GM Rednal's War of the Burning Sky (Inactive)

Game Master Rednal

The Town of Seaquen


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Touch of Blindness coats a creature's eyes in supernatural darkness (<- a specific in-game mechanic, not a general fluffy description), which is where Darkvision turns off and why creatures are blinded by the spell. It's basically a localized Deeper Darkness. Anything that allows a creature to see through supernatural darkness, such as the Pierce the Veil revelation of an 11th level Dark Tapestry Oracle, will go right through this spell. Of course, you need to touch them, and you're in melee range... so you're probably going to provoke an attack of opportunity unless you cast defensively.


Oracle 5/Rogue 5 | HP:50/50 | AC: 22 / T: 15 / FF: 18 | Fort: +4, Ref: +9, Will: +6; +4 vs. disease, +1 Ref vs. traps | CMB: +2, CMD: 17 | Init: +4, Perc: +11 (+13 for traps)
Active Effects:
  • Armor (1 hour)
  • Daily Abilities:
  • Armor (hrs) 4/5
  • Oracle Spells 1st: 7/7, 2nd: 4/5
  • Unable to see what was going on inside the darkness, Tchakar elected to let the dwarf do what he's best at and instead looked down at the woman that he had dropped.

    Perception: 1d20 + 11 ⇒ (5) + 11 = 16

    Looking for anything of particular interest, whether that's a fancy piece of equipment or clues as to who these people are.


    Both witches were in the darkness, and Umbriak lumbered forward, trying to strike at where he knew one of them had been.

    Low Bad: 1d100 ⇒ 60

    With a bit of luck, though, he managed to chop into her with his weapon. The darkness wavered a bit, but didn't quite dissipate. Meanwhile, Farod focused on a protective spell while Tchakar began to investigate the fallen body. They appeared to have the tools of a cleric of some kind, though it wasn't immediately obvious who they were a cleric of.


    Male (Ye may check, I dinnae mind) Dwarf Barbarian / Warpriest-Wizard Gestalt 5| HP: 70/70 | AC: 19 / T: 11 / FF: 16 |(+2 vs magic and poison) Fort: +7, Ref: +5, Will: +9(11) | CMB: +9, CMD: 20 | Init: +1, Perception: +10 | DR 2/- | Fire Resistance 1

    Umbriak continued to axe the right question, which was 'if I hit you with an axe enough, will the spell end?'

    Weapon of the Chosen: 1d20 + 11 ⇒ (2) + 11 = 13
    Weapon of the Chosen: 1d20 + 11 ⇒ (12) + 11 = 23
    Damage: 1d12 + 13 ⇒ (4) + 13 = 17
    Cover (Low Bad: 1d100 ⇒ 23


    Oracle 5/Rogue 5 | HP:50/50 | AC: 22 / T: 15 / FF: 18 | Fort: +4, Ref: +9, Will: +6; +4 vs. disease, +1 Ref vs. traps | CMB: +2, CMD: 17 | Init: +4, Perc: +11 (+13 for traps)
    Active Effects:
  • Armor (1 hour)
  • Daily Abilities:
  • Armor (hrs) 4/5
  • Oracle Spells 1st: 7/7, 2nd: 4/5
  • With nothing exiting the hemisphere of darkness, Tchakar decided to try a different approach. He concentrated for a moment, then clicked out a strange staccato rhythm from deep within his beak.

    Casting true strike. We'll see how it gets used next round!


    HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

    Unaware of the location of either the witches or his allies(despite the active perception check), Farod decided to move away from his position, towards their wards, in a straight line, while drawing an arrow:"Haddim, I'm getting clear of the darkness, nuke the place I was standing at!" - Farod had seen the old man obliterate enemies before, and while there was no guarantee he would help out, the threat of that happening might be sufficient to make the witches re-consider staying inside the area of darkness.
    Move action to move. Standard to Ready a Barrage on one of the witches entering my field of vision IF i get out of the darkness with the move. Otherwise, second move action after a 90° left turn. If I am attacked during movement, I'll take 10 points of damage, then take half of the remained and send the other half to delayed damage pool, then lay on hands at the end of my turn.
    Swift Lay on Hands: 3d6 ⇒ (6, 5, 3) = 14

    Attack 1: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10 Damage: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7
    Attack 2: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21 Damage: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10
    Barrage is an Attack action, I think I can ready that? if I am limited to one attack, disregard the second one.


    Active Perception checks don't guarantee success. XD Difficulty mod is pretty high when you're blinded. (<- A strategy you can use against foes, too)

    Two things in life were certain - death and axes. And the former tended to follow the latter. Alas, the timetable would have to wait a bit longer as Umbriak only managed to strike air. Meanwhile, Tchakar focused on enhancing his own strikes while Farod called out to the older wizard.

    He was sitting near the tent, watching the battle with a grumpy look on his face, and gestured curtly as Farod got clear. A moment later, a wall of stone shot out of the ground to bisect the area, and you heard yelps from your foes within as they realized what had been done.


    Male (Ye may check, I dinnae mind) Dwarf Barbarian / Warpriest-Wizard Gestalt 5| HP: 70/70 | AC: 19 / T: 11 / FF: 16 |(+2 vs magic and poison) Fort: +7, Ref: +5, Will: +9(11) | CMB: +9, CMD: 20 | Init: +1, Perception: +10 | DR 2/- | Fire Resistance 1

    Umbriak paused, grunting in vague annoyance as his axe met air. He had no idea what the rumbly noise was, but it didn'taffecthim right now. "I thought ye wished to feast, fell creatures? Then come hither, and have a wee taste of Angradd's servant." Focusing for amoment, he swung the axe again

    Weapon of the Chosen: 1d20 + 11 ⇒ (20) + 11 = 31
    Weapon of the Chosen: 1d20 + 11 ⇒ (1) + 11 = 12
    Crit Confirmed: 1d20 + 11 ⇒ (10) + 11 = 21
    Damage: 1d12 + 13 ⇒ (9) + 13 = 22
    Crit Damage: 2d12 + 26 ⇒ (4, 1) + 26 = 31
    Miss Chance (Low Bad): 1d100 ⇒ 84


    HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

    Farod took a moment to get his bearings, and make certain no other enemies were sneaking about - it wouldn't do to fend of these witches and realise the kids, Hänsel and Gretel, had gone missing.
    If everything seems save and sound, he maintains his vigilance directed against the known foes, ready to shoot if either appeared from the darkness.
    Perception: 1d20 + 8 ⇒ (8) + 8 = 16
    Barrage 1: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17 Damage: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12
    Barrage 2: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18 Damage: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6


    Oracle 5/Rogue 5 | HP:50/50 | AC: 22 / T: 15 / FF: 18 | Fort: +4, Ref: +9, Will: +6; +4 vs. disease, +1 Ref vs. traps | CMB: +2, CMD: 17 | Init: +4, Perc: +11 (+13 for traps)
    Active Effects:
  • Armor (1 hour)
  • Daily Abilities:
  • Armor (hrs) 4/5
  • Oracle Spells 1st: 7/7, 2nd: 4/5
  • Tchakar began to slowly draw his hand back. As he did, his bleached hand suddenly twitched and unhooked an acid flask, then the arm swung forward and hurled it into the inky blackness.

    Using my possessed hand to retrieve an item as a swift action, then standard action to chuck it in. Has the edge of the sphere been bouncing around with movement (like the darkness is on a person) or has it been fixed since it appeared? If the former, I'll target a creature in the square at the center of the sphere as best I can, if the latter, I'll try to listen for something that doesn't sound like a dwarf and target that?

    Perception (if needed): 1d20 + 11 ⇒ (7) + 11 = 18

    Acid (touch, no miss chance): 1d20 + 7 - 1 + 20 ⇒ (5) + 7 - 1 + 20 = 31
    Damage: 1d6 ⇒ 2


    The field of blackness winked out as Ulric's weapon struck home and one of the hag-like woman hit the floor. The last considered for a moment, then abruptly shapeshifted into what looked like a crocodile and dove into the swamp. She didn't look like she was circling around to come back.


    Male (Ye may check, I dinnae mind) Dwarf Barbarian / Warpriest-Wizard Gestalt 5| HP: 70/70 | AC: 19 / T: 11 / FF: 16 |(+2 vs magic and poison) Fort: +7, Ref: +5, Will: +9(11) | CMB: +9, CMD: 20 | Init: +1, Perception: +10 | DR 2/- | Fire Resistance 1

    Grounding the butt of his axe, Umbriak watched the crocodile swim away. He was tempted to go after it, since it was likely more would end up in the stew pot, but he had other cares. Turning to the refugees, he called, "All is well?"


    Oracle 5/Rogue 5 | HP:50/50 | AC: 22 / T: 15 / FF: 18 | Fort: +4, Ref: +9, Will: +6; +4 vs. disease, +1 Ref vs. traps | CMB: +2, CMD: 17 | Init: +4, Perc: +11 (+13 for traps)
    Active Effects:
  • Armor (1 hour)
  • Daily Abilities:
  • Armor (hrs) 4/5
  • Oracle Spells 1st: 7/7, 2nd: 4/5
  • "I thought you were ready to wrestle a crocodile, Umbriak?" Tchakar jested as he dragged the unconscious spellcaster toward the other downed foe. "Does anyone have any idea who these people are? And what should we do with them? I'm not sure about that one," Tchakar pointed at the person bleeding from the heavy axe wound, "But this one will be waking up eventually."


    Male (Ye may check, I dinnae mind) Dwarf Barbarian / Warpriest-Wizard Gestalt 5| HP: 70/70 | AC: 19 / T: 11 / FF: 16 |(+2 vs magic and poison) Fort: +7, Ref: +5, Will: +9(11) | CMB: +9, CMD: 20 | Init: +1, Perception: +10 | DR 2/- | Fire Resistance 1

    "I would, ye ken, but the folks are first." Umbriak paused. "Also, I cannae swimg that fast."


    The camp, at least, seemed to be safe. There didn't seem to be any attackers beyond those you'd seen, and you'd made quite an effective diversion. Without treatment, the attackers still here were likely to perish in short order.


    Male (Ye may check, I dinnae mind) Dwarf Barbarian / Warpriest-Wizard Gestalt 5| HP: 70/70 | AC: 19 / T: 11 / FF: 16 |(+2 vs magic and poison) Fort: +7, Ref: +5, Will: +9(11) | CMB: +9, CMD: 20 | Init: +1, Perception: +10 | DR 2/- | Fire Resistance 1

    "I am not inclined to show them mercy," Umbriak noted in a dry tone. "The did get into harm's way by trying to nosh on our flesh."


    Oracle 5/Rogue 5 | HP:50/50 | AC: 22 / T: 15 / FF: 18 | Fort: +4, Ref: +9, Will: +6; +4 vs. disease, +1 Ref vs. traps | CMB: +2, CMD: 17 | Init: +4, Perc: +11 (+13 for traps)
    Active Effects:
  • Armor (1 hour)
  • Daily Abilities:
  • Armor (hrs) 4/5
  • Oracle Spells 1st: 7/7, 2nd: 4/5
  • "That's fair. Might as well see if they have anything useful on them then. No sense leaving them here to die with it." Tchakar suggested as he started rummaging about their belongings.


    Male (Ye may check, I dinnae mind) Dwarf Barbarian / Warpriest-Wizard Gestalt 5| HP: 70/70 | AC: 19 / T: 11 / FF: 16 |(+2 vs magic and poison) Fort: +7, Ref: +5, Will: +9(11) | CMB: +9, CMD: 20 | Init: +1, Perception: +10 | DR 2/- | Fire Resistance 1

    "Leave whatever they packed as vittles," Umbriak added as he did the same, using a knife to make the creatures passing as peaceful as possible first. He had no idea if you could make bread from ground bones, but he had no wish to find out after eating it, and if they seemed to be ham sandwhiches...


    Between the bodies, you find a scroll of cure serious wounds, a set of full plate armor, a heavy wooden shield, a dagger, a pole, four elixirs of
    love, a silver necklace with red glass beads worth 100 gp (heavily encumbered), two brass key, a torchstaff and a once-beautiful green dress that would be worth 1000 gp if it received make whole and prestidigitation to fix and clean it (or some equivalent).


    Male (Ye may check, I dinnae mind) Dwarf Barbarian / Warpriest-Wizard Gestalt 5| HP: 70/70 | AC: 19 / T: 11 / FF: 16 |(+2 vs magic and poison) Fort: +7, Ref: +5, Will: +9(11) | CMB: +9, CMD: 20 | Init: +1, Perception: +10 | DR 2/- | Fire Resistance 1

    Umbriak crowed in delight at the Plate armour. "Och, it'll need re-doing for my size, but I'll be taking that as my share on the loot if neither of ye mind."


    Oracle 5/Rogue 5 | HP:50/50 | AC: 22 / T: 15 / FF: 18 | Fort: +4, Ref: +9, Will: +6; +4 vs. disease, +1 Ref vs. traps | CMB: +2, CMD: 17 | Init: +4, Perc: +11 (+13 for traps)
    Active Effects:
  • Armor (1 hour)
  • Daily Abilities:
  • Armor (hrs) 4/5
  • Oracle Spells 1st: 7/7, 2nd: 4/5
  • "I'm not sure any amount of resizing will make that dress look good..." Tchakar trailed off as he noticed Umbriak unstrapping the plate armor. "Oh, I suppose that would work, yes. What do you suppose those keys unlock? Think they have some secret hut out here in the swamp?"

    Is a torch staff just a staff with a torch at the end?


    HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

    Farod scrambles to draw and nock one of his wounding arrows, but the crocodile dives away too fast for him to fire it. Looking through the equipment found, he is taken by one object in particular: "That dress would look splendid on both Krystin and Tiljann...no offense, Torrent, but armor fits better with who you are. We definitely need to get that fixed up proper.", Farod comments, all too fascinated by the make of the dress.
    Taking a look at one of the brass keys, Farod shrugs:"With Umbriak having put them out of their misery, we will likely never learn. Otherwise we could have tried feeding them their own medicine, and see if they reveal their hideout.", he points at the elixirs of love. "Now? Not so much.", he shrugs. They had established they were in a hurry, AND they had taken on additional wards...turning to the others, he made sure to ask:"Are you guys ok? Do not worry, we won't let anybody harm you after we made a commitment to help you get across!"


    The Torchstaff is a magical item resembling a shepard's crook. While it can be used and enhanced as a quarterstaff, it can also be used to deal 1d6 fire damage as a melee touch attack. The touch attack does not benefit from things like Power Attack or ability bonuses to damage, but does benefit from enhancement bonuses and weapon special abilities on the quarterstaff. Like most magical items, it's already masterwork, so it gets a bonus to accuracy.

    "If it's all the same, I'd rather have the armor. Save the dresses for silly parties." Torrent said, tone drier than her name gave it any right to be.


    Male (Ye may check, I dinnae mind) Dwarf Barbarian / Warpriest-Wizard Gestalt 5| HP: 70/70 | AC: 19 / T: 11 / FF: 16 |(+2 vs magic and poison) Fort: +7, Ref: +5, Will: +9(11) | CMB: +9, CMD: 20 | Init: +1, Perception: +10 | DR 2/- | Fire Resistance 1

    Umbriak looked at the heavy armour, and then at Torrent, with large, sad, puppy dog eyes.


    Oracle 5/Rogue 5 | HP:50/50 | AC: 22 / T: 15 / FF: 18 | Fort: +4, Ref: +9, Will: +6; +4 vs. disease, +1 Ref vs. traps | CMB: +2, CMD: 17 | Init: +4, Perc: +11 (+13 for traps)
    Active Effects:
  • Armor (1 hour)
  • Daily Abilities:
  • Armor (hrs) 4/5
  • Oracle Spells 1st: 7/7, 2nd: 4/5
  • Tchakar hefted the staff, then tried a quick spin and thrust before snorting. "It's too bad this thing is so heavy. I wouldn't mind a replacement for my old walking stick."

    Not finessable, and no sneak attack on the fire attack make it a poor choice for me unfortunately. Does it provide light? If so, and no one else wants it, and it's not terribly valuable, I'll carry it. Otherwise it's probably best to just sell it when we have an opportunity.

    To Torrent, the tengu offered, "Armor's great, right up until it gets you drowning at the bottom of the swamp. I prefer quick dodges and parries myself."


    HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

    "It's heavy, but a staff is one of the more simple weapons to use - hard to hurt oneself, and a multitude of options to attack...even people with a lack of martial training usually can do quite well with this kind of weapon. It may be fitting for either of our companions, if any feel up to using it.", Farod suggested, looking at the bloated mage, his daughter, and the Fey to see if someone announced interest.
    Simple weapon. Touch attack. Not that I want Krystin at the frontlines, but it might allow her to defend herself. A bit.


    The Torchstaff can provide light. And set things out of hand's reach on fire. And poke trolls to stop regeneration. XD It's true that it's more a utility item than a power item, though.

    "I don't want THAT armor." Torrent said as Umbriak looked at her. She gestured to her own light armor a moment later, satisfied with what she had. "Some of us want to remain quick on our feet. ...I'd still take it over a dress, though."

    Krystin started to open her mouth, but her father raised a hand, and she fell silent. "I'll take it." the old man wheezed out. "Could use a blasted walking stick anyway."


    Male (Ye may check, I dinnae mind) Dwarf Barbarian / Warpriest-Wizard Gestalt 5| HP: 70/70 | AC: 19 / T: 11 / FF: 16 |(+2 vs magic and poison) Fort: +7, Ref: +5, Will: +9(11) | CMB: +9, CMD: 20 | Init: +1, Perception: +10 | DR 2/- | Fire Resistance 1

    Umbriak gathered the armour before someone else could object. He'd get it modified when he could. He looked to Krystin and asked, "Ye wish the dress, lass? You'd look prettier than I in it."


    HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

    "I dare say any of us would look prettier than you in that dress, Umbriak. No offense, but you're built like a muscular barrel, that's not a frame fit for dresses not made of chainmail.", Farod laughs, turning to Krystin: "But he's right, the dress would fit you lovely. And with your father claiming the Torchstaff, it's only right you'd get something, as well. Just need to get it properly fixed, I'm afraid."


    Oracle 5/Rogue 5 | HP:50/50 | AC: 22 / T: 15 / FF: 18 | Fort: +4, Ref: +9, Will: +6; +4 vs. disease, +1 Ref vs. traps | CMB: +2, CMD: 17 | Init: +4, Perc: +11 (+13 for traps)
    Active Effects:
  • Armor (1 hour)
  • Daily Abilities:
  • Armor (hrs) 4/5
  • Oracle Spells 1st: 7/7, 2nd: 4/5
  • Tchakar helped Umbriak peel off the various pieces of armor and set them out to be bundled up. "Do you know how to fit the armor to you yourself, or are you going to need a blacksmith to do it when we can find one? Is it just adjusting the straps, or...?"


    Krystin looked at the dead hag-like woman for a few moments, then rapidly shook her head back and forth. "I-I don't think I want to wear that." she said meekly. "Who knows where it's been?" The blood probably wasn't helping.


    HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

    "Oh, dear, no one would want to wear it in that condition. Well, no one sane.", he adds with a look at the hag-spawn.
    Farod fires up an Prestidigitation and starts removing blood, dirt, and anything else not supposed to be part of a dress, speaking on:"I would guess it's been in a ball room, on a lovely young lady, dancing at some formal event. What about you, Krystin, can you dance?"


    Oracle 5/Rogue 5 | HP:50/50 | AC: 22 / T: 15 / FF: 18 | Fort: +4, Ref: +9, Will: +6; +4 vs. disease, +1 Ref vs. traps | CMB: +2, CMD: 17 | Init: +4, Perc: +11 (+13 for traps)
    Active Effects:
  • Armor (1 hour)
  • Daily Abilities:
  • Armor (hrs) 4/5
  • Oracle Spells 1st: 7/7, 2nd: 4/5
  • Tchakar finished picking out the valuables and moving them up to the main camp. "Perhaps we can figure out how to restore the dress and what to do with it later. We have a long way to go tomorrow, and we'll need to be well rested. The danger has passed, so let's get back to bed."


    Male (Ye may check, I dinnae mind) Dwarf Barbarian / Warpriest-Wizard Gestalt 5| HP: 70/70 | AC: 19 / T: 11 / FF: 16 |(+2 vs magic and poison) Fort: +7, Ref: +5, Will: +9(11) | CMB: +9, CMD: 20 | Init: +1, Perception: +10 | DR 2/- | Fire Resistance 1

    "Sleep is for the sleepy," Umbriak agreed.


    Sleep was probably going to be helpful, yes, even if it was still rather miserable from the ongoing rain, the mud beneath you, and the insects. Eventually, though, dawn came - and your destination waited far before you.

    If you'd like to make any preparations for your trip, now is a good time.


    Male (Ye may check, I dinnae mind) Dwarf Barbarian / Warpriest-Wizard Gestalt 5| HP: 70/70 | AC: 19 / T: 11 / FF: 16 |(+2 vs magic and poison) Fort: +7, Ref: +5, Will: +9(11) | CMB: +9, CMD: 20 | Init: +1, Perception: +10 | DR 2/- | Fire Resistance 1

    Umbriak cooked breakfast for the group. He had no plans or preperations to make.

    Craft (Food): 1d20 + 7 ⇒ (1) + 7 = 8

    It was not, however, terribly good.


    HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

    "So, you think any more crazy swamp ladies will try and pay us a visit?", Farod casually asked as he checked the string of his bow.
    "Same formation as yesterday?"


    Oracle 5/Rogue 5 | HP:50/50 | AC: 22 / T: 15 / FF: 18 | Fort: +4, Ref: +9, Will: +6; +4 vs. disease, +1 Ref vs. traps | CMB: +2, CMD: 17 | Init: +4, Perc: +11 (+13 for traps)
    Active Effects:
  • Armor (1 hour)
  • Daily Abilities:
  • Armor (hrs) 4/5
  • Oracle Spells 1st: 7/7, 2nd: 4/5
  • "Depends on how crazy the one that got away is. She may try to avenge her friends... or do the wise thing and just stay away. Either way, it's worth being prepared, in case of lady-crocodile attack, or something new."


    There was also the little matter of the keys you'd found - logic suggested they applied to something, but you were under no obligation to go find out what. It was, frankly, safer and more direct to just try to pass through the swamp as quickly as possible. Any crazed witch-y inhabitants were unlikely to pursue you outside of it, and certainly not into a place as well-fortified as your destination was said to be.


    Male (Ye may check, I dinnae mind) Dwarf Barbarian / Warpriest-Wizard Gestalt 5| HP: 70/70 | AC: 19 / T: 11 / FF: 16 |(+2 vs magic and poison) Fort: +7, Ref: +5, Will: +9(11) | CMB: +9, CMD: 20 | Init: +1, Perception: +10 | DR 2/- | Fire Resistance 1

    "I cannae think there is much else guarding what else the keys open," Umbriak considered, "But I cannae imagine it'll be worth the time it takes to hunt."


    HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

    "Well, depending on who they preyed on, it could be well worth it - that dress and the staff are testament to that. But where would we begin to look for whatever the keys unlock? Unless either of you is able to speak with the dead?"
    Farod steps closer to the abandoned witches boat, taking a closer look at it. If it was reasonably sea-worthy, it could make for a good replacement for one of the cheaply-made boats they bought so expensively.
    Perception(Search): 1d20 + 8 ⇒ (8) + 8 = 16
    Seriously, I cannot comprehend trying to track the path they took with a boat using Survival. Is that an option? Did we overlook something?


    Oracle 5/Rogue 5 | HP:50/50 | AC: 22 / T: 15 / FF: 18 | Fort: +4, Ref: +9, Will: +6; +4 vs. disease, +1 Ref vs. traps | CMB: +2, CMD: 17 | Init: +4, Perc: +11 (+13 for traps)
    Active Effects:
  • Armor (1 hour)
  • Daily Abilities:
  • Armor (hrs) 4/5
  • Oracle Spells 1st: 7/7, 2nd: 4/5
  • "Much harder to interrogate a corpse. Far beyond my ability at least. And trying to track a crocodile through a swamp sounds nearly impossible."

    I don't have any ideas. Not to mention, if the one that got a way was a druid, there's a good chance they have Trackless Step.


    It might be possible to track the way your foes came through use of Scent or a similarly powerful tracking ability, assuming one of you can finagle a way to get that with your current character options. A straight Survival check to track a boat through a swamp, though? Nah. The most 'normal' way to do that would be to get Skill Unlocks for Survival and have at least 10 ranks in it, at which point you can track things that don't leave tracks... at a -20 penalty. A more plausible alternative would be searching the swamp and trying to find the hideout by checking as many places as possible - time-consuming and uncomfortable in all this rain, but it would have a realistic chance of success.

    The boat is swamp-worthy, but not sea-worthy.


    Oracle 5/Rogue 5 | HP:50/50 | AC: 22 / T: 15 / FF: 18 | Fort: +4, Ref: +9, Will: +6; +4 vs. disease, +1 Ref vs. traps | CMB: +2, CMD: 17 | Init: +4, Perc: +11 (+13 for traps)
    Active Effects:
  • Armor (1 hour)
  • Daily Abilities:
  • Armor (hrs) 4/5
  • Oracle Spells 1st: 7/7, 2nd: 4/5
  • Actually... that's not a bad idea. I can manage to get scent for a maximum of 25 minutes a day if we decide to go that route, though my Survival skill is only a +5. What do you guys think?


    Male (Ye may check, I dinnae mind) Dwarf Barbarian / Warpriest-Wizard Gestalt 5| HP: 70/70 | AC: 19 / T: 11 / FF: 16 |(+2 vs magic and poison) Fort: +7, Ref: +5, Will: +9(11) | CMB: +9, CMD: 20 | Init: +1, Perception: +10 | DR 2/- | Fire Resistance 1

    Happy to help with the tracking.


    HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

    "We should at least attempt to flush out their hideout. One got away, and we don't know if there are others. The refugees trying to flee through the swamp will continue to be easy prey, wether it is one or 3 of them.", Farod commented, looking at the vulnerable wards they had with them - and who certainly would have perished if they had been on their own.
    Survival(Tracking Assist Tchakar): 1d20 + 7 ⇒ (7) + 7 = 14


    *Waits to see your final set of ability uses and rolls for this*


    Male (Ye may check, I dinnae mind) Dwarf Barbarian / Warpriest-Wizard Gestalt 5| HP: 70/70 | AC: 19 / T: 11 / FF: 16 |(+2 vs magic and poison) Fort: +7, Ref: +5, Will: +9(11) | CMB: +9, CMD: 20 | Init: +1, Perception: +10 | DR 2/- | Fire Resistance 1

    Umbriak began trying to track them, even without scent.

    Survival: 1d20 + 7 ⇒ (13) + 7 = 20


    HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision

    Perception: 1d20 + 8 ⇒ (5) + 8 = 13 To notice signs of passing etc. and assist following tracks.
    KN Geography: 1d20 + 8 ⇒ (18) + 8 = 26 To navigate the swamplands and find likely hideout locations.
    KN Nature(capped at 10): 1d20 + 8 ⇒ (11) + 8 = 19 To notice e.g. trees that need more solid ground and could lead to areas where hideouts could be present.

    Just randomly throwing out some rolls I think might be helpful(with reasoning) to fulfill the quota.


    Oracle 5/Rogue 5 | HP:50/50 | AC: 22 / T: 15 / FF: 18 | Fort: +4, Ref: +9, Will: +6; +4 vs. disease, +1 Ref vs. traps | CMB: +2, CMD: 17 | Init: +4, Perc: +11 (+13 for traps)
    Active Effects:
  • Armor (1 hour)
  • Daily Abilities:
  • Armor (hrs) 4/5
  • Oracle Spells 1st: 7/7, 2nd: 4/5
  • Tchakar nodded, then stretched. Finally, calling on his wind spirit to guide him, he began to change. Feathers shriveled and fell away as coarse, dark fur took it's place. Tchakar's beak retracted to form a wide mouth of sharp teeth and a large flared nose, and his muscles swelled. At the end of the transformation, Tchakar's agile tengu body was replaced by a heavily muscled bugbear frame.

    "Let's do this quickly, I can't maintain this form very long."

    Lifting the filthy dress to his nose, he inhaled deeply and then began sniffing about for a trail to follow.

    Survival: 1d20 + 5 ⇒ (13) + 5 = 18

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