Gark's Eleder PBP overflow

Game Master Human


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Adi's max HP is 22. The accumulated damage knocks her down to 4,
with all damage except 1 nonlethal being taken care of by the CLW wand rotation.

Adi is thoroughly done with the idea of trying to go anywhere during the day. "I like the night more anyway."


I'm taking that to mean you travel during the night, as both Nesica and Adi seem to want to.

1d20 - 1 ⇒ (18) - 1 = 17 1d20 ⇒ 5 Nonlethal: 12d4 ⇒ (3, 3, 4, 4, 3, 4, 1, 2, 1, 3, 4, 4) = 36 Each of you, roll 12 Fortitude saves. Juno and Adi get a +2 bonus from properly adapting to the heat. The -4 penalty for wearing any armor still applies.

The party travels under the heat of the late-day sun for several more hours, then continues on after sunset by the light of the stars. The night is still oppressively hot and damp, and for someone like Adi who's new to the country, the heat feels inescapable. The nearly full moon rises soon after sunset, making the trek up and down each hill and dale less treacherous. The party sees night spiders scuttling into the silver-lit rocks when they approach, and occasionally hears the calls of owls and wild dogs. They reach the bottom of Krane Hill after about four hours of walking.

A little after midnight, they come to a small grove which rings with the cries of galagos. They stop to eat the rest of the rabbit and oranges, and Juno picks some groundnuts to give the meal some variety. It looks like a two-hour climb to the top of the hill - Juno is pretty sure the moon would still be up by the time they got up to the Citadel, if the party wants to make a forced march to the top. Otherwise, they can make another rest in this grove, though Juno believes it will rain around daybreak (potentially disrupting sleep).


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Spoiler:
Fort: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23Fort: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23Fort: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20Fort: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8Fort: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9Fort: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Fort: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8Fort: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18Fort: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25Fort: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19Fort: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16Fort: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23

Nesica actually quite likes rain. She would even would prefer to wait until the morning if it is going to rain.


Nesica takes 25 damage. As an aside, I think her armored kilt counts as armor, but we can assume she hasn't been wearing it.

Juno is able to tell Nesica that the rain is pretty spotty up here in the hills - probably lasting less than two hours. There will also be more lightning!


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

At this point, yeah, it's kind of pointless unless she has mage armor dispelled off her. So yeah, she's probably not wearing it in this weather.


Deciding that the heat simply outweighs whatever protective advantage it provides, Juno slips her chain shirt off and packs it away for the march.

Fortitude: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Fortitude: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Fortitude: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Fortitude: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Fortitude: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Fortitude: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
Fortitude: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Fortitude: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
Fortitude: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Fortitude: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Fortitude: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Fortitude: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19


Saves:
Fortitude Saves: 1d20 + 6 ⇒ (1) + 6 = 71d20 + 6 ⇒ (17) + 6 = 231d20 + 6 ⇒ (4) + 6 = 101d20 + 6 ⇒ (4) + 6 = 101d20 + 6 ⇒ (5) + 6 = 111d20 + 6 ⇒ (19) + 6 = 251d20 + 6 ⇒ (9) + 6 = 151d20 + 6 ⇒ (20) + 6 = 261d20 + 6 ⇒ (9) + 6 = 151d20 + 6 ⇒ (12) + 6 = 181d20 + 6 ⇒ (19) + 6 = 251d20 + 6 ⇒ (1) + 6 = 7

Adi hardly speaks while traveling, the smothering heat is omnipresent. She picks up a pebble, casts Prestdigitation to make it look like a piece of ice and pretends it's cold in the hopes it'll make her feel better.

It doesn't.


Juno and Adi each take 26 nonlethal damage from the heat.

Juno finds her clothing breathes much better without heavy layers of chain and leather, though the nighttime walk and rest is still dangerously hot. Adi's pebble does actually lend her a very low-level psychic heat resistance, she thinks - though she's little better off than Juno.

After arriving in the galago grove very early the morning of Toilday 5 Lamashan, the group spends about 4 hours resting. It's not enough to completely ease their heatstroke, but a short nap can be surprisingly refreshing. There's even a small stream for bathing, which Whimsy certainly takes advantage of once its pack saddle is removed.

You heal an amount of nonlethal damage equal to your character level times the number of hours you rested (so for Adi, that's 4x4=16).

After their break, the party resumes their climb. It's actually darker than before - the moon has set and the stars have been recovered by thunderheads - but Nesica just starts casting light every so often to illuminate the way. Before long, she's aided by flashes of lightning in the hills below. After the second hour, you leave behind the bunchgrasses, shrubs, and succulents the party has seen elsewhere in the hills and enter the dead forest that rings the top of Krane Hill. Not a leaf is in sight, the ground bare and white and the trunks of the trees charred and black. There is an insistent whiny buzzing, only slightly muted by the humidity, that periodically seems to come from about 20 meters ahead of the party on the track. But whenever they get within 5 meters of its apparent source, it suddenly stops. Later, it starts up again, 20 meters ahead.

At one point in the circumnavigation-cum-ascent (the track winds around the hill in a partial spiral), the party comes to an intersection. The track joins a larger road which comes straight up the hillside from the west. Those knowledgeable in geography are fairly certain this road goes directly to the coast and the settlement called "New Krane." The other direction of the road, of course, leads towards Citadel Krane, which the party will reach in about 10 minutes. The first droplets of rain are beginning to fall.

This is the last set of Con-based checks for a little while, so bear with me here . . . I need two Constitution checks from each of you for a Forced March (since you were doing regular hiking quite recently).
Beat a DC 10 to avoid taking: 1d6 ⇒ 5 nonlethal damage
Beat a DC 12 to avoid taking: 1d6 ⇒ 4 nonlethal damage
Whimsy: 1d20 + 2 ⇒ (5) + 2 = 7 1d20 + 2 ⇒ (2) + 2 = 4 So Whimsy is finally fatigued and has 9 nonlethal damage :(

Knowledge (history) DC 13:
Rumor (or conjecture) has it that some of the residents of New Krane were menials and cooks at Citadel Krane before the fire.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

UMD:
UMD: 1d20 + 9 ⇒ (6) + 9 = 15
UMD: 1d20 + 9 ⇒ (18) + 9 = 27
UMD: 1d20 + 9 ⇒ (5) + 9 = 14
UMD: 1d20 + 9 ⇒ (7) + 9 = 16
UMD: 1d20 + 9 ⇒ (10) + 9 = 19
UMD: 1d20 + 9 ⇒ (8) + 9 = 17
UMD: 1d20 + 9 ⇒ (10) + 9 = 19
UMD: 1d20 + 9 ⇒ (9) + 9 = 18
UMD: 1d20 + 9 ⇒ (6) + 9 = 15
UMD: 1d20 + 9 ⇒ (2) + 9 = 11
UMD: 1d20 + 9 ⇒ (9) + 9 = 18
UMD: 1d20 + 9 ⇒ (18) + 9 = 27
UMD: 1d20 + 9 ⇒ (3) + 9 = 12
UMD: 1d20 + 9 ⇒ (10) + 9 = 19
UMD: 1d20 + 9 ⇒ (3) + 9 = 12
UMD: 1d20 + 9 ⇒ (19) + 9 = 28
UMD: 1d20 + 9 ⇒ (4) + 9 = 13
UMD: 1d20 + 9 ⇒ (14) + 9 = 23
UMD: 1d20 + 9 ⇒ (9) + 9 = 18
UMD: 1d20 + 9 ⇒ (6) + 9 = 15
UMD: 1d20 + 9 ⇒ (6) + 9 = 15
UMD: 1d20 + 9 ⇒ (3) + 9 = 12
UMD: 1d20 + 9 ⇒ (16) + 9 = 25
UMD: 1d20 + 9 ⇒ (13) + 9 = 22
UMD: 1d20 + 9 ⇒ (19) + 9 = 28
UMD: 1d20 + 9 ⇒ (18) + 9 = 27
UMD: 1d20 + 9 ⇒ (19) + 9 = 28
UMD: 1d20 + 9 ⇒ (13) + 9 = 22

Cure Light Wounds:

Whimsy: 1d8 + 1 ⇒ (5) + 1 = 6
Whimsy: 1d8 + 1 ⇒ (2) + 1 = 3
Nesica: 1d8 + 1 ⇒ (2) + 1 = 3
Nesica: 1d8 + 1 ⇒ (5) + 1 = 6
Juno: 1d8 + 1 ⇒ (2) + 1 = 3
Juno: 1d8 + 1 ⇒ (1) + 1 = 2
Adi: 1d8 + 1 ⇒ (2) + 1 = 3
Adi: 1d8 + 1 ⇒ (6) + 1 = 7

Fortitude: 1d20 + 2 ⇒ (4) + 2 = 6
Fortitude: 1d20 + 2 ⇒ (12) + 2 = 14

Nesica becomes fatigued then not fatigued as she heals from the wand. Cool.

At this crossroad, Nesica calls for a stop and shakes her obsidian wand for about 2 minutes trying to get it to function. 'I think it's beginning to become unstable. I can barely get it to respond.'

She just barely manages to get out enough healing to cure most of the parties nonlethal damage. If the party needs more, they should let me know. Sitting on 22 charges though.


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Constitution: 1d20 + 2 ⇒ (19) + 2 = 21
Constitution: 1d20 + 2 ⇒ (14) + 2 = 16

Juno seems to be bearing through the heat, but is still muttering to herself about magic ponchos. It might be the heat, or it might be she has a practical plan and is deeply regretting not implementing it before now. She gratefully accepts an offer of more healing, but warns that "You should try to conserve the charges you have left, if the return trip is anything like as bad as this.


Constitution: 1d20 + 2 ⇒ (3) + 2 = 5
Constitution: 1d20 + 2 ⇒ (11) + 2 = 13

Adi is fatigued, then not fatigued thanks to Nesica. Sitting on 1 nonlethal damage. NBD

"We need a more permanent solution than that wand. Got any ideas?"


Unfortunately whenever you have nonlethal damage from forced marches or heat, you are fatigued.

After their short rest, the party continues up the hill. The rain quickly intensifies, so that by the time they reach the top, it is a downpour with driving wind. There are massive cracking noises off in the dead forest now and again, probably either from wind or lightning.

At the top, the hill is level, as if a giant came along and chopped off the peak of a mountain. A few of the dead trees advance onto this flat and gravelly space, but none come close to overshadowing the central object: a large fort with three towers, made of red-tinged pale stone blocks and streaked with black soot. As the party leaves the dead forest, the soundscape gets louder, with cloud-to-cloud lightning arcing overhead and thunder rolling up from the hills to the east. The sound of the rain, which quickly pummels what soil there is to mud, overwhelms all.

-2 penalty to Perception checks is still in effect from the rain. Also, I've updated the Roll20 - not going to link on this public forum but just go to roll20.net and select Eleder. Your icons are on the bottom.

There seems to be a ruined gate directly in front of the party, next to the closest tower (which is also ruined). A youngish tree - the first living one up here - is growing in the entryway.

How do you approach?


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Nesica's going to take the time to get her bearings. She's using perception to scan the tree once the group gets closer, taking 20 which is literally 20 after penalties. She also casting detect magic over it as she gets within 60 feet. If this is still being actively used as a fort, it could have protections set up.

@Adi 'Our permanent solution used to be a Caydenite named Ilisa. Unfortunately she's currently on a mission. I'd try and locate another cleric, but we seem to have annoyed most of the religious folk in town. The other idea is if we can get access to a thing called a page of spell knowledge with environment protection magic on it so I can start casting wards. That'd do the trick, but we'd need to pull the money together for it. I was eyeing a few recently, in fact.'

Nesica also hands Adi two of the scrolls; detect undead and protection from law.

'Cast the first while we approach. Cast the other when we think we're about to find someone. I'll hang onto the scroll of remove fear. Hopefully I can get it to work in time if we need it.'


Knowledge (nature): 1d20 + 4 ⇒ (17) + 4 = 21

Nesica identifies the tree as a white-flowering kusia, a pioneer species that grows quickly in forest gaps. The tree is not known to be poisonous - in fact, it can be used in medicine - and she doesn't see anything dangerous about it, but it is strange for it to be growing where nothing else survives. Nesica does not think it grew here naturally.

That's all for now - giving Juno and Adi a chance to comment. I'll post tomorrow after SS game.


"I was thinking ponchos. Enchanted ponchos, that let us not be dependent on any one person staying. We do seem to have a bit of a rotating roster.

Juno casts a critical eye across the entrance, eying the stone.

Perception: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

"Juno, did you know that I get at least 3 requests a week by guild members wanting ponchos to go with their guild hat? Are you encouraging people to adopt the poncho as standard guild uniform?"


Ponchos have been inexplicably sweeping southern Garund in a wave of The Fashions for nearly a decade now. Somehow, everyone knows about them, but no one knows where they were invented.

Adi: 1d20 - 1 - 2 ⇒ (9) - 1 - 2 = 6 Juno: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19 Nesica: 1d20 + 2 - 2 ⇒ (10) + 2 - 2 = 10

As the party walks underneath the dripping boughs of the kusia, they are suddenly struck with a terrible fear. They got free, but they hear quick, heavy footsteps coming towards them through the rain. They have to get away.

Roll a Will save, and then roll initiative.

Will (vs. enchantment, shadow, fear, and mind-affecting effect):
If you rolled less than 16, you are panicked for 1 minute, and the object of your fear is in the direction of the gate entrance. You feel that you need to flee as quickly as possible; as you go you can try to protect yourself by making an Acrobatics check.

If you succeed at the save, you can manage your fear and are shaken for just one round.


"A poncho is an incredibly practical and also stylish accessory and everyone should have one," Juno says before they pass beneath the kusia. As they do, Juno thinks back on her knowledge of Sargavan nature whether it seems familiar.

Knowledge Nature: 1d20 + 2 ⇒ (5) + 2 = 7

Will: 1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 15


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

I f~~~ing hate Fear. COME ON HALFLING FEARLESSNESS!

Will: 1d20 + 8 ⇒ (5) + 8 = 13

F+@~ING G!~*@~NIT. From this point onwards I'm just going to start playing Paladins because I'm so sick of getting Panicked.


Previous roll should have been 1d20+3+2, with a half-elf racial bonus on checks against enchantments, with a result of 19. Also forgot to roll initiative.

Initiative: 1d20 + 4 ⇒ (7) + 4 = 11


Will: 1d20 + 4 ⇒ (18) + 4 = 22

Initiative: 1d20 + 1 ⇒ (1) + 1 = 2

Adi feels brave today, but is slow to react, being caught in the middle of saying, "I think they'd look great! Also, having an easily recognized uniform seems useful for seeing each other on missions and for raising public awarene- huh?"


Nesica Initiative: 1d20 + 2 ⇒ (12) + 2 = 14 Order is Nesica - Juno - Adi

Nesica had been on guard the whole time, and now that she realizes something's coming, she knows it must be someone truly powerful to be able to evade her senses. She can't worry about her friends - she has to run, and hope they are running, too. She hears heavy clanking footsteps, faster now, behind her.

Nesica drops whatever she's holding and runs 1d3 ⇒ 1 off to Juno's right, away from the gate. She quickly disappears into the rainstorm.

Nesica uses the Run action and flees 30x4=120 feet towards the bottom right of the map. GG, feel free to come in with actions for Nesica, but once Juno and Adi post I'll assume she's continuing to run away as fast as possible. Juno and Adi are up.


"Wha-hey! Wait, come back here! I need a decent caster!" She glances over at Adi. "No offence."

She will, however, back up fifteen feet, still shaken by the fear effect, readying an attack with her musket.


Adi uses the detect undead scroll and takes Juno's cue, backing away 20 feet.


Whimsy follows Juno and Adi, its eyes looking worried underneath its dripping furry brow.

Adi incants from the scroll and holds a hand up with palm facing towards the gate. A tingling sensation ensues - undead are present.

Nesica only:
Nesica keeps running across the even stone and dirt. She can now hear the screeching noise of a blade grating across the stone with every other footfall of her mailed pursuer. The storm seems to be getting darker, and her comfort with the rain is turning to horror at how loudly she's splashing.
With that, Juno and Adi are up again. They are no longer shaken.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

She wasn't holding anything at the time. When she next has the chance, Nesica is going to try to use her scroll to calm herself down. She has a +7 after penalties so I'm going just going to roll a few times and spend any given action on it.

Spoiler:

UMD DC 23: 1d20 + 7 ⇒ (3) + 7 = 10
UMD DC 23: 1d20 + 7 ⇒ (12) + 7 = 19
UMD DC 23: 1d20 + 7 ⇒ (20) + 7 = 27


"I don't see a target," Juno says, casting her eyes around for a potential threat. She looks at Adi. "What does the scroll telly you? Should we move up?"

Perception: 1d20 + 8 ⇒ (17) + 8 = 25


That's a -2 because of the rain, remember.

Juno looks carefully at the space underneath the tree, catching fuzzy dark glimpses of the towers and walls through the rain. Straining her eyes, she sees a small, unglazed clay vase lying in a doorway in the wall just behind the shattered gate. But she sees no "targets," and she does not hear the heavy mailed footsteps she heard a few seconds ago. She also does not hear Nesica's frantic splashing.

Juno has a standard or move action remaining. Adi is up.


"Undead ahead. Go forward.

Adi continues focusing on the spell.


Focusing on the buzzing in her palm, Adi identifies a single, strong undead aura. The aura comes from a very dangerous undead.

This is Strong as defined by the spell. Adi has a move action remaining if she wants it.

Nesica:
Nesica keeps running - fortunately, she is barely even winded yet. The mailed footsteps and scraping noises are still hot on her heels, and she now detects a caustic, acrid scent reminiscent of spiders. She comes to the edge of the trees and has to slow down a little to dodge around each abruptly appearing trunk.

The object of her fear is still behind her, so she will continue to be panicked unless she manages to shake her pursuer.

Juno and Adi are up.


Juno moves forward fifteen feet, keeping her musket raised and an attack readied. She motions Whimsy to stay with Adi with a hand motion, and asks Adi, "Can you tell if they're moving, or if they've detected us?"

Handle Animal: 1d20 + 3 ⇒ (1) + 3 = 4


Whimsy happily follows Juno towards the gate.

If Adi concentrates for one more standard action:
The aura seems to blanket most of the area around the gate and the kusia tree; everything in Adi's vision in that direction, basically. The buzzing sensation gets stronger - her arm beginning to numb up to the wrist - when her palm points towards the gate. The aura is not moving, but she can't tell if it's detected her.

Knowledge (religion) applies to this.


Ok 2 months is probably long enough to wait before NPCing :0

Adi keeps focusing on the spell, and lets out a gnomish squeak of surprise. She tells Juno that the aura is dangerously strong, though it seems to be suffusing a whole area rather than emanating from a specific point. Juno decides to continue to the gate itself. Inside the fortress, she can see the outlines of buildings through the rain. Rubble is scattered over the ground in front of her, and there is a bleached horse skeleton lying just to her left inside the gate. Whimsy begins nosing through a scattering of urns to Juno's right - most of them are broken. Juno sees no sign of the undead which Adi referred to, though she feels uneasy standing in the broken gateway.

Initiative over. What are you going to do about the undead aura and your missing friend? Feel free to make skill checks you feel would be applicable here.

Nesica:
Nesica continues running for what feels like minutes, heart in her throat as she stumbles down the hill and dodges low branches and spiny bushes. She trips and falls over a short cliff, landing in a stone basin of water that hums with splashing rain, and it is there that she realizes she doesn't hear her pursuer any more. At the same time, she realizes she is lost.

What does she do?


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Spoiler:
Nesica, disorientated and a bit uneasy given the strange experience, tries to find her way back to the path or the fort. It couldn't be too far away...

Survival: 1d20 ⇒ 5

Nesica, quickly swinging back into a more pleasant mood, becomes distracted by a frog appreciating the rain and tries following it for a bit. She's really lost.


Nesica:
How hard can it be to go straight uphill? For Nesica, it is actually pretty hard. She keeps walking below cliffs and scree slopes, looking for a way she could actually walk up, but somehow she keeps losing elevation. And the rain soon ends, causing her magic to ebb.

Also make me a Con check, DC 14, to avoid 1d6 ⇒ 3 nonlethal damage.

As she's wandering, she finds a cave - a crawlspace under a rock, really - that has been scorched by soot. Something is making a rattling sound in the back of the cave.


Juno passes an embarrassed hand over her eyes. She nods at Adi, and says "keep watch on the gateway, if anything comes through let me know. I'm going to go find Nesica." She sets out at a run, striding away from the tower and trying to track her frustrating colleague.

Survival to track: 1d20 + 6 ⇒ (8) + 6 = 14


Survival wrote:
You move at half your normal speed while following tracks (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table.

Juno starts off at a run, then quickly realizes that she's lost the trail. She wastes about a minute walking back to where she started and relocating Nesica's tenuous trail on the gravel-strewn rock.

I won't make you waste a whole hour on a retry, but give me another roll or take 10.

GM Rolls:
1d20 - 1 ⇒ (12) - 1 = 111d20 + 3 ⇒ (20) + 3 = 23
Watching the gateway, Adi sees nothing but rain. And distant buildings. Then she feels something damp and hairy whip against her side. Whimsy is wagging its tail and furiously snuffling among the urns.


Juno continues moving, scanning the ground for signs of halfling tracks and keeping her keen ears open for sounds of an alarmed, child-like voice. She looks back over her shoulder at Whimsy, and whisles for him to follow and help find his mistress.

Survival to track: 1d20 + 6 ⇒ (20) + 6 = 26

Handle animal: 1d20 + 3 ⇒ (12) + 3 = 15


Juno quickly jogs back to where she last saw Nesica, whistling to Whimsy, who starts following her but doesn't seem to understand what Juno wants it to do. Looking around, Juno finds a small rock that is still dry on one side - likely kicked over when Nesica fled. She finds similar signs as she keeps walking southward - in the forest, there are wisps of hair snagged on trees and places where the ashy soil was soft enough to hold a footprint. She follows Nesica's trail towards the east, down a cliff and into a pool of water. There, she loses the trail for a moment, but at least the rain has now let up.

You need to make another Survival check here to locate the trail again. The DC increased because Nesica was walking in water for a bit, but it then decreased because the visibility has improved.

Adi finds herself alone at the gateway to the fortress.

Going to give Candor until tomorrow to make some sort of action, I think.


Adi pets Whimsy while waiting for Juno and Nesica to return. It wouldn't do for them to come back, only to be unable to find her, after all. That said, she finds a quiet and dark spot on the outer side of the wall to hide.

Stealth: 1d20 + 12 ⇒ (7) + 12 = 19

She begins to keep a watch out for her companions.

Perception: 1d20 - 1 ⇒ (19) - 1 = 18


Adi only:
Adi is reaching out to pet Whimsy when she suddenly realizes . . . the dog has gone. She's alone, at the entrance, in the middle of an undead aura.

1d20 + 12 ⇒ (2) + 12 = 14 1d20 + 12 ⇒ (6) + 12 = 18
1d20 + 3 ⇒ (19) + 3 = 22 1d20 + 3 ⇒ (3) + 3 = 6

Adi sees a hunched form approaching through the rain to her northwest, about 50 feet inside the fortress' walls. It is crab-like in its movements, but looks larger than Whimsy. It seems to be snuffling about on the ground, and does not yet notice her.

Adi does not have the Knowledge skill needed to identify this creature.

The rest of you can feel free to post now. The timelines are like so: Adi (2 minutes) Juno (10 minutes) Nesica. Because you're spaced apart in distance as well as time, it's not that big a deal if Nesica resolves her situation while Adi resolves hers. Ditto for Juno.


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Spoiler:
Nesica is a bit hesitant about the cave mouth, but she equally recognizes that she is horribly lost. She instead decides to crawl into the treeline and hide amongst the shrubbery taking ten, for a total of 16, waithing to see what comes out of the cave before opting to go in.

While hiding, she's going to use a charge of her wand to heal herself.


Spoiler:
UMD: 1d20 + 7 ⇒ (12) + 7 = 19
UMD: 1d20 + 7 ⇒ (9) + 7 = 16
UMD: 1d20 + 7 ⇒ (2) + 7 = 9
UMD: 1d20 + 7 ⇒ (17) + 7 = 24
cure: 1d8 + 1 ⇒ (2) + 1 = 3


Nesica:
Nesica creeps away and heals herself without incident. She watches the cave for several minutes, but nothing seems to come out of it. Every now and then, she hears the rattling again. It seems to vary in volume and frequency, almost in a sort of pattern.


Juno continues following the halfling's trail, muttering under her breath bitter invectives against stupid adorable halflings who need looking out for by embittered ex-mercenaries. She kicks a couple of the rocks that lay in her path, which go skittering off into the snow leaving little craters where they bounce.

Survival to track: 1d20 + 6 ⇒ (3) + 6 = 9

As she goes, she looks over her shoulder to check on Adi, and make sure she's not being mauled to death by a lich or squashed by an ogre.

Perception: 1d20 + 8 ⇒ (18) + 8 = 26


Adi's breath catches in her throat and her eyes go wide. She goes completely still, watching that... thing

Stealth: 1d20 + 12 ⇒ (7) + 12 = 19


Juno:
Juno accidentally kicks a spray of rocks and mud over the ground, covering up the spoor she found at the edge of the pool.

To clear up some confusion, the precipitation was rain, not snow, though in the forest the ground is softer. Juno is in the forest right now, having left the strange bare plateau on top of the hill. She'll be stuck at the pool by the cliff for another minute or so, unless Adi interrupts. And speaking of which, NOW we are waiting on Adi, because she has a chance to catch up to Juno while Juno's searching for tracks, if she so chooses. The Perception check will be resolved after Adi's situation is resolved. But to be clear, right now Juno does not have line of sight to Adi.

E: Adi:
Adi sees the crab creature raise its head. It seems to have some sort of antennae on the front, and it waves these around. Then it begins walking towards her.

2d20 ⇒ (15, 2) = 17
Adi: 1d20 + 1 ⇒ (6) + 1 = 7
Init: [crab creature 1]* [Adi]* [crab creature 2]
*Participates in Surprise Round.

Suddenly, a second crab-like creature comes around from inside the wall. It is very, very close to Adi now, and its feathery antennae are waggling in her direction. (It's about 15 feet away now.)

Adi gets one surprise round action and then we move on to regular turns.


Adi screams at the top of her lungs and runs away as far as she can in the direction Juno went.

"JUNOOOOOOOOOOOOOOOOOOOOOOOOOOOOO"


Perception +2 Init +2 Active Buffs: none Stats: HP 30/34 AC 14 F-F 11 Touch 13 CMD 14 Fort +6 Ref +6 Will +7 Spell Slots 1st 7/7; 2nd 6/6; 3rd 4/4

Spoiler:
Nesica, curiosity finally getting the best of her, decides to approach the cave mouth. As she gets closer, she casts vanish so she can get a quick glimpse and then skidaddle if it looks like trouble.

Stealth (invisibile): 1d20 + 26 ⇒ (12) + 26 = 38


Adi runs south over the gravel, towards where she saw Juno and Whimsy a minute ago. Juno hears a faint scream from above the cliff.

Juno, roll me Initiative. If you get above 18, you can take a full action now.

Nesica:
Nesica pokes her head inside the cave, but does not see any creatures inside. At the back, about 3 meters in, a strange wooden contraption about 1 meter tall is vibrating with the wind. As Nesica examines it, she realizes it is like an oversized, multi-tubed flute - similar to the ones the Song'o use for festivals, but apparently sized for a larger person to play. It also seems to be broken - several of the tubes are lying on the ground, and there is a hole in the "air box" at the base.
Sorry for the short posts - still doing the con tomorrow.


Juno hears the scream, looking in that direction, and while she has no idea what's going on,
she feels a sinking feeling of disappoint that,
once again, S~$#(tm) is about to Go Down.

Initiative: 1d20 + 4 ⇒ (12) + 4 = 16

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