, and many choose to honor the tomb of the great stag Forest Hart with regular pilgrimages, creating a clear path. Garmagal trained eyes and Taurven insight easily identify the path.
The trail will continue for days almost a week. I wound roll random encounters because I’ve never liked them. Take this opportunity to change spells and tactics as you see fit. I’ll give you guys today to discuss/prepare. Tomorrow we move forward.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The warm night air smells fresh, tinged with the scent of night- blooming fl owers. Noises of a vibrant forest greet your ears: insects, birds, and small creatures scuttling through fallen leaves. You’ve stepped through into a clearing surrounded by dense forest. Although a moon hangs high above the treetops, the area is pitch-dark.

Party perception
Eamch: 1d20 + 16 ⇒ (19) + 16 = 35
Gargamal: 1d20 + 20 ⇒ (15) + 20 = 35
Karla: 1d20 + 17 ⇒ (12) + 17 = 29
Taurven: 1d20 + 20 ⇒ (14) + 20 = 34

A gnarled-looking tree creature in the center of this clearing brandishes sharpened branches that form spearlike weapons. Weird lichen patterns stripe its body, which is draped with animal hides. A slavering wolverine crouches nearby.

Wizened Guardian

Round 1-

Ordered Initiative-

Eamch: 1d20 + 2 ⇒ (2) + 2 = 4
Garmagal: 1d20 + 1 ⇒ (17) + 1 = 18
Karla: 1d20 + 5 ⇒ (7) + 5 = 12
Taurven: 1d20 + 2 ⇒ (1) + 2 = 3

Enemies: 1d20 ⇒ 19

Active Effects-

Map-

Link

Notes-

-

Action-

Upon noticing the party, the Guardian attacks without even trying to talk first.

Flame Strike DC 19: 8d6 ⇒ (1, 5, 5, 3, 5, 5, 2, 2) = 28

Karla, Taurven, Eamch needs a reflex save. Your actions??


Reflex: 1d20 + 4 ⇒ (6) + 4 = 10

"Bloody Stupid Stump!!! We'll turn you into kindle wood and burn you WET for your stupidity!" shouts back Karla, visibly angry at being so taken by surprise and trying to bolster her companions.

MvA: Inspire Courage +2 hit and damage; MvA Aura of Heroism +2 hit, saves, skills.

"Torm have mercy on your smoke!" she adds as a form of prayer.

StA: Casting Divine Favor.


Reflex save 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25

Eamch rolls backward when the flame begins descending, clearing the patch of ground just before it is engulfed. Successful save and evasion should mean no damage.

When he is clear of the flame, he flicks his wrist and a wand appears, of which he quickly makes use. UMD 1d20 + 14 ⇒ (20) + 14 = 34, Shield, duration 1 minute.

AC now 27.


Male Half-Elf Arcane Archer 3/Ranger 6/Sorcerer 1 / HP 87/87 |AC:22 | T:14 | FF:18 | CMB +12 | CMD:26 | Fort:+11 | Ref:+13 | Will:+6 | Init:+8 | Bluff:+1 | Perception: +23 | Sense Motive: + 0 | Stealth: +19 |

Gargamal fires 2 arrows at the wizened guardian.

Attack-ranged: 1d20 + 12 ⇒ (7) + 12 = 19
Damage: 1d8 + 9 ⇒ (7) + 9 = 16

Attack-ranged: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 1d8 + 9 ⇒ (6) + 9 = 15


Male Half-elf | Hp 10 | AC 16 T13 F13 | Init +3 | Per +9 (low-light Vision) | Fort +1 | Ref +5 | Will +2 |

Reflex save: 1d20 + 15 ⇒ (19) + 15 = 34

Taurven lets his luck guide his aim, targeting the wolverine.

Composite longbow: 1d20 + 16 ⇒ (1) + 16 = 17
Damage: 1d8 + 6 ⇒ (1) + 6 = 7

Iterative bow: 1d20 + 11 ⇒ (19) + 11 = 30
damage: 1d8 + 6 ⇒ (1) + 6 = 7


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Both Garmagal arrows miss the target.
Karla pray for her god's miracle.
Eamch protect himself with magic.
Taurven shoots at the wolverine, which hadn't done anything against them.

Wizened Guardian

Round 2-

Ordered Initiative-

Enemies: 1d20 ⇒ 19

Garmagal: 1d20 + 1 ⇒ (17) + 1 = 18
Karla: 1d20 + 5 ⇒ (7) + 5 = 12
Taurven: 1d20 + 2 ⇒ (1) + 2 = 3
Eamch: 1d20 + 2 ⇒ (2) + 2 = 4

Active Effects-

Map-

Link

Notes-

-

Action-

Suddendly, a sleet storm starts as if conjured by magic, blocking all your vision, putting out the fire in any conventional torch.

You can post your actions.


1 person marked this as a favorite.

Acrobatics with Heroism: 1d20 - 1 + 2 ⇒ (19) - 1 + 2 = 20
Karla winces at the cold rain, but then grins as she realizes it does little else than annoy.

Acrobatics with Heroism: 1d20 - 1 + 2 ⇒ (1) - 1 + 2 = 2
"Damn! You're as dumb as a log!? You think such a stupid rain will stop us from-YEow!"

Move 10 (half move), then fall prone.

Her tangled hair in lumps sticky and wet, her armour covered with a thin sheet of ice, Karla thanks Torm for the cover offered by the sleet.

"Push forward! Get that trunk!" she keeps shouting at her companion to help them forward!

Maintain IC and Aura.


Eamch slogs forward, raising one hand to help shield his eyes from the sleet and make progress toward the enemy.

Acrobatics 1d20 + 15 ⇒ (2) + 15 = 17

Double move.


Male Half-Elf Arcane Archer 3/Ranger 6/Sorcerer 1 / HP 87/87 |AC:22 | T:14 | FF:18 | CMB +12 | CMD:26 | Fort:+11 | Ref:+13 | Will:+6 | Init:+8 | Bluff:+1 | Perception: +23 | Sense Motive: + 0 | Stealth: +19 |

Gargamal slowly moves forward, trying to get out of the area of effect of this spell.

Acrobatics: 1d20 + 4 ⇒ (3) + 4 = 7

No movement


Male Half-elf | Hp 10 | AC 16 T13 F13 | Init +3 | Per +9 (low-light Vision) | Fort +1 | Ref +5 | Will +2 |

Acrobatics: 1d20 + 10 ⇒ (1) + 10 = 11

Taurven moves through the icy mess, trying to reach the edge of the storm.


Did I need to roll twice to double-move?


Karla Teg wrote:
Did I need to roll twice to double-move?

No, a miss on the first acrobatics check means you can't move for that round, unless you have something that let's you reroll, or change movement type (to flying, or something).


Ok, if DM Aku agrees, that would mean I moved 20 instead of 10, and I'm still on my two feet.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

You need a Acrobatics for each move. Eamch and Taurven don't even need to roll, cause their innate bonus is higher than the DC.

Wizened Guardian

Round 3-

Ordered Initiative-

Enemies: 1d20 ⇒ 19

Garmagal: 1d20 + 1 ⇒ (17) + 1 = 18
Karla: 1d20 + 5 ⇒ (7) + 5 = 12
Taurven: 1d20 + 2 ⇒ (1) + 2 = 3
Eamch: 1d20 + 2 ⇒ (2) + 2 = 4

Active Effects-

Map-

Link

Notes-

-

Action-

The sleet blocks the heroes’ visions and prevent some of them from moving. Tall grass, weeds, and other plants try to wrap around you, preventing you to move further.
Entangle DC 17

You can post your actions.


Male Half-elf | Hp 10 | AC 16 T13 F13 | Init +3 | Per +9 (low-light Vision) | Fort +1 | Ref +5 | Will +2 |

Reflex save: 1d20 + 15 ⇒ (20) + 15 = 35

Taurven avoids the grasping plant strands and slogs to the edge of the sleet flurry.


Stuck in the muck, Karla curses under her breath and thinks about lying there a bit, but the grass starts to claw at her and she tries to hurry to her feet.

Reflex: 1d20 + 4 ⇒ (5) + 4 = 9

She sighs loudly as she gets stuck in more muck: "I suggest we stay where we are until this damned stump tires with his pinpricks!"

No more IC or Aura for now.


Male Half-Elf Arcane Archer 3/Ranger 6/Sorcerer 1 / HP 87/87 |AC:22 | T:14 | FF:18 | CMB +12 | CMD:26 | Fort:+11 | Ref:+13 | Will:+6 | Init:+8 | Bluff:+1 | Perception: +23 | Sense Motive: + 0 | Stealth: +19 |

Reflex save: 1d20 + 12 ⇒ (13) + 12 = 25
Acrobatics: 1d20 + 4 ⇒ (15) + 4 = 19

Dodging the flailing plants, and finally able to get some traction on the icy ground, Gargamal moves (double moves) to the edge of the blinding sleet storm.


Can I at least get up?

501 to 550 of 864 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Queen Web. All Messageboards

Want to post a reply? Sign in.