GM Zoomba's Tide of Twilight [Outpost] (Inactive)

Game Master Zoomba

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Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

"Sounds good. Let everyone rest. I'll take the last watch."


Blooming Catastrophe Return to Grave

While the logging camp has several buildings around – a mix of offices, quarters, and warehouses – only one has a second floor. Securing the doors to that building and lightly barricading the stairs, you pull some bedding from the loggers’ beds and settle in for the night, keeping watch in case any further beast-men wander by in a similar frenzy.

Whether by Desna smiling on you or just blind chance, dawn breaks the next morning with no attacks in the night. However, each of your sleep has been less than fully restful, as your dreams are filled visions of you hunting prey through the woods, trying to catch and kill your targets with your bare hands.

A new day has dawned. And with it, I need Vello, Malek, and Cerryl to make me another Fort save.

Drukpa:
On this second day, you take 2 Intelligence damage and 2 Charisma damage. I believe this puts you at an ‘effective’ 1 Int, correct? -2 penalty and 3 Int right now after that damage If so, at this point weapons are a bit of a stretch, as your mental state is becoming more and more like that of the most primal animal.

Grand Lodge

”Malek Huk” | male NC human slayer 8 | HP 76/76| AC 23, T 15, FF 18 | CMD 25 | F +11 R +15 W +8; | Init +7 | Perc +11 | Speed 30ft | Active Conditions: None.

fort: 1d20 + 4 ⇒ (19) + 4 = 23

The Exchange

F Focus: 7/7 M Sylph Occultist (Sha’ir) 3[HP 19/19, AC 18 /ff 15 /t 13, Fort +3, Ref +4, Will +4, Init +3, Per +7, Spd 40']

Shenendril awakens bright and early, feeling no effects from the dark druidic magic in the area. Belthelgior does not awaken, because he does not sleep. In fact, the tiny elemental spent the night on watch with the rest of the group as well, his ability to see in the dark invaluable, his lack of ability to communicate with most of the party costly.

"On to the Henge?" Shenendril asks as the group gets themselves in the morning.

She frowns when she sees that Drukpa has not recovered. She can only hope that Falbin is correct and that, once they stop the ceremony everyone, including the Nagaji will return to normal.

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Fort Save: 1d20 + 6 ⇒ (5) + 6 = 11; Ouch

Vello wakes those that aren't woken up but feels a little bit off. Wondering if he has become infected by what the druids have been doing.

Silver Crusade

Male LG Nagaji Bloodrager 4 | Raging: HP 45/45 | AC 17 T 9 FF 16 | CMB +13 CMD 20 (27 vs grapple)| F +11 R +5 W +5 (+2 vs. mind-affecting & poison & cold) | Not Raging: HP 37/37 | AC 18 T 11 FF 17 | CMB +11 CMD 20 | F +9 R +5 W +5 | | Init +5 | Perc +6 (low-light) SM +0 | Speed 20' | Rage 5/12 | Reroll 1/1 | LoH 1/1 | Spit 3/3 | Active Conditions: Barkskin 12:30, Heroism 12:50, Clay Skin (10/25) 12:50, Shield (13:04), Delay Poison 15:00, Alch. Grease 16:00, Vermin Rep. 16:00, Ablative Barrier (0/25) 17:00, Blood Pill 20:00

Drukpa is in no shape to raise this question himself, but ooc, did we have enough time to sleep at the camp and still reach the site of the ritual before it is completed? I thought we had already been told that the time frame was quite tight?

GM:

Yes, his starting INT is 5 and CHA is 12, bestial reduces that to 3 and 10. This latest ability damage doesn't actually lower his score, but instead applies an additional -1 penalty for anything related to those abilities scores. If my ability damage equals or exceeds my ability score, I fall unconscious (i.e. 1 more point of INT damage will do it). One question: according to the CRB, ability damage normally heals at 1 point/day, but I assume that this does not apply in this case? It probably won't matter in effective terms since whether I'm at an effective INT of 1 or 2, either way, another day and 2 more points of INT damage will render me unconscious.

When the group awakens, Drukpa seems to have taken a turn for the worse. He is bent close to the ground, sniffing and snarling, and he looks at his companions without any seeming comprehension of their words. He sticks his snout into any of the PCs' backpacks that are nearby and if any rations are found he devours them rapidly and with a hostile look towards any who might try to take them from him.

Getting him to wear his breastplate should probably require a Handle Animal check from someone. He shows no interest in his weapons, backpack, or other gear, so unless someone else takes them they will be left behind. He does, however, continue to wear his wayfinder, which is fixed around his neck almost like a collar.

From time to time he flexes his shoulder blades, almost as if he expects wings where there are none, and is trying to flap them.


Blooming Catastrophe Return to Grave

The timeframe is tight, but so long as you keep a good speed you should arrive at Briar Henge in late afternoon, and the ritual shouldn't be complete at sundown today, so you should have several hours there.

Drukpa:
It does not apply in this case due to a weird quirk of the effect's writing. The intial effects are actualy somewhat written as an Int/Cha penalty rather than damage, with actual further damage each day. I can explain more once the scenario ends, but trust me when I say this quirk ends up being better for you.

Rising the next morning, the rest of you see that Drukpa has reverted even further into a feral and primative state. The speed at which the ritual seems to be affecting your companion is shocking - and this is with the ritual not yet complete!

Worse, as Vello wakes his face seems wider, bulging around the eyes. a thin row of sharp teeth threaten to poke out from his mouth as he looks around, and faint webbing has begun to link his fingers together as their tips now end in needle-sharp points.

Vello, you too have acquired the Bestial template: +2 Con, -2 Int, -2 Cha. A bite attack for 1d4, two claws for 1d3, and a +1 natural armor bonus

As for Cerryl...

Need a Fort save for Cerryl still.

Grand Lodge

Male Human Evoker (3) | AC 11 T11 F10 | HP 18/18 | CMB 0 CMD 11 | F +1 R +2 W +4 | Init +1 | Perc. +6 SM +3 | Spells: 1st 3/5 | 2nd 3/3 Force Missile 5/7 |

Fort: 1d20 ⇒ 12

Hmm...Cant remember if it was DC 12 or 13...For some reason think Im going a little beastlike also...guessing that would impact my spells and force missile numbers with the int hit?

Nevermind guess DC was not given so will wait with baited breathe if Cerryl stays fully human.

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

That +2 to CON, actually will make Vello's Kinetic Blast stronger.


Blooming Catastrophe Return to Grave

Cerryl wakes up smelling...more. As he stretches, his skin seems to be covered in a thin layer of orange-tinged fur. The rest of you notice the mage's nose is elongated into the early stages of a snout. His canines have elongated in the night, and claws emerging from his hands even as Cerryl's palms feel thicker and more padded...

It seems more and more of your party is beginning to feel the effects of the powerful ritual being wrought.

Cerryl, you too have begun to be affected by the ritual. Same template rules as above.

---

GM Stuff:
Cerryl Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Drukpa Perception: 1d20 + 6 ⇒ (15) + 6 = 21
Malek Perception: 1d20 + 4 ⇒ (10) + 4 = 14
Shenendryl Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Vello Perception: 1d20 + 8 ⇒ (20) + 8 = 28
Belthelgior: 1d20 + 4 ⇒ (14) + 4 = 18

JG S: 1d20 + 10 + 8 ⇒ (3) + 10 + 8 = 21

Once you break camp and make haste towards Briar Henge, Falbin's map begins to prove far more invaluable than the day before. Your path is taking you into far denser clusters of the Verduran forest, and the cut trails grow faint and overgrown at times.

Your speed of progress slows, but luckily your destination nears. After a few hours of travel, the sun is still high in the sky when your path is interrupted by a placid river cutting through ahead of you. A couple of large logs have been placed across the river, providing a crude bridge to access the other side. Sunlight dapples the surface of the murky water, the result of branches crisscrossing the river high overhead. providing a intermittent canopy over it.

As you move towards the river's edge, Vello spots a creature lingering just below the surface of the water, near a rock by the far bank. It looks like a crocodile.

Silver Crusade

Male LG Nagaji Bloodrager 4 | Raging: HP 45/45 | AC 17 T 9 FF 16 | CMB +13 CMD 20 (27 vs grapple)| F +11 R +5 W +5 (+2 vs. mind-affecting & poison & cold) | Not Raging: HP 37/37 | AC 18 T 11 FF 17 | CMB +11 CMD 20 | F +9 R +5 W +5 | | Init +5 | Perc +6 (low-light) SM +0 | Speed 20' | Rage 5/12 | Reroll 1/1 | LoH 1/1 | Spit 3/3 | Active Conditions: Barkskin 12:30, Heroism 12:50, Clay Skin (10/25) 12:50, Shield (13:04), Delay Poison 15:00, Alch. Grease 16:00, Vermin Rep. 16:00, Ablative Barrier (0/25) 17:00, Blood Pill 20:00

Is anyone going to help Drukpa put his armor on? Or take his gear with them? It looks like Malek could take 10 on Handle Animal for 20, which should be sufficient to get Drukpa to put his armor back on (if he had slept in it he'd be fatigued all day, which would mean that he couldn't rage).

Grand Lodge

”Malek Huk” | male NC human slayer 8 | HP 76/76| AC 23, T 15, FF 18 | CMD 25 | F +11 R +15 W +8; | Init +7 | Perc +11 | Speed 30ft | Active Conditions: None.

Handle Animal: 1d20 + 10 ⇒ (17) + 10 = 27
Malek helps Drukpa to put his armor on and takes his bow out.

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Vello's eyes picks up the creature, perhaps due to his more animalistic tendency now. Vello grunts, "A crocodile. In the water."

A question about the creature starts to form in his mind, but he loses it before he can grasp onto it.

The Exchange

F Focus: 7/7 M Sylph Occultist (Sha’ir) 3[HP 19/19, AC 18 /ff 15 /t 13, Fort +3, Ref +4, Will +4, Init +3, Per +7, Spd 40']

As she looks around at her companions, a tendril of dread worms its way into Shenendril's stomach. It's becoming apparent that if they don't stop the ritual soon, there won't be anyone whose not under the spell to stop the spell.

She thanks Malek for helping their most animalistic companion into his armor. For now, they'll leave his gear behind. It will weigh the rest of them down and he's not going to be able to use it in the foreseeable future.

When Vello points the animal out to the rest of the group, she readies her bow and an arrow but turns to speak to Malek rather than speaking.

"Do you think you can get it to leave?" she asks him, after seeing how well he dealt with another beastial reptile.

Silver Crusade

Male LG Nagaji Bloodrager 4 | Raging: HP 45/45 | AC 17 T 9 FF 16 | CMB +13 CMD 20 (27 vs grapple)| F +11 R +5 W +5 (+2 vs. mind-affecting & poison & cold) | Not Raging: HP 37/37 | AC 18 T 11 FF 17 | CMB +11 CMD 20 | F +9 R +5 W +5 | | Init +5 | Perc +6 (low-light) SM +0 | Speed 20' | Rage 5/12 | Reroll 1/1 | LoH 1/1 | Spit 3/3 | Active Conditions: Barkskin 12:30, Heroism 12:50, Clay Skin (10/25) 12:50, Shield (13:04), Delay Poison 15:00, Alch. Grease 16:00, Vermin Rep. 16:00, Ablative Barrier (0/25) 17:00, Blood Pill 20:00

Drukpa spots the crocodile and barks and gnashes his teeth, while pawing the ground.


Blooming Catastrophe Return to Grave

The crocodile eyes you intently as you peek down at it lounging in the water. The water level is about five feet below the log bridge spanning the river. As Drukpa barks at it, the large reptile hisses right back before moving off its perch and diving into the river. and out of sight.

GM stuff:
Cerryl Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Drukpa Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Malek Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Shenendryl Perception: 1d20 + 5 ⇒ (1) + 5 = 6
Vello Perception: 1d20 + 8 ⇒ (18) + 8 = 26

Croc Stealth: 1d20 + 10 + 8 ⇒ (15) + 10 + 8 = 33

Grand Lodge

”Malek Huk” | male NC human slayer 8 | HP 76/76| AC 23, T 15, FF 18 | CMD 25 | F +11 R +15 W +8; | Init +7 | Perc +11 | Speed 30ft | Active Conditions: None.

When the crocodile dives Malek moves so he has clean shoots if the crocodile comes out again.

The Exchange

F Focus: 7/7 M Sylph Occultist (Sha’ir) 3[HP 19/19, AC 18 /ff 15 /t 13, Fort +3, Ref +4, Will +4, Init +3, Per +7, Spd 40']

"Well...I don't like this..." Shenendril says, drawing her bow, as well. She doesn't ready a shot though.

Instead, she uses her psychic abilities to draw another celestial creature into the Material Plane.

"That should keep it busy long enough for us to get to the other side."

Then she tries to shoo Drukpa across the bridge.


HP 11/11 | AC 13, T 12, FF 11| SR: 5| Resist Acid, Cold and Electricity: 5 | F: +4, R: +5, W: +1 | Perc +9, Darkvision 60’, low-light vision,| Init +2

The opalescent white dolphin does not enjoy being in the murky fresh water of the river after the pure, perfect, salty oceans of its home. But it does know it is here with a purpose.

It seeks out the crocodile, using its blindsight to find the creature.

It does not attack, though, unless it attacks first or approaches the bridge.

Readied Attack:
Slam: 1d20 + 3 ⇒ (16) + 3 = 19
Slamage: 1d4 + 1 ⇒ (1) + 1 = 2

Grand Lodge

Male Human Evoker (3) | AC 11 T11 F10 | HP 18/18 | CMB 0 CMD 11 | F +1 R +2 W +4 | Init +1 | Perc. +6 SM +3 | Spells: 1st 3/5 | 2nd 3/3 Force Missile 5/7 |

Cerryl just looks a little askance at the Croc before following Drukpa across the bridge.

Need to finish this before I continue this track of being an orange...whatever this is...Oh wonder how she does that...it isnt a true summoning spell but definitely returning the same results.

Guess I really shouldn't change how my character will really act quite yet after just one hit of the magic. Oh, and would this impact my number of force missiles I can cast not sure if it would track the same as a normal spell that alters stats or not.

Silver Crusade

Male LG Nagaji Bloodrager 4 | Raging: HP 45/45 | AC 17 T 9 FF 16 | CMB +13 CMD 20 (27 vs grapple)| F +11 R +5 W +5 (+2 vs. mind-affecting & poison & cold) | Not Raging: HP 37/37 | AC 18 T 11 FF 17 | CMB +11 CMD 20 | F +9 R +5 W +5 | | Init +5 | Perc +6 (low-light) SM +0 | Speed 20' | Rage 5/12 | Reroll 1/1 | LoH 1/1 | Spit 3/3 | Active Conditions: Barkskin 12:30, Heroism 12:50, Clay Skin (10/25) 12:50, Shield (13:04), Delay Poison 15:00, Alch. Grease 16:00, Vermin Rep. 16:00, Ablative Barrier (0/25) 17:00, Blood Pill 20:00

Drukpa walks across the bridge, while looking to see if he sees the crocodile.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22

I haven't moved my icon because I expect something happens, but his movement is 30' - feel free to move me all the way across if nothing happens.

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Seeing the others start crossing the bridge, Vello follows suit.


Blooming Catastrophe Return to Grave

As Vello summons another creature from the outer planes, Drukpa heads over the bridge, head moving back and forth alert as he strides across. Just as he approaches the end, the nagaji stops. At the log's end is a vine attached to the 'bridge', and following it up it seems connected to a sharp shining thing up above.

When the bloodrager pauses to look up, an elven woman jumps out from behind an incredibly dense blind on the river's opposite edge. Bow in hand, she sizes up the hunced nagaji and grins. The elf notches an arrow towards him, yelling Roar your last, lycan! just as in the water below the dolphin detects the crocodile right as it begins to surge towards the mammal.

GM:
Cerryl Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Drukpa Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Malek Initiative: 1d20 + 6 ⇒ (12) + 6 = 18
Shenendryl Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Vello Initiative: 1d20 + 4 ⇒ (8) + 4 = 12

JG: 1d20 + 2 ⇒ (17) + 2 = 19
Tavariel: 1d20 + 3 ⇒ (14) + 3 = 17

Initiative

Shenedryl
Cerryl

Elf
Malek
Drukpa
Croc
Vello

The Exchange

F Focus: 7/7 M Sylph Occultist (Sha’ir) 3[HP 19/19, AC 18 /ff 15 /t 13, Fort +3, Ref +4, Will +4, Init +3, Per +7, Spd 40']

Shenendril is ready to fire an arrow at the woman who has suddenly appeared when she realizes what she said. Is this another lycanthrope bounty hunter?

"Wait!" she calls out. "He's not a lycan! He hasn't been infected with lycanthropy. He's under the effects of a spell. And if we don't get to the source of the spell soon, it's going to become permanent! And a lot of people are going to end up mindless beasts."

Diplomacy: 1d20 + 8 ⇒ (1) + 8 = 9

I should have just shot her...though I guess I would have missed, anyway.


HP 11/11 | AC 13, T 12, FF 11| SR: 5| Resist Acid, Cold and Electricity: 5 | F: +4, R: +5, W: +1 | Perc +9, Darkvision 60’, low-light vision,| Init +2

Despite what it's summoner is trying to do, the dolphin is in no mood for negotiation. Nor does it think this primitive beast would understand anything short of violence in any case. It slams into it with it's powerful nose.

Slam: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Male Human Evoker (3) | AC 11 T11 F10 | HP 18/18 | CMB 0 CMD 11 | F +1 R +2 W +4 | Init +1 | Perc. +6 SM +3 | Spells: 1st 3/5 | 2nd 3/3 Force Missile 5/7 |

Seeing the woman step out from behind the rocks.

Not a beastman...prefer not to kill her.

Cerryl retrieves his wand of sleep from his wrist sheathe and casts it at the woman.

Not sure if I need to make any rolls here and the CL for the wand is just 1st level but not sure what that would make the DC save for it or does it take the Int modifier of the caster into effect. Just know it is base DC of 11 plus whatever the Int modifier is in this case.

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Wouldn't matter. She is an Elf, so immune to sleep.

Grand Lodge

Male Human Evoker (3) | AC 11 T11 F10 | HP 18/18 | CMB 0 CMD 11 | F +1 R +2 W +4 | Init +1 | Perc. +6 SM +3 | Spells: 1st 3/5 | 2nd 3/3 Force Missile 5/7 |

Crap your right thought they just had a bonus not complete immunity for some reason...Think I could change my action then or just go with it?


Blooming Catastrophe Return to Grave

Feel free to change the action - even bestial your current 'Int' is still high enough to have remembered that.
Also, wands use the minimum ability score needed to cast the spell. So the sleep wand has a DC of 11 (since assuming the crafter had 11 Int/Cha)

Silver Crusade

Male LG Nagaji Bloodrager 4 | Raging: HP 45/45 | AC 17 T 9 FF 16 | CMB +13 CMD 20 (27 vs grapple)| F +11 R +5 W +5 (+2 vs. mind-affecting & poison & cold) | Not Raging: HP 37/37 | AC 18 T 11 FF 17 | CMB +11 CMD 20 | F +9 R +5 W +5 | | Init +5 | Perc +6 (low-light) SM +0 | Speed 20' | Rage 5/12 | Reroll 1/1 | LoH 1/1 | Spit 3/3 | Active Conditions: Barkskin 12:30, Heroism 12:50, Clay Skin (10/25) 12:50, Shield (13:04), Delay Poison 15:00, Alch. Grease 16:00, Vermin Rep. 16:00, Ablative Barrier (0/25) 17:00, Blood Pill 20:00

Also, remember that sleep is one of those spells that has a 1 round cast time, which means that you have to spend your entire turn casting the spell, and it doesn't come into effect until the start of your next turn.

Grand Lodge

Male Human Evoker (3) | AC 11 T11 F10 | HP 18/18 | CMB 0 CMD 11 | F +1 R +2 W +4 | Init +1 | Perc. +6 SM +3 | Spells: 1st 3/5 | 2nd 3/3 Force Missile 5/7 |

Sorry for the delay work got a little crazy...also, not sure this will work but oh well.

After the elf steps out Cerryl glances over his shoulder calling out.

Hey Malek I think this lady is accusing your companion here of being a werelizard.

Turning back to the elf.

Can you point that thing elsewhere, there aren't any lycanthropes here.

Diplomacy: 1d20 ⇒ 15

Not sure if I am bluffing or attempting diplomacy here to be honest though. Crap forgot I had Chr damage also.


Blooming Catastrophe Return to Grave

As the elf emerges, Shenedryl and Cerryl both try to call out to give her pause. But Shenedryl stumbles with her words just as her dolphin ally bludgeons the croc, and as Cerryl speaks the elf looks straight at him, eyes scanning his fur and fanged mouth.

Sure. Take your word on that, 'monster'!

The archer aims and looses a silver arrow at Drukpa before breaking across the space to the opposite treeline. She then yells at the crocodile thrashing in the river below.

JG! Scurry up! that fish can't hit ya up here!

Attack: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14 for damage: 1d8 + 1 + 1 - 1 ⇒ (8) + 1 + 1 - 1 = 9

At this stage, she doesn't seem willing to talk-it-out. In fact, she appears quite confident.

Initiative

Shenedryl
Cerryl
Elf

Malek
Drukpa

Croc -4hp
Vello

Grand Lodge

”Malek Huk” | male NC human slayer 8 | HP 76/76| AC 23, T 15, FF 18 | CMD 25 | F +11 R +15 W +8; | Init +7 | Perc +11 | Speed 30ft | Active Conditions: None.

Malek moves to the bridge and shoots an arrow to the elf.

to hit: 1d20 + 6 ⇒ (11) + 6 = 17
damage: 1d8 ⇒ 3

Silver Crusade

Male LG Nagaji Bloodrager 4 | Raging: HP 45/45 | AC 17 T 9 FF 16 | CMB +13 CMD 20 (27 vs grapple)| F +11 R +5 W +5 (+2 vs. mind-affecting & poison & cold) | Not Raging: HP 37/37 | AC 18 T 11 FF 17 | CMB +11 CMD 20 | F +9 R +5 W +5 | | Init +5 | Perc +6 (low-light) SM +0 | Speed 20' | Rage 5/12 | Reroll 1/1 | LoH 1/1 | Spit 3/3 | Active Conditions: Barkskin 12:30, Heroism 12:50, Clay Skin (10/25) 12:50, Shield (13:04), Delay Poison 15:00, Alch. Grease 16:00, Vermin Rep. 16:00, Ablative Barrier (0/25) 17:00, Blood Pill 20:00

GM:

I'm not sure how to play this with Drukpa's INT at 1. He's spotted the trap but the elf has also shot at him. My instinct is to say that he's too animalistic at this point to understand what a trap is and will just go after the one who has shot at him, but thought I would check with you first and see what you think.


Blooming Catastrophe Return to Grave

Drukpa:
That's a tricky one. I also think at this point you would be more focuses on attacking her, but as you spotted something strange and still have all your Wisdom, you could try an Acrobatics check to advance past it without snapping the dangling vine.

The elf tries to dodge Malek's return fire, but the arrow manages to nick her.

Initiative

Shenedryl
Cerryl
Elf -3hp
Malek

Drukpa
Croc -4hp
Vello

Silver Crusade

Male LG Nagaji Bloodrager 4 | Raging: HP 45/45 | AC 17 T 9 FF 16 | CMB +13 CMD 20 (27 vs grapple)| F +11 R +5 W +5 (+2 vs. mind-affecting & poison & cold) | Not Raging: HP 37/37 | AC 18 T 11 FF 17 | CMB +11 CMD 20 | F +9 R +5 W +5 | | Init +5 | Perc +6 (low-light) SM +0 | Speed 20' | Rage 5/12 | Reroll 1/1 | LoH 1/1 | Spit 3/3 | Active Conditions: Barkskin 12:30, Heroism 12:50, Clay Skin (10/25) 12:50, Shield (13:04), Delay Poison 15:00, Alch. Grease 16:00, Vermin Rep. 16:00, Ablative Barrier (0/25) 17:00, Blood Pill 20:00

With animalistic cunning, Drukpa attempts to avoid the vine that the treacherous elf trapper has attempted to lure him with...

Acrobatics: 1d20 + 1 ⇒ (6) + 1 = 7

... but probably does not.

If he somehow is not now in the water, he will continue moving towards the elf, but at half movement speed due to the Acrobatics check, all he can do is reach her.


Blooming Catastrophe Return to Grave

Not in the water. However...

Dukpa's wariness of the odd vine is instantly outweighed when the arrow clangs against his scales. The nagaji races forwards, his small efforts to avoid brushing the vine failing in his haste. The plant *snaps*, and from above a large axe arcs down at first Drukpa

Attack v Drukpa: 1d20 + 10 ⇒ (1) + 10 = 11 for damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8

...and then continues through towards Malek!

Attack v Malek: 1d20 + 10 ⇒ (3) + 10 = 13 for damage: 2d6 + 4 ⇒ (5, 2) + 4 = 11

Luckily for you, it seems that this trapper's knots were a bit too tight when setting up her lure. Both Durkpa and Malek are able to shift out of the way of the axe as it swings, snapping as it completes the arc to clatter into the river below.

In the river, the crocodile bites at the oddly-formed dolphin and pierces its blubber.

attack: 1d20 + 4 ⇒ (19) + 4 = 23 for damage: 1d6 + 3 ⇒ (1) + 3 = 4

Initiative

Shenedryl (dolphin -4hp)
Cerryl

Elf -3hp
Malek
Drukpa
Croc -4hp

Vello

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Vello rushes across the bridge and moves further inland. He has enough intelligence left that he wants to try to stop the fight and clear up the elf's misunderstanding.

Double Move

Grand Lodge

Male Human Evoker (3) | AC 11 T11 F10 | HP 18/18 | CMB 0 CMD 11 | F +1 R +2 W +4 | Init +1 | Perc. +6 SM +3 | Spells: 1st 3/5 | 2nd 3/3 Force Missile 5/7 |

After watching the ax sweep down and miss Drukpa and Malek.

Now that your trap failed doubt you will be quite as confident.

Course dont think I want to be on this side of the bridge anymore just in case there are some friends still over here.

Cerryl moves forward quickly to get across the water and into position to help his companions.

Double move

The Exchange

F Focus: 7/7 M Sylph Occultist (Sha’ir) 3[HP 19/19, AC 18 /ff 15 /t 13, Fort +3, Ref +4, Will +4, Init +3, Per +7, Spd 40']

Now that diplomacy has failed, it is time to move on to more extreme measures. Shenendril does not like how mobile their opponent is and does not have a good shot at her, anyway.

She pulls another of the looted tanglefoot bags out of her pouch and hands it to Belthelgior. As her distant, tiny cousin dashes away, she moves with impressive (though not nearly as impressive) speed to get to and cross most of the bridge.


Male Companion Air Elemental size Tiny HP 9/9 | AC 18, T 17, FF 11 | F: +2, R: +8, W: +0 | Perc +4, Darkvision 60’ | Init +9

Belthelgior, having done this previously, is a little more brave about it. Last time, the person he attacked didn't even get a chance to retaliate. He streaks straight over the water, moves behind and past the strange dragon man, slows just enough to fling the bag then darts back behind Shenendril for protection, hiding in her hair once more.

Tanglefoot Bag: 1d20 + 8 ⇒ (14) + 8 = 22

I left an X at the point where he threw the bag. He made a straight line from where he was to there and a straight line from there to where he ended up.


HP 11/11 | AC 13, T 12, FF 11| SR: 5| Resist Acid, Cold and Electricity: 5 | F: +4, R: +5, W: +1 | Perc +9, Darkvision 60’, low-light vision,| Init +2

The crocodile takes a solid chunk out of the dolphin and it chitters in pain. But it has not come from a celestial realm, not crossed the sea of reality, not swam its way into these murky waters to be defeated by a common beast.

It takes aim and retaliates!

Slam: 1d20 + 3 ⇒ (5) + 3 = 8
Slamage: 1d4 + 1 ⇒ (4) + 1 = 5


Blooming Catastrophe Return to Grave

Elf Reflex: 1d20 + 3 ⇒ (17) + 3 = 20

Now covered in a sticky goo, the elf nevertheless avoids the worst of Belthelgior's throw. It pulls out and nocks another silver arrow, jumping away from Durkpa and loosing a shot that this time lands a deep blow on the near-feral nagaji.

attack: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19 for damage: 1d8 + 1 + 1 - 1 ⇒ (8) + 1 + 1 - 1 = 9

Ha! Taken down worse monsters than you lot. And for three the bounty'll be a nice bonus.

Initiative

Shenedryl (dolphin -4hp)
Cerryl
Elf -3hp, entangled

Malek
Drukpa -9hp

Croc -4hp
Vello

Grand Lodge

”Malek Huk” | male NC human slayer 8 | HP 76/76| AC 23, T 15, FF 18 | CMD 25 | F +11 R +15 W +8; | Init +7 | Perc +11 | Speed 30ft | Active Conditions: None.

Malek can not decide which enemy to shoot and while moving closer he yells.
"Elf you are mine!"

to hit: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 1d8 ⇒ 3

Silver Crusade

Male LG Nagaji Bloodrager 4 | Raging: HP 45/45 | AC 17 T 9 FF 16 | CMB +13 CMD 20 (27 vs grapple)| F +11 R +5 W +5 (+2 vs. mind-affecting & poison & cold) | Not Raging: HP 37/37 | AC 18 T 11 FF 17 | CMB +11 CMD 20 | F +9 R +5 W +5 | | Init +5 | Perc +6 (low-light) SM +0 | Speed 20' | Rage 5/12 | Reroll 1/1 | LoH 1/1 | Spit 3/3 | Active Conditions: Barkskin 12:30, Heroism 12:50, Clay Skin (10/25) 12:50, Shield (13:04), Delay Poison 15:00, Alch. Grease 16:00, Vermin Rep. 16:00, Ablative Barrier (0/25) 17:00, Blood Pill 20:00

The arrow sticking out of Drukpa sends him into a rage and his bestial claws seem to grow larger and almost... draconic.

He steps forward and attempts to snuff the life force from the hunter.

Bite attack: 1d20 + 8 ⇒ (17) + 8 = 25
Bite dmg: 1d4 + 7 ⇒ (1) + 7 = 8

Claw attack: 1d20 + 8 ⇒ (12) + 8 = 20
Claw dmg: 1d6 + 7 ⇒ (2) + 7 = 9

Claw attack: 1d20 + 8 ⇒ (13) + 8 = 21
Claw dmg: 1d6 + 7 ⇒ (3) + 7 = 10


Blooming Catastrophe Return to Grave

Now bloodied, the nagaji steps up to the evading elf and does his best to reflect the beast she is accusing him of being. Enraged, his bite rips through her leather armor, leaving her bleeding on the ground. Up to you if you want to continue with the claws.

Those by the river see the crocodile jerk and start at the moment the archer falls. Wary of the dolphin, he submerges below the water and takes off down the stream.

COMBAT OVER!!
Drukpa -9hp

As the rest of you make your way across, you see the glue-covered elf has a scimitar at her belt and her quiver is filled with now 18 silver arrows. She is currently bleeding out, though you notice several scraps of papaer with incantations on them poking from her pocket. 4 scrolls, which seem to all be of the same type. Cerryl can quickly ID them as scrolls of cure light wounds

Grand Lodge

”Malek Huk” | male NC human slayer 8 | HP 76/76| AC 23, T 15, FF 18 | CMD 25 | F +11 R +15 W +8; | Init +7 | Perc +11 | Speed 30ft | Active Conditions: None.

Melek takes all silver arrows from elf's quiver.

"Who need silver arrows besides me?"

If no one answers Malek takes all the arrows.

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Vello takes the scimitar off the woman and throws it a safe distance.

"She thought we were were-creatures. Perhaps heal her. Get info from her about area."

Grand Lodge

Male Human Evoker (3) | AC 11 T11 F10 | HP 18/18 | CMB 0 CMD 11 | F +1 R +2 W +4 | Init +1 | Perc. +6 SM +3 | Spells: 1st 3/5 | 2nd 3/3 Force Missile 5/7 |

Agreed can use one of these scrolls Shenendril though does anyone have any rope or are we just going to disarm her...Think she also mentioned a bounty which I am curious who was putting prices on lycanthropes in the area.

Turning towards Shenendril which casting Detect Magic.

Just curious if any of her equipment had any additional enchantments other than the scrolls.

Wonder if she would allow me to observe her elemental after all this is over?

Probably need to do this quickly though since I don't plan on letting this condition become permanent.

The Exchange

F Focus: 7/7 M Sylph Occultist (Sha’ir) 3[HP 19/19, AC 18 /ff 15 /t 13, Fort +3, Ref +4, Will +4, Init +3, Per +7, Spd 40']

Shenendril is just about to dismiss the dolphin back to where it came from when it is suggested that she heal their fallen opponent. It seems like a good idea to her, especially if she doesn't have to expend any of her own resources on it. She commands the dolphin to wait, though and not pursue the crocodile.

"I'll take some of the arrows, please," she says as she fishes the scrolls out of the woman's pocket.

What the heck? Is this the one character I created who didn't buy rope?

"I think tying her up would be a good thing. I don't want to have to use another of these on her to convince her fighting is a bad idea. Did anyone bring rope and want to do that while I help our injured friend?" she asks.

She turns to Drukpa first, reading off the scroll and then imparting it's healing magic to him.

CLW scroll: 1d8 + 1 ⇒ (3) + 1 = 4

Once that is done, she'll read another and touch their downed opponent, assuming she's either been tied up or no one decided to do it in the meantime.

CLW scroll: 1d8 + 1 ⇒ (1) + 1 = 2

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