GM Fanguar's Savage Tide (Inactive)

Game Master Fanguar

High adventure on the high seas.
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Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

Attack of Opportunity, Morning star: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d6 ⇒ 3

Save: 1d20 + 3 ⇒ (17) + 3 = 20

Liberty's Edge

M Human Lore Warden (Fighter 7): HP 70/70 AC: 19/13/16 F: +6 R: +5 W: +2 (3 vs fear), Per: +7 Init:+3)

Justified strikes at the creature as it tries to stand but cannot connect. He cringes as the creature connects with Krilla.

AOO: 1d20 + 15 + 1 + 4 ⇒ (1) + 15 + 1 + 4 = 21

On his turn he trips the creature again, allowing all who are close enough to take attacks of opportunities.

Trip: 1d20 + 23 + 1 ⇒ (20) + 23 + 1 = 44
AOO: 1d20 + 15 + 1 + 4 ⇒ (17) + 15 + 1 + 4 = 371d10 + 15 ⇒ (8) + 15 = 23

He follows up this attack with an iterative attack.

Attack: 1d20 + 10 + 1 + 4 ⇒ (17) + 10 + 1 + 4 = 321d10 + 15 ⇒ (10) + 15 = 25


Krila wrote:

[Dice=Attack of Opportunity, Morning star]1d20+6

[dice=Damage]1d6 [dice=Save]1d20+3

There is no reason for you to make an AoO there. So you fail the fort save.

Justified destroys the remaining mummy. Each mummy has a gold necklace (500gp each).

Revising the secret room: This chamber is a small crypt dominated by a large stone sarcophagus. Both the walls of the room and the sarcophagus itself are covered in decorative patterns and carvings of animals. The top of the sarcophagus depicts a man dressed in robes, wearing a feathered headdress, and clutching a blue rod in one hand and a ceremonial dagger in the other.


retired

Graythan finishes reloading his crossbow with a grunt, his baleful gaze resting on one of the downed mummies. "Everyone ok? That was rough."

Liberty's Edge

M Human Lore Warden (Fighter 7): HP 70/70 AC: 19/13/16 F: +6 R: +5 W: +2 (3 vs fear), Per: +7 Init:+3)

The fighter carefully gathers the necklaces from the mummy's. Those things were terrifying. Are you ok Moira? Snap out of it. Justified waits until Moira recovers.


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

Krila sighs, and begins looking over the sarchophagus, to see if she recognizes it or anything about it. It's probably younger than she is though.

Kn(Religion: 1d20 + 12 ⇒ (19) + 12 = 31
Perception: 1d20 + 16 ⇒ (15) + 16 = 31


The sarcophagus depicts a Olmec shaman, most likely the priest that blessed this passage upon its completion. Traditionally this was done by burying the holy man alive. Krilla also finds that it is trapped.


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

Krila looks it over, and then nods. "Olmec. Notice the wings, and the runes. Looks like a blessing sarcophagus. That makes this place Olmec, they wouldn't do this for someone else, given they had to bury a holy man alive. A willing one." She looks at the destroyed mummies. "Not a really important holy man, given only three guards. Unless there were more that were destroyed over the years. There might be something in the sarcophagus worth looting, if you don't mind grave robbing." She shrugs. "Up to you of course. I'm neither for nor against it. My own religious leanings are toward the living being more important than the dead, especially dead who were stupid enough to kill themselves as part of a ritual. I would disable that trap thought before opening it, unless you want to join the mummies."

Liberty's Edge

M Human Lore Warden (Fighter 7): HP 70/70 AC: 19/13/16 F: +6 R: +5 W: +2 (3 vs fear), Per: +7 Init:+3)

I'd see what's inside. Take a look Moira?


retired

Graythan watches from beyond the secret door, looking in on his companions and the hidden chamber. He gestures toward the sarcophagus and shoots Moira a look, inviting her to ply her expertise.


Female Half Elf Rogue 7: HP 59/59 AC: 19/15/14 F: +4 R: +9 W: +4, Per: +9 Init:+4)

Moira snaps out of the paralyzing trance she was in. "Oh my. I wanted to engage. My mind was saying one thing but my body could not respond."

Moira looks at the loot that Justified discovered. "Hell yeah let's loot the place. Dead people can't use the booty....we sure can."

Moira removes her tools and begins to look for traps around and on the sarcophagus. "Please stand back those of you who are not involved. I do make mistakes."
trapfinding, MW Tool kit: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18


That doesn't quite do it, but barring rolling a 1, you'll get it without triggering the trap, so just moving on.

After fiddling with the mechanism for a bit, Moira manages to disable the trap. Opening up the sarcophagus reveals a skeletal corpse.The long dead shaman holds a blue stone rod in one hand and a masterwork silver dagger in the other. Around his neck is a golden medallion inset with a shining pink pearl.


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

Detect Magic


Female Half Elf Rogue 7: HP 59/59 AC: 19/15/14 F: +4 R: +9 W: +4, Per: +9 Init:+4)

"Oh mmyyyy!!!!" Moira lets out as she sees the shiny objects.

Liberty's Edge

M Human Lore Warden (Fighter 7): HP 70/70 AC: 19/13/16 F: +6 R: +5 W: +2 (3 vs fear), Per: +7 Init:+3)

Standing alert for any trouble Justified only looks on letter other search for traps and discern the nature of the items.


@Krilla: Only the pearl in the necklace is magical, it is a pearl of power (lvl 3).

Grabbing the loot, you move to the double doors to the south. Beyond them is another room, with a pair of doors opposite your entrance. Two gigantic iron doors stand closed to the south in this small chamb er, decorated with symbols of water and sealife in tarnished copper. Opposite them are a pair of pedestals, each with a peculiar notch cut into the side. One of these pedestals is made from a dusky red granite, while the other is crafted of light blue marble,


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

Noted, who wants the pearl?

"The necklace is magic, probably a Pearl of Power, intermediate power level. The rest is gaudy stuff."

Detect magic


Nothing in the room radiates magic.


retired

"Looks like the Olmecs were fond of riddles. I'm guessing the right sequence opens the doors, and the wrong one will see us greeted with another wave of shambling undead." He glances to the strange, notched pillars then back to the group. "Or some other equally unpleasant consequence."


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

Krila begins to slowly and carefully examine the room, keeping her detect magic up as she does so.

Perception: 1d20 + 16 ⇒ (15) + 16 = 31
Perception: 1d20 + 16 ⇒ (18) + 16 = 34
Perception: 1d20 + 16 ⇒ (18) + 16 = 34
Perception: 1d20 + 16 ⇒ (14) + 16 = 30


I'm back

Krilla survey finds that the mechanism is completely mechanical. The blue rod slots into the blue pillar and allows the pedestal to be rotated. It revolves several times before locking into place. You appear to be missing the red rod.

You just missed the item. It's in a kind of unintuitive spot. At this point, I'm fine with just handwaving its retrieval, but it you want to actually search for it, I'm game.

Liberty's Edge

M Human Lore Warden (Fighter 7): HP 70/70 AC: 19/13/16 F: +6 R: +5 W: +2 (3 vs fear), Per: +7 Init:+3)

Back as well.

Can you open it Moira? Good either way myself. Not that everyone seems to be back I'd enjoy getting the game moving again. :)


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

Krila rubs her chin. "We need a red rod. Give me a moment to backtrack, we may have already passed it." Krila takes a moment to search through the previous rooms, looking for red rods, now that she knows one is important.

Perception: 1d20 + 16 ⇒ (1) + 16 = 17
Perception: 1d20 + 16 ⇒ (19) + 16 = 35
Perception: 1d20 + 16 ⇒ (13) + 16 = 29
Perception: 1d20 + 16 ⇒ (19) + 16 = 35
Perception: 1d20 + 16 ⇒ (18) + 16 = 34
Perception: 1d20 + 16 ⇒ (5) + 16 = 21
Perception: 1d20 + 16 ⇒ (16) + 16 = 32
Perception: 1d20 + 16 ⇒ (12) + 16 = 28


After much search and some avoiding of the black puddings, you find the red rod way back at the entrance of the area covered in slime at the bottom of the fetid fountain.

Rod in hand you return to the exit and activate the mechanism. The doors open with a screech of protest, flooding the chamber with fresh salt air from the world outside. Beyond the doors is a broad set of seaweed-choked stairs that leads down to a small beach. At high tide the water must reach right up to the doors themselves, but now the water is low enough to allow for easy passage.

The other survivors are exactic to be out of the dark dank passage and rush out into the fresh air. Avner's stupid horse stumbles down the stairs and almost breaks a leg, but (un)fortunately, it keeps its footing. The land beside the beach rises up away from the water, eventually forming a winding cliffside path roughly 80 feet above . Although the ramp is relatively steep, Thunderstrike and the rest of the party can easily traverse it.


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

"We don't know how fast the tide comes in, we can either camp at the top of the stairs and confirm, or we can start out up the ramp. It would be bad to find out it comes in rapidly in a 10 minute window, if we're 15 minutes from the top of the stairs and from the top of the ramp." She turns to the sailors. "Well? Do we need worry about the tide coming in so rapidly we can't make it across the beach and up the ramp? Or should we go back up the stairs and camp?" She looks over the beach. "We should also beware of anything that might live here that is used to eating things that get washed up."

Liberty's Edge

M Human Lore Warden (Fighter 7): HP 70/70 AC: 19/13/16 F: +6 R: +5 W: +2 (3 vs fear), Per: +7 Init:+3)

Know (Nature): 1d20 + 5 ⇒ (14) + 5 = 19

Baring some unusual geography that is not how tides work. They are gradual over their period. Lets move out now. Justified is a smart fighter. :)


retired

As the others discuss the virtues and risks of waiting for the tide or pressing on, Greythan's eyes remain fixed on the horizon, his companion's words fading to a dull hum in his ears. He breaths slowly and deeply, inhaling through his nose then exhaling quietly through his mouth.

He'd hated the salted air after a week aboard the Sea Wyvern. Now, though, the dour bountyhunter found it to be a refreshing relief.

Leaving his companions to their ongoing discussion of the tides, Graythan turns back to the others they'd been leading. "Captain? Urol? How are you both faring?" He moves on next to Avner, but simply offers a nod as he visually confirms the man's wellbeing.

Lirith, Tavey, and Skald are still with us as well, yes? I can't remember if they wound up on the Blue Nixie.


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

Krila knows enough that this island doesn't always follow the natural rules, thus the confirmation from the sailors. Plus it makes them feel useful if they get to answer and help the 'land lubbers'. :)


Captain Venkalie, Urol Forol, (the gnomish geographer), Tavey Nask (the cabin boy) and Avner Meravanchi were the only other survivors that you found. I've mostly been ignoring them in combat, but I guess I probably should throw some tokens up on the map.

Everyone is in much higher spirits now that they are in the open air. The dangers of the tunnel had everyone quite shaken, though Urol's fascination with the monsters manages to mask most of his fear. In general, the inquisitive gnomes constant exciting chatter is starting to wear on everyone's nerves a little bit. The Captain especially has soured towards the gnome.

Urol pulls out his hand drawn map and, after making some measurements with his fingers. estimates that it should take the group roughly 6 days to traverse the beaches and cliffs south. Assuming of course, that this ancient road follows that direction. If it doesn't, he adds, you'll need to double or triple that estimate.

Not wanting to wast the daylight you continue along the path until dusk begins to fall.

Justified and Krilla:
Now that the excitement of the ruins is behind you, you once again get the feeling that you are being watched. If anything, its worse now than it was in the tunnel.

Liberty's Edge

M Human Lore Warden (Fighter 7): HP 70/70 AC: 19/13/16 F: +6 R: +5 W: +2 (3 vs fear), Per: +7 Init:+3)

Justified, enjoying the sunshine on his face and the moving air on his body lengthens his stride and encourage everyone to keep up. Perhaps we can make it in 5 He says good naturedly.

But as the group begins to march his face darkens a little and he notes quietly to the group. Whatever it was that followed us before we went underground, they are back. I can feel them. Even closer than before. We did not loose them with our short cut.


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

Krila nods. "Dear heart, can you scan around and see if there are any spirits or astral forms following or watching us?' She says to the air, in response to Justified's comment.

Her spirit will check the astral to see if anything is watching them from there besides it

She turns the other direction. "My new friend, if you could check the shadows as well?" She asks the other spirit, asking it to check the shadow plane if it can.


Krila wrote:

Krila nods. "Dear heart, can you scan around and see if there are any spirits or astral forms following or watching us?' She says to the air, in response to Justified's comment.

Her spirit will check the astral to see if anything is watching them from there besides it

She turns the other direction. "My new friend, if you could check the shadows as well?" She asks the other spirit, asking it to check the shadow plane if it can.

Check the whole plane? My 3e cosmology is a little rusty, but I don't think the astral directly correlates to the prime material or anything.


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

EDIT : Never mind, I'm mixing up my game systems.


The party carries on along the ancient roadway for the rest of the day. As you go along, you find several places where sections of walkway have been repaired or reinforced with wooden supports where erosion has washed away the stone. The supports are quite weathered, but are still much newer than the original construction. Urol is much intrigued by these and natters on about the island natives each time you find repairs.

Tavey is just excited to be out of the caves and has to be constantly reminded not to run ahead. Avner spends most of his attention trying to keep his horse moving in the right direction. If anything, the massive is more spooked now, than it was while travelling underground.

Eventually, the light starts to fade and thought turn towards camping for the night. Let me know who's taking watches and if there are any extra precautions that you are taking.

Liberty's Edge

M Human Lore Warden (Fighter 7): HP 70/70 AC: 19/13/16 F: +6 R: +5 W: +2 (3 vs fear), Per: +7 Init:+3)

The fighter looks for a suitable and defendable place to camp, but finds nothing.

Survival: 1d20 + 10 ⇒ (1) + 10 = 11

I will take the middle watch since I do not need a specific period of sleep. I see no place that is ideal to camp. Perhaps someone else can find a better place? He can auto assist a survival roll.


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

Survival: 1d20 + 14 ⇒ (13) + 14 = 27

Krila taps Justified on the shoulder. "Not to be a wet blanket sweetie, but shouldn't we camp over there in the tree fall, with the three defensible sides? Plus if we put the sail up on top of it we can keep out of the rain if it decides to rain tonight. And it'll keep our fire hidden except out to sea?" She points to a treefall about a quarter mile farther on. Her voice is gentle, knowing Justified has had a long day and just missed it from exhaustion.

Diplomacy, to not hurt Justified's feelings: 1d20 + 15 ⇒ (17) + 15 = 32

And this is why we double up on certain skills

Krila takes whatever watch she needs to, she can see fine no matter what, and her spells renew whether she has uninterrupted sleep or not.

She does wake her familiar up from it's daytime naps, and sets it to watch. Being nocturnal, it has no issue staying up all night.


retired

Survival: 1d20 + 17 ⇒ (1) + 17 = 18
Graythan nods silently, approving of Krila's selection for a camp site. He helps Tavey pitch a simple tent with some rope and a tarp, and pats the former cabin boy on the shoulder as he turns back to the group and the fire they've got going already. "I'll take final watch. And maybe this time we won't have a flock of razor-beaked avians storm the camp." His eerie blue eyes glitter briefly in the orange glow of the firelight but the off-putting light and the beginnings of a half-grin vanish in a blink as he turns to hurry over to Avner to help him calm his horse.


Female Half Elf Rogue 7: HP 59/59 AC: 19/15/14 F: +4 R: +9 W: +4, Per: +9 Init:+4)

Moira speaks up. "Ahhh....what about those blobby things we left behind. You guys worried about those things." One can see that the ordeal with the blobs and mummies has shaken her spirit.


retired

"They weren't clever enough to follow us over to the other bridge even, Moira. We're safe from them here. Plenty else to be on guard for though, so stay sharp."


The night passes slowly. It feels somewhat different than those that you spent on the other side of the pass. It takes a while to figure it out, but in the end you realize what it is: the night is unnaturally quiet. The usual jungle noises are absent. Still the night passes without incident.

The next morning, as you break camp, Tavey gives a shout from around the next bend in the path. Going to investigate, you find a dozen bird carcasses. Each bird is tied, wings outstretched and head to the ground, on an wooden X-shaped frame.


retired

Graythan regards the bird carcasses stoically for a few moments before offering dryly, "I don't think we're welcome."


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

Kn(Nature): 1d20 + 8 ⇒ (5) + 8 = 13
Kn(Religion): 1d20 + 12 ⇒ (19) + 12 = 31

Kn(Nature) in case there's some natural reason for doing this, like preserving the carcasses or something, or if the birds have some special signficance (extremely rare, dangerous, etc). Kn(Religion) in case it has a relgious relevance


Sorry. I somehow missed that you had posted.

@Krilla: There is nothing overtly religious about the display or particularly unusual about the birds themselves. It might be trying to convey a message, but if so, you can't tell what it is. If nothing else, it is creepy as all get out.

Urol is fascinated of course, but more so by the opportunity to study so many avian specimens at once. Captain Venkalie smacks one out of his hand and tells him to finish breaking camp, so the party can get moving. The little gnome's face darkens with anger, before he regains his composure. He stuffs a couple of birds in his coat and helps with the chores.


retired

"Let's be especially wary from this point forward. I know you're excited for so many dead birds to study, Urol, but I'm betting those effigies were meant to turn us around. Pressing forward is only going to make whoever's been watching us more upset." He then turns to Avner, dark concern clouding his face. "And you may want to lead Thunderstrike by foot, Avner. Riding will leave you elevated and make you a target."

Liberty's Edge

M Human Lore Warden (Fighter 7): HP 70/70 AC: 19/13/16 F: +6 R: +5 W: +2 (3 vs fear), Per: +7 Init:+3)

Jutified wonders if the birds could be cursed but says noting. He nods in agreement with Graythan's warning and seems to grip his weapon tighter.


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

"Be careful with them as well, they could have disease or parasites on them." The shaman warns, mainly Urol. Most curses are usually just disease and fleas or other parasites, in her experience.


Female Half Elf Rogue 7: HP 59/59 AC: 19/15/14 F: +4 R: +9 W: +4, Per: +9 Init:+4)

Moira approaches her companions. "Hey guys.... I think I should lead us through the path with the big guy. I can check for traps while we move."


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

"I'll take the middle then, to be as close as possible to everyone." Today, her eyes seem to twinkle and sparkle, and those around her have their skin crawl as if some creature from beyond had appeared before them. Floating Spirit for today is Heavens spirit, add Color spray (1st), hypnotic pattern (2nd), and daylight (3rd) to spells. Add Stardust as a special ability usable 6 times.

I assume we don't need to specify that Krila heals any injuries before bed at night, yes? So we should be starting all healed up every morning.


Krila wrote:
I assume we don't need to specify that Krila heals any injuries before bed at night, yes? So we should be starting all healed up every morning.

As long as you are noting the expenditure of spell slots, that fine

A little unnerved, you press onward. As you continue, more signs of civilization present themselves, a few abandoned huts on a stretch of sand here, a wrecked canoe there. Upon further investigation, these always appear long abandoned and heavily weathered.

More ornamentation along the path also shows itself, with intricate Olman carvings rising out of stone outcropping along the way.

DM DIce:

Rolling for 20s:

1d20 ⇒ 3
1d20 ⇒ 7
1d20 ⇒ 2
1d20 ⇒ 1
1d20 ⇒ 13
1d20 ⇒ 3
1d20 ⇒ 12

In one place, several of these statues appear to tbe more than they seem and come to life, swooping down upon you:

Initiative rolls:

Justified: 1d20 + 3 ⇒ (3) + 3 = 6
Graythan: 1d20 + 5 ⇒ (10) + 5 = 15
Krila: 1d20 + 6 ⇒ (15) + 6 = 21
Moira: 1d20 + 4 ⇒ (16) + 4 = 20
Enemy: 1d20 + 6 ⇒ (6) + 6 = 12

Combat
21 Krila
20 Moira
15 Graythan
12 Gargoyles
6 Justified

Everyone except Justified is up. Map updated. I'll deal with the NPCs on my turn.


Female Aasimar HP (38)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +3/+5/+9 | Init +6
Skills:
Diplomacy 15, Handle Animal 8, Heal 13, Kn(Nature) 8, Kn(Planes) 6, Kn(Religion) 12, Perception 16, Ride 6, Spellcraft 12, Survival 14
Shamanic Witch-Doctor of Life 7

Krila steps back and begins calling down lightning from the sky.

"Well now everyone, watch your eyes, I believe it's going to storm..."

If you are outdoors and in a stormy area – a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size) – each bolt deals 3d10 points of electricity damage instead of 3d6. This is the damage calculation, I think the 'hot and cloudy' would certainly apply yes? Given the descriptions?

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