Booker Broadshaw |
"Yeah, that's prob'ly best," Booker concedes, taking off after R1G5 through a thicket of trees.
Is there a limit to how many actions we can take?
Acrobatics: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20
Acrobatics: 1d20 + 11 + 2 - 2 ⇒ (4) + 11 + 2 - 2 = 15
Game Master S |
There is a limit of TEN actions. Each action has a cumulative penalty, but go nuts.
Gig continues to play to the wrong crowd, and finds himself in trouble. Booker finally manages a solid scramble! The party looks about and sees that they're about half way to freedom.
His confidence building, R1G5 makes a massive break towards the edge of the stampede!
YARUK STAMPEDE! Successes: 9
Booker: Success
Dunk: Go
Gig: Fail
Hack-it: Go
R1G5: Like a boss!
Janzi: Go
Torin Janzi |
Janzi takes advantage of the pseudo-dazed yaruks to draw his weapon and try to intimidate a little.
Your mother was a newt! Your father wound up on the cutting room floor of a bad science fiction movie!
pew #1: 1d20 + 3 ⇒ (12) + 3 = 15
Intimidate #1: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11 +2 additional if a hit
pew #2: 1d20 + 3 ⇒ (1) + 3 = 4
Intimidate #2: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22 +2 additional if a hit
pew #3: 1d20 + 3 ⇒ (15) + 3 = 18
Intimidate #3: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9 +2 additional if a hit
pew #4: 1d20 + 3 ⇒ (3) + 3 = 6
Intimidate #4: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14 +2 additional if a hit
He clearly needs to work on his insults. Or at least try them on beings that can understand him.
Then he'll use the daze SLA again, to keep the +2 for attempts in place.
Game Master S |
Using your Daze spam IS your action, mechanically you're better off with the success.
Janzi opts for a different kind of spam and causes enough chaos with one of his attempts to open up a lane!
YARUK STAMPEDE! Successes: 10
Booker: Go
Dunk: Go
Gig: Fail
Hack-it: Go
R1G5: Like a boss!
Janzi: Success
Hack-It |
Hack-It tries to hide from the big creatures, catching his breath.
Stealth: 1d20 + 6 ⇒ (6) + 6 = 12
Game Master S |
YARUK STAMPEDE! Successes: 10
Booker: Success
Dunk: Go
Gig: Fail
Hack-it: Fail
R1G5: Like a boss!
Janzi: Success
Dunklezahn |
Dunklezahn again tries to distract the beasts.
Laser Pistol, Azimuth: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Intimidate: 1d20 + 5 ⇒ (17) + 5 = 22
He then hustles between some boulders to avoid the herd himself.
Acrobatics: 1d20 + 4 - 3 ⇒ (7) + 4 - 3 = 8
Game Master S |
Dunk's shot is off, but the vesk is still pretty scary! He spooks a yaruk enough to make some headway.
1d8 ⇒ 6
The stampede makes a sudden shift you weren't expecting! This round you take a -4 to any skill you used LAST round!
YARUK STAMPEDE! Successes: 11
Booker: Go
Dunk: Go
Gig: Go
Hack-it: Go
R1G5: Go
Janzi: Go
R.1.G.5. |
Aw, sh1t. They found my path. Let's find another way! as R1G5 attempts to make an alternate path with the yaruks barreling down on the party.
Acrobatics: 1d20 + 14 - 4 ⇒ (14) + 14 - 4 = 24
Acrobatics: 1d20 + 14 - 6 ⇒ (9) + 14 - 6 = 17
Acrobatics: 1d20 + 14 - 8 ⇒ (2) + 14 - 8 = 8
Game Master S |
Despite the sudden shift, R1G5 makes a solid move, though it sends the operative a bit astray after a sweet move.
The stampede makes a sudden shift you weren't expecting! This round you take a -4 to any skill you used LAST round!
YARUK STAMPEDE! Successes: 12
Booker: Go
Dunk: Go
Gig: Go
Hack-it: Go
R1G5: Success
Janzi: Go
Booker Broadshaw |
Shot: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d10 + 4 ⇒ (2) + 4 = 6
Intimidate: 1d20 + 6 ⇒ (13) + 6 = 19
"Get out my way, damned varmints!" Booker fires, ducking and weaving.
Acrobatics: 1d20 + 11 - 4 - 2 ⇒ (16) + 11 - 4 - 2 = 21
Acrobatics: 1d20 + 11 - 4 - 4 ⇒ (10) + 11 - 4 - 4 = 13
Acrobatics: 1d20 + 11 - 4 - 6 ⇒ (7) + 11 - 4 - 6 = 8
Acrobatics: 1d20 + 11 - 4 - 8 ⇒ (4) + 11 - 4 - 8 = 3
Game Master S |
Gig REALLY struggles with the stampede, and continues to get knocked around. Booker has a bit more luck!
The stampede makes a sudden shift you weren't expecting! This round you take a -4 to any skill you used LAST round!
YARUK STAMPEDE! Successes: 13
Booker: Success
Dunk: Go
Gig: Fail
Hack-it: Go
R1G5: Success
Janzi: Go
Hack-It |
Hack-It tries to squeeze between obstacles as he looks to get safe.
Acrobatics: 1d20 + 2 ⇒ (7) + 2 = 9
Dunklezahn |
Dunklezahn just tries to stay out of their way.
Acrobatics: 1d20 + 4 ⇒ (15) + 4 = 19
Acrobatics: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20
Acrobatics: 1d20 + 4 - 4 ⇒ (7) + 4 - 4 = 7
Game Master S |
Dunk deeks and moves! The edge of the stampede is close by, bu tthe danger is still very very real.
Hack-it stumbles a bit, unable to keep up.
The stampede makes a sudden shift you weren't expecting! This round you take a -4 to any skill you used LAST round!
YARUK STAMPEDE! Successes: 15
Booker: Success
Dunk: Success!
Gig: Fail
Hack-it: Fail
R1G5: Success
Janzi: Go
Booker Broadshaw |
Botting Janzi:
Janzi looks left. Daze. Janzi looks right. Daze. Janzi looks dead ahead. Daze. Janzi looks north-north-east. Daze. Janzi look west-by-north-west. Daze. Janzi looks up. Daze.
Game Master S |
1d8 ⇒ 8
With the party nearly through, the heard takes yet another unexpected change of direction. There are glimpses of the wilds on the other side. This could be it! Janzi frantically casts spell after spell, distracting the beasts.
You have a +2 to your roles this turn. The direction change gives everyone a -4 to a skill you used last round.
Dunk deeks and moves! The edge of the stampede is close by, bu tthe danger is still very very real.
Hack-it stumbles a bit, unable to keep up.
The stampede makes a sudden shift you weren't expecting! This round you take a -4 to any skill you used LAST round!
YARUK STAMPEDE! Successes: 15
Booker: Go
Dunk: Go
Gig: Go
Hack-it: Go
R1G5: Go
Janzi: Go
R.1.G.5. |
R1G5 looks ahead and sees a possible route.
Acrobatics: 1d20 + 14 + 2 - 4 ⇒ (12) + 14 + 2 - 4 = 24
Acrobatics: 1d20 + 14 + 2 - 4 - 2 ⇒ (19) + 14 + 2 - 4 - 2 = 29
Acrobatics: 1d20 + 14 + 2 - 4 - 4 ⇒ (17) + 14 + 2 - 4 - 4 = 25
Survival: 1d20 + 8 + 2 - 6 ⇒ (4) + 8 + 2 - 6 = 8
Booker Broadshaw |
Not to be out-done, Booker dives and rolls after R1G5.
Acrobatics: 1d20 + 11 + 2 - 4 ⇒ (10) + 11 + 2 - 4 = 19
Acrobatics: 1d20 + 11 + 2 - 4 - 2 ⇒ (20) + 11 + 2 - 4 - 2 = 27 CRIT
Acrobatics: 1d20 + 11 + 2 - 4 - 4 ⇒ (4) + 11 + 2 - 4 - 4 = 9
Acrobatics: 1d20 + 11 + 2 - 4 - 6 ⇒ (4) + 11 + 2 - 4 - 6 = 7
Acrobatics: 1d20 + 11 + 2 - 4 - 8 ⇒ (7) + 11 + 2 - 4 - 8 = 8
Acrobatics: 1d20 + 11 + 2 - 4 - 10 ⇒ (9) + 11 + 2 - 4 - 10 = 8
Game Master S |
The party dodges and charges. Eventually reaching an ancient stone bridge crossing one of the river tributaries that flows through the jungle. The bridge easily supports you, but once across, an angry yaruk pursuing you gets only a few steps across before collapsing the old elven architecture. The rest of the moot considers this the end of the chase, and the group gradually disperses after another minute of aggressive posturing. Beyond the bridge stands the landmark identified by Halkueem Zan as the Rune Obelisk!
For surviving the stampede, and locating the first of the semi-legendary locales, the party earns 800 XP.
The area surrounding the Rune Obelisk is uneven, where soil deposition and plant growth have covered most of the building foundations that surround the site. Even so, the stubborn trees that grow sparsely here have displaced many stones with their roots, leaving carved blocks scattered haphazardly around the area. You spot a few such building stones and their purposefully smoothed forms among the mosses. You also spot clusters of blue-striped orange fruit ripening in the canopy above.
They're ralyrian figs, one of the more prolific fruiting trees in Castrovel’s northern hemisphere and a staple food for many forest creatures. Wild ralyrian figs are rather tart but safe to eat, and a
number of ripe figs have fallen from the branches and landed on the ground.
Game Master S |
As you approach the obelisk, some of the local fauna start playing with you. Technically kaukarikis, most of the locals just call them "stingbats". They traipse through the forest’s understory, sometimes just bobbing their heads while inquisitively watching you. Other times they actively warble their namesake “kau-kar-eeee-keeee” warning calls, throw fruit at you, or even creep close enough to touch you leg or snatch a loose trophy before scampering away to the screeching adulation of their comrades....
The closer you get to the obelisk, the more stressed they seem, and the less they approach you.
Dunklezahn |
Before we go any further, there was a gunshot that came from over there that started that whole stampede. We should check it out.
Booker Broadshaw |
Sense Motive: 1d20 ⇒ 1
"Agreed," Booker agrees. He eyes the stingbats suspiciously but manages to tear his eyes away to look for tracks.
Survival: 1d20 + 4 ⇒ (10) + 4 = 14
Game Master S |
The party looks around the spot where the shot started the whole stampede. Unfortunately, there seems to be no trail away from the area. There does, however, seem to be a place where a sniper set up and waited, as the depression looks rather comfortable.
After examining the scene for some time, you determine that a lone humanoid was expecting to take a shot at you from here....
Frustrated with the lack of clues, you head back to the runecovered obelisk. Your translator, dazed and confused about the action, is currently fending off stingbats, but is a bit too scared to get close without you there.
Gig Razorbyte |
Life Science: 1d20 + 8 ⇒ (11) + 8 = 19
Gig picks up one of the figs and begins to eat it. "Hey, have you guys tried Ralyrian figs before? They are not bad and may help us conserve some of our food. Try one. They aren't bad."
Gig proceeds to collect some and store them in his backpack.
While picking up some figs he looks for tracks that might indicate where the shot came from.
Survival: 1d20 + 2 ⇒ (19) + 2 = 21
Sense Motive: 1d20 ⇒ 19
"If you don't want the sting bats to bother you, all you have to do is approach the obelisk. That monument stresses them out for some reason."
Booker Broadshaw |
"Them an' me both," Booker mutters quietly, checking that his cannon is loaded--more for the comfort of routine than for any utility against an ominous inanimate object. He steps forward hesitantly until he can read some of the writing near the base. "Alright, Rogo, what'm I lookin' at?" he asks the translator.
Game Master S |
As the translator approaches the obelisk, the stingbats get increasingly skittish. As he gets within range to read the stone, Rogo inadvertently sends the creatures into a rage. Most of the them scream as they flee, but a quartet turn violently aggressive!
One of the violent creatures stashes some modern tech in a hole in a tree before scampering towards you for combat.
Hostiles: 1d20 + 3 ⇒ (6) + 3 = 9
Booker: 1d20 + 5 ⇒ (17) + 5 = 22
Dunklezahn: 1d20 + 9 ⇒ (3) + 9 = 12
Gig: 1d20 + 3 ⇒ (13) + 3 = 16
Hack-it: 1d20 + 0 ⇒ (10) + 0 = 10
R.1.G.5.: 1d20 + 6 ⇒ (8) + 6 = 14
Torin: 1d20 + 1 ⇒ (10) + 1 = 11
Game Master S |
Round 1:
Booker: Go
Gig: Go
R1G5: Go
Dunklezahn: Go
Janzi: Go
Hack-it: Go
Stingbats: TBD
Gig Razorbyte |
Perception: 1d20 + 2 ⇒ (11) + 2 = 13
Gig Razorbyte spends a full round casting magic missile and releases three arcane bolts at the white one for threatens violently.
Magic Missile: 3d4 + 3 ⇒ (1, 3, 4) + 3 = 11
Where is the spot where the technology was hidden? Gig would take quite an interest in that.
Booker Broadshaw |
"Monkey see, monkey do," Booker growls, a tinge of sadness creeping into his voice. He levels the cannon and blasts the closest stingbat to bits.
Reaction Cannon @ Blue: 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23
Damage: 1d10 + 4 ⇒ (7) + 4 = 11
Reaction Cannon @ Blue: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
Damage: 1d10 + 4 ⇒ (6) + 4 = 10
If Blue drops after the first hit, Booker will switch to Red.
Game Master S |
Gig, when/if you survive this fight, you'll be able to point out exactly where that happened.
Gig opens with a potent spell as Booker unloads from his reaction canon. Gig's missiles severely injure one, while Booker's second shot kills the pest.
Round 1:
Booker: Kill
Gig: MM
R1G5: Go
Dunklezahn: Go
Janzi: Go
Hack-it: Go
Stingbats: TBD
White: 11
R.1.G.5. |
Stingbats? R1G5 follows Book's lead and shoots the one he shot at with a trick attack.
Acrobatics: 1d20 + 14 ⇒ (3) + 14 = 17 Not enough.
Tactical Semi-Auto @ Red: 1d20 + 8 ⇒ (19) + 8 = 271d6 + 1 ⇒ (2) + 1 = 3
Dunklezahn |
Stupid flying monkeys, get out of here!
Dunklezahn closes with Black and swings his new sword.
Curve Blade: 1d20 + 7 ⇒ (7) + 7 = 14
Slashing Damage: 1d10 + 9 ⇒ (9) + 9 = 18
Game Master S |
R1G5s tries something fancy, but the target doesn't fall for it. The aim is still good enough to graze the stingbat though! Booker killed his target, so moving you to Gig's.
Dunklezahn's new blade proves to be a major upgrade as he cleanly cuts a fully healthy stingbat in two.
Round 1:
Booker: Kill
Gig: MM
R1G5: Hit
Dunklezahn: Kill
Janzi: Go
Hack-it: Go
Stingbats: TBD
White: 14
Hack-It |
Hack-It punches some commands into his wrist console, causing Sputter to beep in the affirmative. The drone then swivels its laser mount and fire at the stingbat nearest Booker.
Attack w/Laser Rifle (Sputter) vs Red: 1d20 + 7 ⇒ (13) + 7 = 20
Fire damage: 1d8 + 3 ⇒ (8) + 3 = 11
Hack-It then takes aim with his own pistol.
Attack w/Semi auto pistol (Hack-It) vs Red: 1d20 + 6 ⇒ (16) + 6 = 22
Piercing damage: 1d6 + 1 ⇒ (5) + 1 = 6
Game Master S |
Hack-it and Sputter combine to nearly end a third stingbat! The remaining two, seriously injured dash off for the wilderness!
For defeating four kaukariki, the party earns 1,600 XP.
Gig, eager to find the stash of tech, points out the tree.
You climb the tree to find three mk 2 serums of healing
The approach is now safe, and eerily quiet as all the fauna seems to have fled. The Rune Obelisk rises above the jungle, just as Halkueem Zan’s notes promised. It’s an immense pillar of stone, approximately fifteen feet wide with an X-shaped cross section that provides climbing plants—including a network of green vines, several brilliant fuchsia bromeliads, and a host of violet flowers—excellent purchase.
This isn't a religious artifact at all, it's the support structure for ....an observation deck? Hard to tell.
A few Elven letters are visible through the climbing vines,
but deciphering anything substantive requires cutting down the clinging plants What survives of the Elven inscriptions is easy for your translator to relay. It warns visitors that they approach “Loskialua, monastery of starsong, embassy of the spheres, and Temple of the Twelve.” Fragmentary notes also include mentions of paying respect, messengers from beyond, an academy, and “interpreters of the beacon.”
Any more than that requires getting close and making a Perception check.
Gig Razorbyte |
Athletics: 1d20 - 1 ⇒ (8) - 1 = 7
Engineering : 1d20 + 13 ⇒ (20) + 13 = 33
"It's hard to tell what this is. Perhaps it's a support structure for an observation deck. Let's move closer. Perhaps that will give us some insight."
Gig cautiously moves closer to get a better glance at the structure.
Perception: 1d20 + 2 ⇒ (5) + 2 = 7
Torin Janzi |
Janzi motions for R1G5 to climb the tree while he investigates the Elven script.
Perception: 1d20 + 7 ⇒ (13) + 7 = 20
Booker Broadshaw |
Booker reloads his cannon and checks it over, again for comfort. He gazes up at the imposing structure.
Engineering Take 10: 10 + 5 = 15
"Huh," he grunts. Then, before any can stop him, he grabs on to some of the vines and begins to climb the obelisk.
Athletics Take 10: 10 + 5 = 15
Game Master S |
Booker: 1d20 + 0 ⇒ (16) + 0 = 16 (Darkvision 60')
Dunklezahn: 1d20 + 3 ⇒ (14) + 3 = 17 (Darkvision 60')
Gig: 1d20 + 0 ⇒ (5) + 0 = 5
Hack-it: 1d20 + 6 ⇒ (16) + 6 = 22 (Darkvision 60')
--->Sputter: 1d20 - 1 ⇒ (3) - 1 = 2
R.1.G.5.: 1d20 + 8 ⇒ (6) + 8 = 14
Torin: 1d20 + 6 ⇒ (12) + 6 = 18
Game Master S |
As you get really close to the obelisk, you notice the most beautiful flowers you've ever seen. They're unlike anything in the Pact worlds. They're.... incredible...
They.... are affecting your mind. On your turn you must make a WILL DC 13 or spend your turn double moving towards plant.
The flowers undulate and pulse with a hunger...
Hostiles: 1d20 + 3 ⇒ (19) + 3 = 22
Booker: 1d20 + 5 ⇒ (19) + 5 = 24
Dunklezahn: 1d20 + 9 ⇒ (16) + 9 = 25
Gig: 1d20 + 3 ⇒ (11) + 3 = 14
Hack-it: 1d20 + 0 ⇒ (6) + 0 = 6
R.1.G.5.: 1d20 + 6 ⇒ (20) + 6 = 26
Torin: 1d20 + 1 ⇒ (2) + 1 = 3
Game Master S |
Round 1:
R1G5: Go
Dunklezahn: Go
Booker: Go
Hostile: TBD
Gig: TBD
Hack-it: TBD
Janzi: TBD
Booker Broadshaw |
Will: 1d20 + 3 ⇒ (16) + 3 = 19
"Wha? He di'n't say nothin' 'bout carnivorous flowers!" Booker shouts in protest. He unstraps his weapon and points it at the peckish plant.
Reaction Cannon @ Plant: 1d20 + 9 - 4 ⇒ (9) + 9 - 4 = 14
Damage: 1d10 + 4 ⇒ (8) + 4 = 12
Reaction Cannon @ Plant: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
Damage: 1d10 + 4 ⇒ (9) + 4 = 13
Game Master S |
The creature is identifiable with a Life Science check.
DCs start at 14
Booker's first shot is too slight to matter, but his second shot is dead on!
Round 1:
R1G5: Go
Dunklezahn: Go
Booker: Hit
Hostile: TBD
Gig: TBD
Hack-it: TBD
Janzi: TBD
Plant creature: 13
Dunklezahn |
Will: 1d20 + 3 ⇒ (18) + 3 = 21
Dunklezahn snorts out the pungent smell of the flower beast. He quickly shakes off the fuzziness that started to filter into his mind.
Oh, you want some of this? Well, here it comes!
Dunklezahn rushes in, drawing his flame doshko, igniting it as he swings it in to the plant.
Flame Doshko, ember: 1d20 + 7 ⇒ (13) + 7 = 20
Fire Damage: 1d8 + 9 ⇒ (6) + 9 = 15
Game Master S |
Doxon rushes in. When he gets close the scent of the plant becomes nearly overwhelming! Make a FORT save Doxon. I'd bot it for you, but I think your header might be wrong.
Round 1:
R1G5: Go
Dunklezahn: TBD
Booker: Hit
Hostile: TBD
Gig: TBD
Hack-it: TBD
Janzi: TBD
Plant creature: 13