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

Game Master Zoomba

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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']

Let me know if that doesn't bring her around, GM. I'll hit her with another but I don't want to waste them if it brings her conscious.


Blooming Catastrophe Return to Grave

That CLW scroll alone does not bring her back to consciousness, though her breathing is now shallow but stable.

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

In his current bestial (and enraged) state, Drukpa likely would not have stopped his attacks once she fell unconscious, so it's quite possible that she is now dead. When/if he returns to his normal form this will undoubtedly grieve his LG Silver Crusade self.

Also, after healing Drukpa for 4, you notice that he still seems to be significantly wounded (he took 9 dmg total) in case you would like to heal him again :-)

After his exertions, Drukpa spends a few moments panting like a dog, but soon settles down. While the others examine the body of the hated hunter, he lies down, crosses his arms over each other, and (literally) licks his wounds.


Blooming Catastrophe Return to Grave

Given his position, Vello could likely have held back Durkpa once the elf dropped if you'd prefer as a player. That said, again I'm fine either way.

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

sure, fine with me.

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 looks on Drukpa with newfound awe when she realizes the healing magic wasn't enough to bring their enemy back to the realm of consciousness. She was sure the woman would be dead if Vello's reflexes hadn't been fast enough to stop their nagaji companions newly grown claws from striking.

But Drukpa is obviously still injured so she uses one of the two remaining scrolls on him.

CLW Scroll(Drukpa): 1d8 + 1 ⇒ (6) + 1 = 7

Then turns and uses the last on the fallen woman.

CLW Scroll (Enemy): 1d8 + 1 ⇒ (2) + 1 = 3

Did anyone ever tie her up?

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:

Didn't tie her up, but did remove all of her weapons. So if she is foolish enough to attack again, I'm afraid she will be dead very quickly.


Blooming Catastrophe Return to Grave

The second casting on the fallen elf causes her to groan and toss as the worst of her wounds heal. She blinks her eyes open, looking around.

JG. What ha...

Seeing several figures standing over here, many with varying levels of bestial traits, she starts and tries to slowly inch backwards towards a tree.

Damn. So, this a feeding frenzy now? Fine, but you harm one scale on Jumblegrin and I'll haunt all nine hells out of you!

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

Seeing the evil hunter risen from the dead, Drukpa begins to snarl and bark in alarm to warn his comrades in much the same way that my dog does every day when the mail truck drives by

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 holds his hand up, seeing that it has claws he puts it down again. "Hold. Not lycanthrope. Cursed by druid. We are on way to end curse."

Diplomacy: 1d20 ⇒ 1; lol...

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 |

Looking at his own claws.

We make some pretty poor lycanthorpes considering this is as far as the transformation goes for now...Also, doubt the others talked much with you since they were mostly like our friend Drukpa here.

Diplomacy: 1d20 ⇒ 16

Hope for a good roll here.

Pointing at the lizard that is currently acting like a dog.

Just wondering what was this about a bounty on lycanthrope's head? Did you happen to come from the area of ???

Pulling out his Journal.

Ah area of Briar Henge.

Sadly cant remember the name for the Henge without going back to look it up.

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']

"Your crocodilian friend is safe so long as he doesn't attack anyone. As are you. We were only defending ourselves," Shenendril chimes in.

"And as my companions have stated they are not lycanthropes. They are under a curse that we're on our way to stop. Any information you can provide would be helpful."

Diplomacy (Aid Cerryl): 1d20 + 8 ⇒ (12) + 8 = 20


Blooming Catastrophe Return to Grave

Curse? Well yeah, that's what lycanthropy is isn't it? The elf says, a bit confused. Still, realizing she's not exactly in the best position to protest, she does listen as you explain.

As Cerryl mentions Briar Henge, the elf winces. No, I don't deal with those lots. Seal themselve sup nice and tight in that hedge circle of theris, dealin' with fey and talking creepy about the green and Mother Gozreh. You're saying you lot's under some sort of spell? From them?

The elf remains wary, but does give you a brief description of what she knows about Briar Henge itself. While she tends to avoid it if she can, it's a large circular hedge-space, with the druids entering and exiting through a thinner curtain of vines on the west side. Luckily it's not far from here, maybe just an hour. The elf hasn't seen any of them out and about in the woods for a couple of weeks, but shes noticed a few tiny fey nearby. Knowledge Nature might ID them, though form a second-hand description the DCs will be higher than normal)

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 |

Jotting down the Elf's description of the tiny fey in his journal.

Knowledge (Nature): 1d20 + 8 ⇒ (6) + 8 = 14

True about lycanthropy but this is more spell based with apparently a wide spread influence since it affected us back at the loggers camp.

Turning to the group and whispering.

Think we need to leave her a weapon as we move on since we know there are still predators out and about...though not a range weapon and maybe leave it on the other side of this bridge so we can be on our way before she reaches it.

Damn my rolls aren't good today apparently.

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 listens to the description of the fey.

Knowledge (Nature): 1d20 + 8 ⇒ (14) + 8 = 22

"I tossed her scimitar over there." points into the middle of the clearing. "She can have that back after we leave."


Blooming Catastrophe Return to Grave

The elf describes a few tiny flying green figures he's spotted intermittently around the Henge. They seem to flit about fast to her, and are tricky to keep in sight. As best Vello can tell, these are most likely atomies - playful fey who can turn themselves invisible and try to reduce others closer to their size. Like many fey, only cold iron weapons are fully effective against them.

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 listens - briefly - to the jabbering of the group with the hunter-enemy and quickly loses interest and begins to sniff around in hopes of finding something to eat. To the extent that he know that they are heading towards Briar Henge, he is mainly interested in whether or not they have pie there. Dragons love pie. Drukpa loves pie. Where pie?!!?

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 tells the others what he thinks the fey might be. "Sounds like the elf is describing Atomies. Little buggers that like to pick fights with bigger people. They will turns themselves invisible and sometimes cast a spell to reduce a person's size closer to their own size. Also cold iron is the best weapon to use against them."

"Hopefully they won't prove hostile to us. We should be on our way though."

Vello looks to continue onward.

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.

"OK let's move on then!"

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 |

Looking at the sky and not having much hope for any more useful information from their captive.

Let's get going really don't plan on being an orange...thing if we don't stop this ritual before sundown.


Blooming Catastrophe Return to Grave

Beliving the elf to be relatively secure for the moment, the five of you head off, cautiously watching your backs as you go. She does not seem eager to ambush you from behind however, and its only as you turn out of sight from the hunter in the brush that she begins moving to grab her bow once more.

Your journey through the Verduran Forest continues for another hour. Here the trees and branches seems to be denser with every step, and the trial grows narrower and narrower. Eventually , you reahc a clearing, and see before you at its center a circular wall of twelve-foot tall thorns and vines that obstruct all passage and sight beyond - Briar Henge.

Briar Henge is a bristling fortress. The compound is roughly circular and approximately 100 feet across. The walls are made of tangled thorn bushes twelve feet high, although the compound does not appear to have a roof. The only break in the prickly wall you can see as you appraoch is a gap five feet wide and eight feet high. In front of this 'doorway' hanging ivy covers a thinner gap in the hedge and blocks the view of the interior of the compound. In front of the ivy, a doglike creature paces as it sniffs the air.

Map updated

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 looks closely at the doglike creature to see if it is a regular dog or something else.

Knowledge Nature: 1d20 + 8 ⇒ (16) + 8 = 24

"It looks like we will have to find a way to deal with their guard dog."

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.

"My arrow will find him!" says Malek and takes his longbow.

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 pretty pleased that they were able to get the woman to answer questions and get Drukpa largely healed up without expending any of their own resources. She's less pleased when she finds out that they may be facing Fey and the woman didn't bring along any cold iron arrows they could confiscate.

"I think you're a fox. I mean...I think you're becoming a fox. Not that you're a fox in that way...not that you're not...just that I don't think of you like that because we're professional peers," she says to Cerryl as he speaks about his affliction.

At the Henge, she pauses, looking at the dog thing but unable to add anything to the party's knowledge unless it is some sort of extraplanar creature that looks like a dog.

"Perhaps we can distract it or turn it to our side? It would be a shame to kill it just because it is doing what it's trained to do if we can just get it out of the way," she speaks up.

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 |

Hmm...Guess there is the start of a muzzle.

Could be right there Shenendril.

Though little confused why the tongue-tied explanation.

Taking stock of his equipment.

Well I can maybe attempt the wand to put him to sleep...Could also cast a spell so it cant raise an alarm if we are going to deal with it a little more violently. Any idea what it is exactly?

Knowledge (Any): 1d20 + 8 ⇒ (13) + 8 = 21

Trained in all knowledge skills with +8 mod so if any is applicable can use and if I need to roll another let me know.


Blooming Catastrophe Return to Grave

As best Cerryl can tell, the dog before you looks like a Verduran wolfhound. fairly common around these parts, they can be well-trained and often serve as guard dogs.

And unlike elves, as best the mage remembers they should be perfectly vulnerable to sleep effects.

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 gazes at the Verduran wolfhound curiously, wondering what it might taste like. It has been some time since he fed...

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 |

Readying his wand Cerryl looks to the group seeing if anyone else has any suggestions while lamenting the fact that they still don't have any rope to secure the hound afterwards.

Not sure how long he will stay down after I hit him with a sleep spell but figure it would at least allow us to get through that entranceway...Unless someone else has any ideas.

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:

"A sleep spell might be our best option, especially since it won't cause a ruckus like a battle or a dog barking."

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 sleep spell duration is 1 minute/level, so if you are casting it from a wand it would be 1 minute, which should be ample time for us to slip past. The save DC will be low though, only 11, but a dog probably doesn't have a very high will save so it might work.

Re rope, Drukpa had some in his backpack but we left it behind. Does no one else have any rope? (Also, tying up the dog might just cause him to make a ruckus when he wakes up after 1 minute, but if he just falls asleep we might be able to just slip past him?)

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 nods. "I think the spell to put it to sleep is the best option. We can slip past without having to fight it and deal with the real threats."

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 no disagreement, Cerryl retrieves his wand of Sleep before pointing it at the hound and casting it.

Wasn't thinking tying up fully but maybe leashing it someway so it cant join the fight I am assuming is waiting on the other side of the vines after it wakes up...Still probably wouldn't have worked since the dog would have awoken before we were done going that route.


Blooming Catastrophe Return to Grave

So then:

GM Stuff:

dog per: 1d20 + 8 ⇒ (12) + 8 = 20
A per: 1d20 + 7 ⇒ (9) + 7 = 16

dog Will: 1d20 + 1 ⇒ (4) + 1 = 5

Cerryl Fort: 1d20 + 0 ⇒ (7) + 0 = 7

Cerryl Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Drukpa Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Malek Initiative: 1d20 + 6 ⇒ (18) + 6 = 24
Shenendryl Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Vello Initiative: 1d20 + 4 ⇒ (11) + 4 = 15

Atomie: 1d20 + 7 ⇒ (5) + 7 = 12
dog: 1d20 + 1 ⇒ (1) + 1 = 2

A plan made, Cerryl pulls out his wand and focuses. After only a few moment, the spell releases - and with a mighty yawn the dog by the hedge wall slumps down in a deep slumber.

The five of you quickly move to get past him before it wakes. You haven't moved half the distance however before a high voice above you says "Nice trick on big jaw! Here, try one too!

Suddenly, Cerryl sees the rest of the party loom above him, as the mage shrinks down to half his height. Cerryl, you've been struck with reduce person. As this happens, a tiny green-skinned figure appears fluttering in the sky above you with flapping dragonfly wings. A tiny pick of a rapier rests in her hand as she giggles at the now diminished Cerryl.

"Tag! You're it!"

Initiative

Malek
Shenedryl
Vello

Atomie
Cerryl (currently small)
Drukpa
Dog (currently asleep for 10 rounds)

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 Atomie flying above the group some distance, Vello pulls his strength inward and unleashes a cold blast toward the faerie. "Chill out!"

Cold Blast (Range Touch) vs Atomie: 1d20 + 3 ⇒ (17) + 3 = 20
Cold Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Move Action: Gather Power
Standard Action: Cold Blast w/Extended Range Infusion

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 aim Atomie and shoots cold iron arrow.

to hit: 1d20 + 6 ⇒ (11) + 6 = 17
damage: 1d8 ⇒ 2


Blooming Catastrophe Return to Grave

Merrick and Vello both fire into the air. Their shots land even as the small fey dodges, but though it seems battered, the tiny creature still keeps flight.

Initiative

Malek
Shenedryl
Vello
Atomie -4hp
Cerryl (currently small)
Drukpa
Dog (currently asleep for 10 rounds)

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']

It is probably too late, but Shenendril is a gentle soul, despite her chosen profession. She would rather not have to fight anything she doesn't fight.

"Wait! Wait! Wait! There is no need for violence! I'm sure this is all a misunderstanding. She hasn't hurt anyone, just played a hilarious joke. I mean, isn't Cerryl adorable at this size?" she calls out to her fellow Pathfinders.

"I apologize for my companions' rash actions. This has been a dangerous trip and we are all on edge but we don't want to fight you if we don't have to. We are here to stop a curse being worked by the druids within this Henge so if you are not affiliated with them, we have no business with you," she says, turning her attention to the tiny flying figure.

"Surely we can come to some peaceful resolution!" she says to all parties.

Diplomacy: 1d20 + 8 ⇒ (19) + 8 = 27

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 has nothing he can do against a foe up in the air, so when his turn rolls around he will delay unless the Atomie has descended or another target has appeared.


Blooming Catastrophe Return to Grave

Shenendryl calls out to the fey earnestly. But in response the atomie waggles its weapon and shakes its head.

Sorry, but the Briar folk are nice! They got great food, and good toys, and all sorts of fun stuff! it says. And friends don't let friends' place get broken into.

Suddenly, the fey seems to vanish from sight. It's voice still echoes from above you however, only now moving about. Though you could just run away....

Initiative

Malek
Shenedryl
Vello

Atomie -4hp
Cerryl (currently small)
Drukpa

Dog (currently asleep for 9 rounds)

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

I don't think Drukpa has the brain power right now to lead, but if someone else heads for the entrance he'll follow, double-moving for 60'. Otherwise, if the group stays to fight the invisible Atomie, he'll continue to delay until there's something he can do.

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 shoots another cold iron arrow at Atomie.

to hit: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 1d8 ⇒ 3

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 curses softly as the Atomie disappears. There's not much she can do against an invisible target, after all.

She watches the sky, though, knocking an arrow and drawing the string, ready to fire when the creature reappears.

She glances at the sleeping dog, hoping everyone will let it lie.

"Should we make a run for the entrance?" she asks the group in a low hiss.

Readied Attack:
Bow: 1d20 + 3 ⇒ (6) + 3 = 9
Arrow: 1d8 ⇒ 4

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 looks around but with no target to strike, he holds his powers. "We can't have this faery attack us from behind. We'll have to at least incapacitate her first."

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 |

Hmm...Trying to decide to cast Enlarge person on myself to get back to normal size or leave it alone currently any one know of a valid reason for me to do either case?

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
Cerryl Grey wrote:
Hmm...Trying to decide to cast Enlarge person on myself to get back to normal size or leave it alone currently any one know of a valid reason for me to do either case?

Well, first of all the reduce person is probably limited duration (unless it's some kind of special curse or something). Second, being smaller is actually often helpful for a caster - your dex is higher so you have a higher initiative, higher reflex, harder to hit, easier for your ranged touch spells to hit, etc. Third, Enlarge person (and Reduce person) are full round casts, like Sleep - meaning you'll have to spend your entire turn doing just that and it won't go into effect until 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 |

Wonder if we should just kill the pup while it is sleeping since this pixie is determined to delay us...Not preferable but delays could be costly here.

Yeah reason why I was debating little unsure where my encumbrance is mainly is my issue

Atomie visible:
Casts Force Missile trying to knock it out of the air.

Force Missile: 1d4 + 1 ⇒ (2) + 1 = 3


Blooming Catastrophe Return to Grave

As the atomie vanishes, Malek fires another arrow quickly at its last position, but the shaft continues to fly into the treeline. The rest of you wait, looking around nervously until the fey reappears.

Attack: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24 for damage: 1d2 - 2 + 1d6 ⇒ (1) - 2 + (1) = 0

Suddenly, Malek feels a strong poke on his neck. The atomie reappears right by him, her rapier having dealt a devastating bruise to the archer. 1 non-lethal damage.

In response, Shsenedryl attempts to fire at it, but again looks somewhat confused as to the mechanics of a bow. A shorter Cerryl's magic has no such aiming issues though, and as a bolt of force smacks into the fey, the atomie goes.

"Ow!" It raises its sword again, but lifts it upright against her face, in a form of salute.
"Guess you could tag me. Touche. This lady doth surrender"

It giggles a bit as it hovers, but begins strapping its rapier back to its belt.

COMBAT seem OVER!!!! But the dog won't sleep forever...

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 looks at the Atomie with suspicion but holds his fire, she did surrender. "I'm glad we didn't have to hurt you further fairy. Maybe we can go out for a drink later." He winks at her.

He then moves toward the dog and the entrance to the druid's sanctuary. "Lets hurry."

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 will Coup de Grace the dog

Malek approached the dog and shot the arrow into him

damage: 3d8 ⇒ (3, 2, 4) = 9

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 gapes at the little fae for a moment. "Ooookay," she says with obvious consternation, though she is pleased that their opponent does not want to continue hostilities.

She wastes no time in following Vello's suggestion and runs toward the entrance to the Henge. She pulls up short at the vines, though. This is a perfect place for a trap. If she was going to set a trap, this is where she'd do it, so she looks for signs of danger.

Perception: 1d20 + 5 ⇒ (6) + 5 = 11

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