GM Fuzzfoot's Castaways (Inactive)

Game Master PJP

Maps
Party Inventory


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Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

It is not a language any of you are familiar with, and he just looks at you and smiles as you try to greet him. He babbles a bit more and makes some odd hand gestures.

Eventually, Aki and Echo believe he is trying to get you to follow him, and may be offering you food.


| HP: 14/14 | AC 21 (T12, FF 19) (Current: AC 15, T12, FF 13) | CMB: +5 CMD: 17 | F:+5 R:+2 W:+1 (-2 vs. evil spells) | Init +2 | Perc +6, SM +1, Intimidate +9, Bluff -4, Diplomacy -2 | Speed 30 ft. (20 ft. in armour) | Omen: 1/1 | Active Conditions: None

"He wants us to follow him. And... I think he's offering us food." She smiles and moves to follow.

Suddenly one of her dreamer's rears its head. The warchief.

You're too trusting... The war chief yells. Foolish girl!

Echo pauses. "Should one of us go and tell the others...? What if it's... dangerous to follow him?"


F Kitsune Ninja 1/Arcanist 3 | HP 20/20 | AC: 17 T: 13 Fl: 14 | CMB: +1 CMD: 14 | F +1 R +6 W +3 | Init +3 | Perc: +0 | 1st level 3/6 | Arcane Reservoir 1/6 | Current Effects: Mage Armor

"We need to be wary, but I doubt snubbing their hospitality will make them friendlier to us," Aki replies. "Better to accept a friendly invitation than a war party. But one of us might be able to get away and tell the others without insulting them."


HP 39/39 AC 18 T 14 FF 14, Fort +7, Ref +7, Will +2, Init +5, CMD 18

"I think we can take care of ourselves. There's only one of him. If it looks like we're getting into something dangerous, we bail. "


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

So everyone follows?

He leads you along the beach, clearly back from where he came as there are other lines of his footprints. He starts yammering away, but it is pretty much nonsense to you. Those of you with strong linguistics can tell enough to know this kid is apparently mostly concerned with food. You believe you have now learned the words for "dinner" and something akin to "tasty".

Eventually you come across a small river, and he turns inland. It becomes less sandy, but he is clearly on a worn path now.


| HP: 14/14 | AC 21 (T12, FF 19) (Current: AC 15, T12, FF 13) | CMB: +5 CMD: 17 | F:+5 R:+2 W:+1 (-2 vs. evil spells) | Init +2 | Perc +6, SM +1, Intimidate +9, Bluff -4, Diplomacy -2 | Speed 30 ft. (20 ft. in armour) | Omen: 1/1 | Active Conditions: None

Echo relents, following her companions after the child.

You're a fool! her Warchief scolds.

Nonsense! Remarks a new dreamer--her chef. Accepting the poor boy's hospitality is the right thing to do! And listen to him! He's bringing us to dinner!

To eat her. replies the Warchief.

Don't listen to her! Dinner is going to be delicious! Think of all the wonderful new recipes we'll learn! the Chef retorts.

It's little wonder you're dead. spits the Warchief.

Echo holds a hand to her head. Stop it! STOP IT! She thinks at her Dreamers. I can't concentrate with all your bickering!

Distracted by the voices of her past lives fighting in her head, Echo pays little attention to her surroundings or her host.

Soon, the Dreamers fall silent. Echo watches the boy and smiles, trying to learn his strange language.

As Echo steps upon the hard packed path her Warchief speaks to her again.

Goodbye.

Left with an ominous silence, Echo frowns. She shakes her head, and follows after the others. Worried from her beloved Dreamers suspicions, she watches the surrounding area closely.

Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Survival: 1d20 + 4 ⇒ (6) + 4 = 10

As they travel, she focuses on her body's defences, imagining an impenetrable forcefield around her body--magical armour to keep her safe. She can feel it manifest invisibly around her.

Just in case. she tells her worried Dreamer. But the Warchief does not reply.


HP 39/39 AC 18 T 14 FF 14, Fort +7, Ref +7, Will +2, Init +5, CMD 18

Noting the beaten path "With this much traffic, he's probably not alone, so keep your eyes open. "


Male LN Hobgoblin Druid (Nature Fang) 3 | HP 26/26 | AC 14 T 14 FF 10 | CMB +4, CMD 17 | F: +5, R: +5, W: +5 | Init: +6 | Perc: +9, SM: +3, Darkvision 60ft.
Skills:
Acrobatics +4, Bluff +6, Climb +5, Diplomacy +0, Handle Animal +5, Knowledge (geography) +6, Knowledge (nature) +6, Perception +9, Sense Motive +3, Stealth +10, Survival +8, Swim +5, UMD +6

Malothor stayed back a bit not wanting to scare the child off, so he follows the rest of the group from a short distance (100 feet of so).

He is alert and looking for trouble.

Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Survival, tracking: 1d20 + 8 ⇒ (4) + 8 = 12 looking for tracks of other tribesmen


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

As you follow the path, the jungle grows more dense. Malathor misses the signs, but Echo sees adults of the same color and decoration peering from the trees. At first they look concerned, then the boy shouts some phrases at them, and they smile and nod. You are able to proceed unhindered.


| HP: 14/14 | AC 21 (T12, FF 19) (Current: AC 15, T12, FF 13) | CMB: +5 CMD: 17 | F:+5 R:+2 W:+1 (-2 vs. evil spells) | Init +2 | Perc +6, SM +1, Intimidate +9, Bluff -4, Diplomacy -2 | Speed 30 ft. (20 ft. in armour) | Omen: 1/1 | Active Conditions: None

"You have plenty of friends, I see." Echo remarks aloud to the boy, more to alert her friends to their presence than anything else. She waves at the people hiding in the trees and smiles nervously.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

One man waves back, looking a little confused by his actions. The boy smiles and nods, as if he understands... but you suspect he has no clue what you have said.

The path opens into a clearing, which opens to a small village of a few huts and a huge fire pit in the center. Many villagers come out to surround you, most with a spear or blowgun, but the weapons are relaxed at their sides.

On a spit over the big fire pit is a large, charred something. It looks like a giant frog, perhaps.

Knowledge local or nature, DC 18:
You believe it may be a grippli.

The boy smiles, and grabs Echo's hand, leading her toward the firepit. He chatters away at you.

Sense Motive, DC 25:
You see a few of the villages look at you a little too eagerly, licking their lips.


| HP: 14/14 | AC 21 (T12, FF 19) (Current: AC 15, T12, FF 13) | CMB: +5 CMD: 17 | F:+5 R:+2 W:+1 (-2 vs. evil spells) | Init +2 | Perc +6, SM +1, Intimidate +9, Bluff -4, Diplomacy -2 | Speed 30 ft. (20 ft. in armour) | Omen: 1/1 | Active Conditions: None

Nature: 1d20 + 9 ⇒ (15) + 9 = 24
Sense Motive: 1d20 + 8 ⇒ (4) + 8 = 12

"Wow," Echo remarks loudly so the others can hear her. "What a nice, roasting, intelligent humanoid you have there. Who knew grippli smelt like... burnt chicken."

Told you. her Warchief remarks.

It's.. exotic! her Chef defends. They're working with what they have.

Shut up! Echo thinks, shushing her dreamers.

"They might not realize that's horrible... and... horrible..." she says loudly. "But I have a really bad feeling about this."

She smiles politely at the tribe of terrifying, happy people.


F Kitsune Ninja 1/Arcanist 3 | HP 20/20 | AC: 17 T: 13 Fl: 14 | CMB: +1 CMD: 14 | F +1 R +6 W +3 | Init +3 | Perc: +0 | 1st level 3/6 | Arcane Reservoir 1/6 | Current Effects: Mage Armor

Aki sighs at Echo's words. "Well, I suppose that explains why they're so happy to see us. Did everyone pay attention to the way back? I believe running is going to be our only way out here."

She steps forwards and spreads her hands, as if making a grand speech to the tribe. But instead of Common, she speaks the words of magic, waving her arms as she casts a defensive enchantment on herself.

Casting mage armor, trying to bluff the casting as being non-threatening.

Bluff: 1d20 + 6 ⇒ (1) + 6 = 7 XD Yeah, no.


HP 39/39 AC 18 T 14 FF 14, Fort +7, Ref +7, Will +2, Init +5, CMD 18

sense motive: 1d20 ⇒ 14

"So that's something they shouldn't be eating?" and he activates his ice armor.


| HP: 14/14 | AC 21 (T12, FF 19) (Current: AC 15, T12, FF 13) | CMB: +5 CMD: 17 | F:+5 R:+2 W:+1 (-2 vs. evil spells) | Init +2 | Perc +6, SM +1, Intimidate +9, Bluff -4, Diplomacy -2 | Speed 30 ft. (20 ft. in armour) | Omen: 1/1 | Active Conditions: None

"Eating a grippli's like eating a kobold, or a ratfolk. It's illegal in most places to eat things that can speak back... " She replies loudly to Nathan. "That they do not consider that taboo I find deeply worrying!"

After a moment of hesitation Echo lets the boy lead her towards the fire pit. She smiles at him and says loudly in common, "If they attack me, be sure to run for it. Don't wait for me to catch up."


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

As you activate your armors, weapons go up and smiles disappear. Apparently they know what a spell is.

"Yabba hue gonzo falla!" an old man shouts. The people part ways to reveal what is probably the local witch doctor. "Tsk tsk!" he says with a quick arm motion, and you are surrounded with spears pointing at you from every direction.

Take a look at the map. The big circles are huts. There are about 30 warriors, plus a number of non-combatants. You might not survive an escape run, but if you do, we will move to chase rules for a bit. If you want to surrender, go ahead on your turn.

Initiative:

Echo: 1d20 + 1 ⇒ (8) + 1 = 9
Malothor: 1d20 + 6 ⇒ (15) + 6 = 21
Nathan: 1d20 + 5 ⇒ (18) + 5 = 23
Aki: 1d20 + 3 ⇒ (2) + 3 = 5

Warriors: 1d20 + 3 ⇒ (15) + 3 = 18
Witch Doctor: 1d20 - 1 ⇒ (2) - 1 = 1

Round 1: (Bold may act)
Nathan
Malothor

Warriors
Echo
Aki
Witch Doctor


HP 39/39 AC 18 T 14 FF 14, Fort +7, Ref +7, Will +2, Init +5, CMD 18

Deciding that the odds are a bit excessive, Nathan tries to blow a hole out the back so they can exit. He moves up to Malothor and sends a cold blast at the native in S6.

point blank shot
to hit: 1d20 + 6 ⇒ (4) + 6 = 10 damage: 2d6 + 3 ⇒ (4, 4) + 3 = 11 touch attack (hopefully vs. flat footed)


Male LN Hobgoblin Druid (Nature Fang) 3 | HP 26/26 | AC 14 T 14 FF 10 | CMB +4, CMD 17 | F: +5, R: +5, W: +5 | Init: +6 | Perc: +9, SM: +3, Darkvision 60ft.
Skills:
Acrobatics +4, Bluff +6, Climb +5, Diplomacy +0, Handle Animal +5, Knowledge (geography) +6, Knowledge (nature) +6, Perception +9, Sense Motive +3, Stealth +10, Survival +8, Swim +5, UMD +6

Gulp! How did we just walk into this mess!?! I think Malothor based on his position can escape, but I hate running and potentially leaving companions behind.

Malothor reacts to the sudden change from friendly tribesmen to violent cannibals, and follows Nathan’s cold blast with an Obscuring Mist. He then runs past the warrior hit by Nathan.

Placed the 20ft. radius obscuring mist on the map.

Scarab Sages

Male Gnome Sorcerer 1 | HP 9/9 | AC 12(16) T 12 FF 11(15) | CMD 10 CMB -1 | F +2 R +1 W +2 | Init +3 | Perc +2 | Active Spells: Mage Armor

How long have our friends been gone?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Nathan drops one, which is quickly covered by Malothor's mist.

The boy grabs at Echo, but she easily twists away.

Grapple: 1d20 + 0 ⇒ (1) + 0 = 1

Many spears go flying into the fog, aimed at both Nathan and Malothor... or at least where Malothor was.

Ranged Attack, concealment: 1d20 + 3 ⇒ (13) + 3 = 16
Concealment 50% miss chance: 1d100 ⇒ 2

Ranged Attack, concealment: 1d20 + 3 ⇒ (6) + 3 = 9

Ranged Attack, concealment: 1d20 + 3 ⇒ (7) + 3 = 10

Ranged Attack, concealment: 1d20 + 3 ⇒ (9) + 3 = 12

Ranged Attack, concealment: 1d20 + 3 ⇒ (16) + 3 = 19
Concealment 50% miss chance: 1d100 ⇒ 96
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Ranged Attack, concealment: 1d20 + 3 ⇒ (8) + 3 = 11

The others close in on Echo and Aki.

Grapple Echo: 1d20 + 4 ⇒ (7) + 4 = 11
Grapple Echo: 1d20 + 4 ⇒ (18) + 4 = 22
Grapple Echo: 1d20 + 4 ⇒ (3) + 4 = 7
Grapple Echo: 1d20 + 4 ⇒ (10) + 4 = 14

Grapple Aki: 1d20 + 4 ⇒ (20) + 4 = 24
Grapple Aki: 1d20 + 4 ⇒ (4) + 4 = 8
Grapple Aki: 1d20 + 4 ⇒ (13) + 4 = 17
Grapple Aki: 1d20 + 4 ⇒ (16) + 4 = 20
Grapple Aki: 1d20 + 4 ⇒ (11) + 4 = 15

Round 1: (Bold may act)
Nathan (4 dmg)
Malothor (1 dmg)
Warriors
Echo (grappled)
Aki (grappled)

Witch Doctor


F Kitsune Ninja 1/Arcanist 3 | HP 20/20 | AC: 17 T: 13 Fl: 14 | CMB: +1 CMD: 14 | F +1 R +6 W +3 | Init +3 | Perc: +0 | 1st level 3/6 | Arcane Reservoir 1/6 | Current Effects: Mage Armor

Aki struggles as many hands grab her, though realistically she doesn't expect to escape.

Escape Artist: 1d20 + 7 ⇒ (19) + 7 = 26 Wow, she might actually succeed. She'll run into the mist if she does.


| HP: 14/14 | AC 21 (T12, FF 19) (Current: AC 15, T12, FF 13) | CMB: +5 CMD: 17 | F:+5 R:+2 W:+1 (-2 vs. evil spells) | Init +2 | Perc +6, SM +1, Intimidate +9, Bluff -4, Diplomacy -2 | Speed 30 ft. (20 ft. in armour) | Omen: 1/1 | Active Conditions: None

Well, crap. Haha.

CMB to escape the grapple: 1d20 + 1 ⇒ (7) + 1 = 8

Echo flails feebly against the hordes of grabbing hands, kicking and struggling with all her might.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Unfortunately, escaping is a standard action. I assume you move to a clear path rather than try to move through an opponents space. As you leave the first square, there are 6 AoOs against you.

Grapple: 1d20 + 4 ⇒ (14) + 4 = 18
Grapple: 1d20 + 4 ⇒ (7) + 4 = 11
Grapple: 1d20 + 4 ⇒ (13) + 4 = 17
Grapple: 1d20 + 4 ⇒ (18) + 4 = 22
Grapple: 1d20 + 4 ⇒ (9) + 4 = 13
Grapple: 1d20 + 4 ⇒ (5) + 4 = 9

Aki breaks free, but is quickly grabbed again. Echo is firmly held.

The witch doctor grabs a scarred and horrifying mask from the staff he carries and puts it on as he shouts "Oo, ee, oo, ah ah, ting tang, walla walla bing bang!" Then he starts to lift off the ground in flight.

Round 2: (Bold may act)
Nathan (4 dmg)
Malothor (1 dmg)

Warriors
Echo (grappled)
Aki (grappled)
Witch Doctor


HP 39/39 AC 18 T 14 FF 14, Fort +7, Ref +7, Will +2, Init +5, CMD 18

Nathan will run for the gap he's made. It will provoke from 2, but the concealment might help.


F Kitsune Ninja 1/Arcanist 3 | HP 20/20 | AC: 17 T: 13 Fl: 14 | CMB: +1 CMD: 14 | F +1 R +6 W +3 | Init +3 | Perc: +0 | 1st level 3/6 | Arcane Reservoir 1/6 | Current Effects: Mage Armor
GM Fuzzfoot wrote:

The witch doctor grabs a scarred and horrifying mask from the staff he carries and puts it on as he shouts "Oo, ee, oo, ah ah, ting tang, walla walla bing bang!"

I have to admit, I chuckled. :D


Male LN Hobgoblin Druid (Nature Fang) 3 | HP 26/26 | AC 14 T 14 FF 10 | CMB +4, CMD 17 | F: +5, R: +5, W: +5 | Init: +6 | Perc: +9, SM: +3, Darkvision 60ft.
Skills:
Acrobatics +4, Bluff +6, Climb +5, Diplomacy +0, Handle Animal +5, Knowledge (geography) +6, Knowledge (nature) +6, Perception +9, Sense Motive +3, Stealth +10, Survival +8, Swim +5, UMD +6

Malothor will take off running into the jungle. He does not leave a trail (Druid ability).

Have not moved token. Not sure how the Escape rules work.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Nathan uses the fog to aid his escape, trying to avoid the closest natives.

Grapple AoO: 1d20 + 4 ⇒ (5) + 4 = 9
Grapple AoO: 1d20 + 4 ⇒ (2) + 4 = 6

If either had hit, they still would have had a 20% concealment chance to miss.

Malathor and Nathan take off into the jungle.

The warriors all look at the witch doctor, who makes a motion with his hand and utters "Tsk! Tsk!"

Many of the warriors give chase.

At this point, we will move to chase rules for Nathan and Malothor. Aki & Echo - would you like to keep trying? Assume that 4 warriors each are continuing to grapple you as the rest have picked up spears and are chasing the others. The witch doctor also remains.


F Kitsune Ninja 1/Arcanist 3 | HP 20/20 | AC: 17 T: 13 Fl: 14 | CMB: +1 CMD: 14 | F +1 R +6 W +3 | Init +3 | Perc: +0 | 1st level 3/6 | Arcane Reservoir 1/6 | Current Effects: Mage Armor

Aki continues to struggle, but she doesn't make an honest attempt to escape. Not yet, not when Echo was also captured. With any luck they'd leave them tied up overnight with only a light guard... and that would be when she would have a chance to free them both.

Basically, she's struggling so they don't suspect she has a plan, but I doubt she's getting out from under the dogpile of four warriors--and unless Echo gets free, she doesn't want to.


| HP: 14/14 | AC 21 (T12, FF 19) (Current: AC 15, T12, FF 13) | CMB: +5 CMD: 17 | F:+5 R:+2 W:+1 (-2 vs. evil spells) | Init +2 | Perc +6, SM +1, Intimidate +9, Bluff -4, Diplomacy -2 | Speed 30 ft. (20 ft. in armour) | Omen: 1/1 | Active Conditions: None

Echo keeps struggling, hoping to provide as much of a distraction as she can for her fleeing companions.

CMB to escape: 1d20 + 1 ⇒ (1) + 1 = 2


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Some Chase rules refresher:
Using the base assumption of 30-foot cards, it takes a move action to move through a single card. When a character exits from a card, he must choose one of that card’s two obstacles to face as a standard action before moving to the next card. Success means the character moves to the next card, while failure means the character must face the obstacle again on the next round. Instead of exiting a card, a character can choose to take another action not directly related to navigating the chase’s course, such as casting a spell or drawing a weapon.

A character who wants to attempt to move three cards during his turn can do so by taking a full-round action. That character must overcome both obstacles on the card he is leaving. In this case, if a character fails either obstacle check by 5 or less, he only moves one card forward and his turn ends. If a character fails either obstacle check by more than 5, he cannot move at all that turn. A character unfortunate enough to fail two obstacle checks in a turn becomes mired in his current square (he might have fallen from a ledge, gotten a foot stuck amid roots, or got caught in a crowd, for example). A character who is mired must spend another full-round action becoming unmired and effectively loses his next turn in the chase. In some cases, becoming mired might impart additional penalties (such as falling damage).

A character can also choose to make a ranged attack or cast a spell during his turn in a chase. If the action is a full-round action, he can’t move at all. Use the number of cards and their established distances to determine ranges as necessary. The terrain where the chase takes place might provide the target partial or even full cover or concealment, as you wish. A character can only choose to make melee attacks against targets that are on the same card.

Malothor and Nathan are only 1 step ahead of the warriors. You need to get at least 3 steps ahead to have a chance to escape. When the warriors fail, some portion of their number will drop out of the chase.

You dive into the jungle, into unfamiliar terrain. You must either find an escape route (DC 14 Escape Artist) or figure out how to navigate the terrain (DC 16 Knowledge, nature).


HP 39/39 AC 18 T 14 FF 14, Fort +7, Ref +7, Will +2, Init +5, CMD 18

Nathan takes a look at the jungle and tries to decide which types of plants will make for the easiest path to run.
knowledge nature: 1d20 + 5 ⇒ (18) + 5 = 23


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Still waiting on Malothor, but not pushing due to the holidays...


Male LN Hobgoblin Druid (Nature Fang) 3 | HP 26/26 | AC 14 T 14 FF 10 | CMB +4, CMD 17 | F: +5, R: +5, W: +5 | Init: +6 | Perc: +9, SM: +3, Darkvision 60ft.
Skills:
Acrobatics +4, Bluff +6, Climb +5, Diplomacy +0, Handle Animal +5, Knowledge (geography) +6, Knowledge (nature) +6, Perception +9, Sense Motive +3, Stealth +10, Survival +8, Swim +5, UMD +6

Sorry for the delay. Thank you for the Chase Rules refresher.

Malothor looks for a way to navigate through the jungle and escape.
Kn. Nature: 1d20 + 6 ⇒ (11) + 6 = 17
Escape Artist: 1d20 + 4 ⇒ (17) + 4 = 21

I was looking to move through 3 cards, by trying to overcome both obstacles. Did I understand this correctly?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Nathan quickly finds a path through dense brush, but as he looks up, Malothor is swinging from a vine over a creek and diving through a bunch of bamboo trees.

Nathan must either jump in and swim (DC 13), or cross via a fallen log nearby (Acrobatics DC 15).

Malothor, while far ahead, is not out of the jungle yet! He can push his way through the dense foliage (Strength DC 13) or find a path (Perception DC 17).


F Kitsune Ninja 1/Arcanist 3 | HP 20/20 | AC: 17 T: 13 Fl: 14 | CMB: +1 CMD: 14 | F +1 R +6 W +3 | Init +3 | Perc: +0 | 1st level 3/6 | Arcane Reservoir 1/6 | Current Effects: Mage Armor

Aki thinks a silent prayer as she struggles.

Desna, Milani, I don't know which one of you's been keeping an eye on us, but there's no way we all washed ashore safe while none of the slavers did without at least one of you getting involved. All I need is for them to tie us up and stick us in a hut or something where they're not watching us directly, and I can do the rest. Just let them take their eyes off of me...


HP 39/39 AC 18 T 14 FF 14, Fort +7, Ref +7, Will +2, Init +5, CMD 18

Nathan will try the speed up trick.

swim check: 1d20 + 7 ⇒ (3) + 7 = 10

acrobatics: 1d20 + 9 ⇒ (20) + 9 = 29

but it doesn't work


Male LN Hobgoblin Druid (Nature Fang) 3 | HP 26/26 | AC 14 T 14 FF 10 | CMB +4, CMD 17 | F: +5, R: +5, W: +5 | Init: +6 | Perc: +9, SM: +3, Darkvision 60ft.
Skills:
Acrobatics +4, Bluff +6, Climb +5, Diplomacy +0, Handle Animal +5, Knowledge (geography) +6, Knowledge (nature) +6, Perception +9, Sense Motive +3, Stealth +10, Survival +8, Swim +5, UMD +6

Strength Check: 1d20 + 1 ⇒ (19) + 1 = 20
Perception: 1d20 + 9 ⇒ (18) + 9 = 27

Malothor continues to flee from the village, pushing his way through the dense jungle and taking advantage of invisible trails that cut through the foliage.

He plans to head towards camp as soon as he escapes pursuit, and get the rest of the team. He does try and look back every so often to see if Nathan is following behind him.

Perception, to see Nathan: 1d20 + 9 ⇒ (7) + 9 = 16


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Malothor far outpaces the others, and is free and clear to continue back to your camp.

Nathan still struggles to escape, but has managed to elude his pursuers so far... until spears and darts start shooting from every direction!

Acrobatics 15 or Crawl (Strength DC 15)


HP 39/39 AC 18 T 14 FF 14, Fort +7, Ref +7, Will +2, Init +5, CMD 18

Nathan makes a dive into a rolling tumble as he hurls himself behind cover. Then he regains his feet and continues to run. .
acrobatics: 1d20 + 9 ⇒ (16) + 9 = 25


Male LN Hobgoblin Druid (Nature Fang) 3 | HP 26/26 | AC 14 T 14 FF 10 | CMB +4, CMD 17 | F: +5, R: +5, W: +5 | Init: +6 | Perc: +9, SM: +3, Darkvision 60ft.
Skills:
Acrobatics +4, Bluff +6, Climb +5, Diplomacy +0, Handle Animal +5, Knowledge (geography) +6, Knowledge (nature) +6, Perception +9, Sense Motive +3, Stealth +10, Survival +8, Swim +5, UMD +6

Malothor will run at full speed towards the camp, making sure he is not being followed.

As a Druid passes without leaving a trail

As soon as he gets to the camp will start yelling for Phari and Celebeth to grab any weapons they can and follow him, panting he says, ”The... others... have... been... captured... by... cannibals... we must rescue!”

Scarab Sages

Male Gnome Sorcerer 1 | HP 9/9 | AC 12(16) T 12 FF 11(15) | CMD 10 CMB -1 | F +2 R +1 W +2 | Init +3 | Perc +2 | Active Spells: Mage Armor

Pharithstilis at this point is half baked from playing in the sun and surf. He’s staring dreamily at Celebeth, watching her fletching skills at work. Well, not really at her, more like through her... it’s hard to say what he’s daydreaming about.

It takes him a while to notice, but eventually he’s brought back to reality from the sight of Malothor running full speed down the beach. He perks his head up and points it out to Celebeth, ”I think something’s wrong...”

When Malothor makes his report, Pharithstilis is fully grounded once again. He looks about for his weapons, and remembers he doesn’t have any. But he has his magic, and he knows how to use it.

”Right let’s go!”


Male LN Hobgoblin Druid (Nature Fang) 3 | HP 26/26 | AC 14 T 14 FF 10 | CMB +4, CMD 17 | F: +5, R: +5, W: +5 | Init: +6 | Perc: +9, SM: +3, Darkvision 60ft.
Skills:
Acrobatics +4, Bluff +6, Climb +5, Diplomacy +0, Handle Animal +5, Knowledge (geography) +6, Knowledge (nature) +6, Perception +9, Sense Motive +3, Stealth +10, Survival +8, Swim +5, UMD +6

Malothor will gather his two companions and head back carefully towards the village. He will explain to Phari and Celebeth what occurred and will keep an eye out for Nathan and the cannibals that were right behind him.

Perception: 1d20 + 9 ⇒ (8) + 9 = 17


Female Half-Elf Unchained Rogue (Eldritch Scoundrel) 6 | 45/45 HP | AC 13 T 13 FF 11 | Fort +4 Ref +8 Will +4 | Initiative +3 | Perception +12 (+15 vs. traps, trap spotter) | Recruits

Celebeth tosses the half-turned pole aside and jumps to her feet.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

As Malathor gets the others gathered, Nathan continues to dodge his way through the jungle, finally eluding the last few warriors that are giving chase.

Meanwhile, back at the camp, Aki and Echo are stripped of their items and placed in a cage just behind the witch doctor's tent. (Map updated)


F Kitsune Ninja 1/Arcanist 3 | HP 20/20 | AC: 17 T: 13 Fl: 14 | CMB: +1 CMD: 14 | F +1 R +6 W +3 | Init +3 | Perc: +0 | 1st level 3/6 | Arcane Reservoir 1/6 | Current Effects: Mage Armor

How thoroughly do they search us? Is that the witch doctor back in camp? Are we bound, or just thrown in the cage? How tightly spaced are the cage's bars? How closely are they watching us? How far to some vegetation from the cage?


HP 39/39 AC 18 T 14 FF 14, Fort +7, Ref +7, Will +2, Init +5, CMD 18

Nathan heads back to the camp with all speed. Hoping to meet up with his compatriots for the rescue attempt.


| HP: 14/14 | AC 21 (T12, FF 19) (Current: AC 15, T12, FF 13) | CMB: +5 CMD: 17 | F:+5 R:+2 W:+1 (-2 vs. evil spells) | Init +2 | Perc +6, SM +1, Intimidate +9, Bluff -4, Diplomacy -2 | Speed 30 ft. (20 ft. in armour) | Omen: 1/1 | Active Conditions: None

When the villager come to steal her equipment, Echo keeps fighting, twisting her body, kicking her feet and even biting if they get too close to her face.

Unfortunately, her goods are all in plain sight--except for her aegis of recovery which is worn underneath the hand-mar necklace Pharithstilis gave her.

I assume they find everything? (cold iron dagger, dagger, potion of cure light wounds (4), aegis of recovery, belt pouch, necklace from Pharithstilis, tattered sailor's clothes, wooden canteen). They don't take my clothes, do they? I get to keep my ripped and town sailor's outfi?.

As she's being dragged over to a cage she tries to get a good view of the surrounding camp, turning and wriggling around in her captors hands.

Perception: 1d20 + 5 ⇒ (8) + 5 = 13

Once she's tossed into the cage. She kicks the bars a few times then sits down and crosses her arms.

All of Aki's questions! Plus, what's the cage made of? Wood? How is it closed? What are its weakest points?

Knowledge Engineering: 1d20 + 9 ⇒ (8) + 9 = 17


F Kitsune Ninja 1/Arcanist 3 | HP 20/20 | AC: 17 T: 13 Fl: 14 | CMB: +1 CMD: 14 | F +1 R +6 W +3 | Init +3 | Perc: +0 | 1st level 3/6 | Arcane Reservoir 1/6 | Current Effects: Mage Armor

I guess I should roll Sleight of Hand for how well Aki concealed her two daggers.
Sleight of Hand: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
Sleight of Hand: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17


| HP: 14/14 | AC 21 (T12, FF 19) (Current: AC 15, T12, FF 13) | CMB: +5 CMD: 17 | F:+5 R:+2 W:+1 (-2 vs. evil spells) | Init +2 | Perc +6, SM +1, Intimidate +9, Bluff -4, Diplomacy -2 | Speed 30 ft. (20 ft. in armour) | Omen: 1/1 | Active Conditions: None

After a few minutes Echo turns to watch the camp, sitting with her knees curled up to her chest as if she were very scared and afraid.

Bluff to look scared and meek: 1d20 + 2 ⇒ (10) + 2 = 12

Echo stares at a nearby rock (one the opposite side of the D2 guard from where I am) and concentrates on it. She imagines it hurling itself at the head of the guard. Happily, it obliges, launching itself at the guard of its own accord. Using telekinetic projectile to hurl a rock at D2 from the direction of F/G off the map.

Attack: 1d20 + 2 ⇒ (7) + 2 = 9
Bludgeoning Damage: 1d6 ⇒ 4


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

At the native's camp - answers to questions:

They take everything but clothes and jewelry.

Sense Motive: 1d20 + 2 ⇒ (8) + 2 = 10

How thoroughly do they search us? Very. However, sleight of hand was the correct thing to try!

Perception: 1d20 + 8 ⇒ (14) + 8 = 22

Aki manages to keep a dagger hidden!

Is that the witch doctor back in camp? Yes - he did not give chase.

Are we bound, or just thrown in the cage? Just thrown in the cage.

How tightly spaced are the cage's bars? You can get your arms through, but not your head.

How closely are they watching us? 2 guards are posted, occasionally looking back at you but not constant.

How far to some vegetation from the cage? Not far - 3 feet at most.

Cage is made of what appears to be human femur bones, lashed together with some sort of tough vine.

You believe the rest of your items were taken into the witch doctor's hut.

Nathan:
Running back alone? There will be warriors searching for you still.

Back at Camp:
It takes you a few minutes to get organized, but no Nathan yet. You are running back to the natives? There were many of them - at least 40, plus you assume there could be more.

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