Gm Wu's "The war within" (Inactive)

Game Master doctor_wu

Set in Lastwall starting out in small hamlet of southwatch sout of Castle Everstand.


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Halfling Imp. Fighter 1 | HP 23/23 |Armor:1 | XP:0 | Str:16(+2) Dex:11(+0) Con:13(+1) Int:9(0) Wis:8(-1) Cha: 15(+1)

Pip shakes her head, sky blue hair bounces as she dances in the door. Not really. It's a long way to western Cheliax. Now. Where did they stick Nimbus, and has he killed anything yet? she sticks her right thumb and middle finger in her mouth and makes a high, shrill whistle that echoes in the street behind.


gm 3

Nimbus hasn't done anything wrong suprisngly and comes up to pip. Maol thinks the party should get going and the party gets going well. The party sees a day with only a few clouds and a bright sun starting to get towards the mountains. The sun is a bright and the party quickly heads off towards some hills that get a little steep and maol leads the party on a path that becomes part of the and maol says it would be a good time to rest and get a break for water.


Halfling Imp. Fighter 1 | HP 23/23 |Armor:1 | XP:0 | Str:16(+2) Dex:11(+0) Con:13(+1) Int:9(0) Wis:8(-1) Cha: 15(+1)

Pip bounces up to nimbus and hangs from the huge dog's neck. She is mounted before you can say "awww" and doesn't dismount the entire way.

During the trip Pip is in her usual place: everywhere. She is always within a few seconds ride of the party, but never still as she and nimbus dart about. Nimbus is relishing the freedom from his overnight bondage. His tongue hangs limply from his ferocious looking maw.


M Gnome Rogue Trapsmith 1

Agromite tries to enjoy the peaceful ride, but traveling the countryside has never held much appeal to him. The bustle of the city was a lot more his style. That, or tinkering with some ancient trap or another to see how it worked.

He watches the other gnome for a time. Alternating between mild amusement, exasperation, and sheer disbelief at her antics, he cannot imagine where she gets all the energy.

The gnome tries to strike up a conversation with Maol but finds the elf a little too serious for his taste. At one point he bursts into laughter as he realizes just how many ways the word "dour" can fit into the warrior's name. Dour-drurra......Maul-dour-a.......

Luckily he manages to keep those thoughts to himself before leaving their leader alone with his thoughts. Doesn't pay to upset the big warrior-types, especially when they obviously don't have a sense of humor. He's good at what he does, no doubt about it, but I'm going to have to break through that crusty resolve eventually.

Agromite is one of the first to dismount when Maol calls for a break - partly to show his commitment to the team and partly to get his feet back on the ground. He ties his pony to a nearby tree and does a quick circuit of the area.

Perception: 1d20 + 9 ⇒ (7) + 9 = 16 to see if theres anything unusual in the area


Male Elf Fighter 3 current HP 14 of 18

Maoldrurra rides along quietly, thinking about old friends, chance, death, and the price of glory. His mood is somber, but he would never think it dour.

He watches Pip carefully as she zigzags around the party. She's either the best scout in the world, or the worst. It all depends on timing, when she runs into -- whatever she runs into. He reaches for his glaive, then his bow and arrows, touching them to make sure they are securely in place and ready if they are needed.

The stop lightens his mood. Agromite seems to so urgently need to get off his horse that one might think his saddle was on fire. Pip on the other hand rides like she was born in the saddle. It is a strikingly amusing contrast. Anna has been nearly as silent as Maol on the ride. Even though she doesn't speak, he knows she is ready for trouble. Stevron is still a conundrum. such a curious, intelligent, and refined man seems out of place here.


Halfling Imp. Fighter 1 | HP 23/23 |Armor:1 | XP:0 | Str:16(+2) Dex:11(+0) Con:13(+1) Int:9(0) Wis:8(-1) Cha: 15(+1)

Pip rides into the clearing with a massive grin plastered all over her face. The wind out here is fantastic!, she squeals. She slides off Nimbus who stands where he is, panting. Pip pulls a waterskin off the saddle and takes a long drink before perkily asking, How's everyone doing?


M Gnome Rogue Trapsmith 1

Agromite pauses before he answers. Still can't decide if she's insanely charming or just insane

"Im not usually the outdoorsy type but I have to admit this is better. That keep was a little too....intense for me. No weapons at all? Living statues at the gates? No trust at all!" The smile on his face is a clear sign of the amusement behind the words.

He looks around at the area they've stopped in. "Land is starting to get hilly. Should be getting close. Do we need to start travelling more cautiously?" He speaks to no one in particular, but his gaze moves to Pip as he finishes the sentence.


Male Human Alchemist (Mindchemist) 3 | HP 17/20 | AC 12 (14) | TA 12 | FF 10 (12) | Initiative +2 | Perception +7 | Sense Motive +1 | Fort +4 | Ref+5 | Will +2

Stevron rubs his back from riding all day, but manages a smile at the little gnome's excitement.

"Fine I haven't had to ride a horse in I don't know how long, but it is nice to finally get out and begin seeing the effects of my experiments."

Stevron begins paying close attention to the woods surrounding them when Agromite speaks about cation.

Better keep my guard up I don't want to be the person getting a knife thrown at them this time.


gm 3

is anyone dismounting?


Halfling Imp. Fighter 1 | HP 23/23 |Armor:1 | XP:0 | Str:16(+2) Dex:11(+0) Con:13(+1) Int:9(0) Wis:8(-1) Cha: 15(+1)

Pip did in order to get at her waterskin. Rule of travel: what you need is never right where you need it.


M Gnome Rogue Trapsmith 1

Agromite did as well


Halfling Imp. Fighter 1 | HP 23/23 |Armor:1 | XP:0 | Str:16(+2) Dex:11(+0) Con:13(+1) Int:9(0) Wis:8(-1) Cha: 15(+1)

Pip is intrigued by Stevron's mention of experiments. What experiments are those?


Male Human Alchemist (Mindchemist) 3 | HP 17/20 | AC 12 (14) | TA 12 | FF 10 (12) | Initiative +2 | Perception +7 | Sense Motive +1 | Fort +4 | Ref+5 | Will +2

Stevron will to fill up his waterskin as well.

Stevron's eyes light up with life, and a little bit of madness.

"I have discovered several ways to make my mental abilities better at the cost of my physical ones. This is a bit of a problem, but I have also discovered a way to create bombs. I am currently working on a way to use these bombs faster, or make them stop magic. It involves a lot of trial and error, and sometimes the results can be dangerous to me, and people around me. I have also currently donated one of my potions to Malodurra, and I'm curious to see if it actually works, and what side-effects it might have."


Halfling Imp. Fighter 1 | HP 23/23 |Armor:1 | XP:0 | Str:16(+2) Dex:11(+0) Con:13(+1) Int:9(0) Wis:8(-1) Cha: 15(+1)

Pip doesn't quite understand all of what Stevron has just said. She's never heard of a potion that makes people smarter and weaker at the same time. So she smiles and nods while understanding as best she can.


gm 3

still need answers from maoldurra and Anna.


Winter Witch 3

anna will dismount


Male Elf Fighter 3 current HP 14 of 18

The elven warrior looks around and then slides gracefully from his horse's back. He wraps the reins around a convenient branch and turns to face the others.


gm 3

Right before the party can dismount an ogre comes running towards the party with a giant club and lamenar leather armor. roll for initiavitve

1d20 - 1 ⇒ (3) - 1 = 2


Halfling Imp. Fighter 1 | HP 23/23 |Armor:1 | XP:0 | Str:16(+2) Dex:11(+0) Con:13(+1) Int:9(0) Wis:8(-1) Cha: 15(+1)

1d20 + 8 ⇒ (9) + 8 = 17


Male Human Alchemist (Mindchemist) 3 | HP 17/20 | AC 12 (14) | TA 12 | FF 10 (12) | Initiative +2 | Perception +7 | Sense Motive +1 | Fort +4 | Ref+5 | Will +2

Initiative: 1d20 + 2 ⇒ (5) + 2 = 7


Winter Witch 3

init: 1d20 + 2 ⇒ (17) + 2 = 19


Male Elf Fighter 3 current HP 14 of 18

Init: 1d20 + 3 ⇒ (3) + 3 = 6

So we're still mounted?


M Gnome Rogue Trapsmith 1

initiative: 1d20 + 3 ⇒ (18) + 3 = 21


gm 3

not mounted

new map for the battle Agromite Anna pip stervon and maoldurra to act. map


M Gnome Rogue Trapsmith 1

thanks for the clarification and map!

Agromite's eye start at the huge creatures feet and slowly look the thing over from bottom to top. Well THATS not something you see in the city! This is going to be fun!!

Taking a route that leads to the ogre's left but stays out of it's reach, the gnome draws a dagger while he moves into position. He pauses for a moment to think about how insufficient the small bade looks compared to the beast charging at them but quickly notes that it's charge leaves it vulnerable to attack. After a quick assessment he lets the dagger fly to take advantage of that vulnerability.

Move Action: Move to A6
Free Action: Draw dagger while moving

Ranged Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d3 ⇒ 3
Sneak Attack (within 30'): 2d6 ⇒ (5, 5) = 10 since it has not gone yet
Crit Confirm?: 1d20 + 6 ⇒ (6) + 6 = 12
Damage?: 1d2 ⇒ 2


Halfling Imp. Fighter 1 | HP 23/23 |Armor:1 | XP:0 | Str:16(+2) Dex:11(+0) Con:13(+1) Int:9(0) Wis:8(-1) Cha: 15(+1)

Pip squeaks a tiny squeak. It is Huge! She points her finger at it and yells some scary sounding words in Auran.

Cast Fear DC 15 will to negate


gm 3

Agromites dagger hits the ogre in the forehead and embeds itself. causing a deep wound.

1d20 + 3 ⇒ (6) + 3 = 9

The ogre after pip's spell starts to run.

crud when does cause fear cause someone to run their turn


Male Human Alchemist (Mindchemist) 3 | HP 17/20 | AC 12 (14) | TA 12 | FF 10 (12) | Initiative +2 | Perception +7 | Sense Motive +1 | Fort +4 | Ref+5 | Will +2

Stevron seeing that the ogre is about to turn and run will wait for Maoldrurra to act first before deciding what to do.

Holding action until after Maoldrurra acts.


M Gnome Rogue Trapsmith 1

and THAT'S how gnomes take care of ogres!


Winter Witch 3

Anna casts enlarge person on Maoldrurra


Male Elf Fighter 3 current HP 14 of 18

"Catch!" Maoldrurra tosses his glaive to Stevron, and wheels for his bow and arrows still on the horse.

He sights along the shaft and fires at the fleeing ogre.

1d20 + 5 ⇒ (18) + 5 = 23 .... damage 1d6 + 3 ⇒ (4) + 3 = 7
Not sure how you want to handle modifiers and damage from enlargement. The modifiers shown are Maol's basic attack. I'll leave it to you to rule, gm_wu.


gm 3

enlarge doesn't effect ranged but that attack still hits The ogre takes an arrow from the now larger maoldurra. edit stervon to act.


Male Human Alchemist (Mindchemist) 3 | HP 17/20 | AC 12 (14) | TA 12 | FF 10 (12) | Initiative +2 | Perception +7 | Sense Motive +1 | Fort +4 | Ref+5 | Will +2

Stevron seeing that they are still trying to kill it rushes forward and throws a bomb at the creature.

Move to [E,6], and thorw a bomb at the ogre.

Attack vs. touch: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 2d6 + 4 ⇒ (5, 3) + 4 = 12


Halfling Imp. Fighter 1 | HP 23/23 |Armor:1 | XP:0 | Str:16(+2) Dex:11(+0) Con:13(+1) Int:9(0) Wis:8(-1) Cha: 15(+1)

Pip re-loads, just in case.


gm 3

The force of strevon bomb knocks the ogre unconcious as it tries to start to run away but it falls to the ground.


Male Elf Fighter 3 current HP 14 of 18

Maoldrurra retrieves his glaive from Stevron and closes quickly with the ogre. After lining his blow up carefully, he strikes at the ogre's neck.

Coup de Grace

3d10 + 12 ⇒ (4, 9, 7) + 12 = 32


M Gnome Rogue Trapsmith 1

Agromite follows Maoldrurra and watches as the elf finishes off the beast. Like I said.....very good at what he does!

He moves around the ogre to retrieve his dagger, making a bit of a show at how hard it is to remove the blade after such an impressive shot. Looking around and realizing no one is impressed, the gnome shrugs and proceeds to check for pouches and hidden pockets and such.

Perception: 1d20 + 9 ⇒ (1) + 9 = 10 to search the body


Halfling Imp. Fighter 1 | HP 23/23 |Armor:1 | XP:0 | Str:16(+2) Dex:11(+0) Con:13(+1) Int:9(0) Wis:8(-1) Cha: 15(+1)

Pip follows with a limping, hopping gait, keeping her crossbow on the Ogre until its dead. She shivers a bit at the copious amounts of blood a d the smell of iron, but swollows hard and joins in the search of the body.

perception: 1d20 + 2 ⇒ (14) + 2 = 16


Male Human Alchemist (Mindchemist) 3 | HP 17/20 | AC 12 (14) | TA 12 | FF 10 (12) | Initiative +2 | Perception +7 | Sense Motive +1 | Fort +4 | Ref+5 | Will +2

Stevron glorying in his ability to take down the ogre pats himself on the back mentally for a bit then goes to fill up his waterskin.


gm 3

The ogre has a large greatclub the size of a small treetrunk. The orge seemed to have a a bag pretty big but tied tightly in a knot that looks difficult to get undone with lots of rope.


Halfling Imp. Fighter 1 | HP 23/23 |Armor:1 | XP:0 | Str:16(+2) Dex:11(+0) Con:13(+1) Int:9(0) Wis:8(-1) Cha: 15(+1)

Pip inspects the bag and suddenly realizes that she has nothing to effectively cut the rope.
Anyone got a knife? We can cut this bag open and ignore that nasty knot altogether.


Male Elf Fighter 3 current HP 14 of 18

"I do."

Maoldrurra draws his dagger and slices through ropes binding the bag shut.


gm 3

The party finds a inside the bag 50 gold coins 10 silver coins a pair of earring and one strange rock that does not look like a gemstone but has other marking on it.


Winter Witch 3

Anna checks the gem and does so with detect magic

Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Know(Arcana): 1d20 + 8 ⇒ (19) + 8 = 27
Spellcraft: 1d20 + 8 ⇒ (20) + 8 = 28


gm 3

Anna detects it is not magical but the stone looks alchemical.


Male Elf Fighter 3 current HP 14 of 18

Maoldrurra looks over at the alchemist, "Nice work with that bomb, Stevron. Put that ogre down before he could get nasty and up close. "

The elf cleans his glaive and gathers up his archery gear. "Pip, Agromite, could you have a look around in case this one had friends? "


Halfling Imp. Fighter 1 | HP 23/23 |Armor:1 | XP:0 | Str:16(+2) Dex:11(+0) Con:13(+1) Int:9(0) Wis:8(-1) Cha: 15(+1)

Pip nods and melts into the underbrush with a silence that stands at complete odds with her galavanting on Nimbus. She scouts the nearly area carefully for any danger.

stealth: 1d20 + 12 ⇒ (15) + 12 = 27
perception: 1d20 + 2 ⇒ (11) + 2 = 13


gm 3

Pip does not see any more ogres.


Winter Witch 3

"Stevron, do you think you could identify this." Anna asks as she hands him the gem with runes.


Male Human Alchemist (Mindchemist) 3 | HP 17/20 | AC 12 (14) | TA 12 | FF 10 (12) | Initiative +2 | Perception +7 | Sense Motive +1 | Fort +4 | Ref+5 | Will +2

Stevron looks at the little gem.

"Of course Anna."

Stevron pulls out his mutagen and drinks it before examining the gem any further.

+4 Int -2 Str, +2 Natural Armor for 30 minutes.

Craft (Alchemy): 1d20 + 12 ⇒ (18) + 12 = 30
Spellcraft: 1d20 + 12 ⇒ (19) + 12 = 31

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