Hu5tru Runs Jade Regent

Game Master Hu5tru

Inspired by visions of John Carpenter's the Thing, Akira Kurosawa's Dreams and his masterpiece Ran. And maybe a little of Throne of Blood and some good ol' fashioned Toshiro Mifune neck scratchin'. Now with Ninjas and Vikings and Bears, oh my!


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Male Human (Tian-Min) Alchemist 2

Seiji will attempt to provide long-term care for Proudstump.

Heal - 1d20 + 5 ⇒ (3) + 5 = 8

...and doesn't!

Seiji wakes early to prepare some extracts. He released a pinch of powder into two vials and stirs them, imbuing them with minor magic.

Prepared Extracts:
Cure Light Wounds
Cure Light Wounds

Perhaps I will concoct a dose of mutagen as well. It may prove useful in a fight. Lighting a few twigs aflame, Seiji heats a small bottle of thick, black liquid.
Prepared Mutagen:
+4 alchemical bonus to Dexterity, -2 penalty to Wisdom

He looks up at Joyabraund's words. Yesterday morning I would have told him to temper his enthusiasm, but he proved himself in standing up for the one we thought was the warden. He understands that there is at time for bravery, and one for simple joy. Seiji smiles to himself.


Female Human Housewife/1

Seiji, you can take 10 on your overnight heal if you have a 5 for your modifier. It's long term care.


Male Human (Tian-Min) Alchemist 2

That makes sense, but I made the roll and failed it, so I'm happy to stand by my result. Mechanically, it would only restore one more hit point/ability point.


Male Human Ranger 2 (Guide)

With the new morning upon us, Broderus looks refreshed and unusually upbeat. His face is cleanly shaven for the first time in days, and he greets everyone upon their awakening. Looking at the warden's stove, he remarks, "I know how I can repay your hospitality Proudstump; while breakfast is being prepared, let me go outside and replenish your stores of firewood."

He ventures just outside the house and starts gathering any wood he can find, focusing on finding the dead branches first rather than chopping a living tree. He makes sure to keep the shack in view at all times and keeps his eyes and ears open to his surroundings.

Perception 1d20 + 4 ⇒ (12) + 4 = 16


Female Human Housewife/1

As Joyabraund and Broderus and likely your implacable Father Flinthammer putter about tidying and improving the prospects of the shack, the Warden prepares a rather stellar breakfast with salted and fresh meats, and several types of breads, hard cheese, and coffee that smells strong enough to curl your chest hair from across the room.

"Ain't got much by way of eggs here," he says as he settles on his chair, "or milk. But fresh salt air, and lack of authorities breathin' down yer neck makes up for the loss of amenities," he jests and gives a crooked smile as he partakes.

After breakfast, much of the mist of the morning has burnt off. The Warden accompanies you as far as the shack is in sight and warns you to be careful of the Soggy River monster. Last batch of fisherfolk he had in claimed to see it swarming near the base of the bridge.

"Also, ain't seen much of Old Megus of late," he adds then shrugs. "Not that I miss 'er or nuffin. Is a trek to the p*ss hole she calls a home, ain't gonna be stumbling on it, I mean..." he scratches his neck.

You start off back towards the road via the trails, recalling that there is not one, but two bridges that you must cross between the warden's and the road. Being especially careful, your group pauses at each to examine, but find no sight of this fearsome creature, and continue on.

GM Screen:

1d100 ⇒ 43
50% high, 1d100 ⇒ 4
bridge 1d100 ⇒ 17
stealth 1d20 + 7 ⇒ (14) + 7 = 21

The Lost Coast Road is empty when you reach it, about an hour later. You move around it more quickly than the trails, and curiously meet no one while traveling the road. After another hour, you see the Old Fishing Path and begin your journey back into the swamp. You are not traveling long before you come to an elder masonry bridge which seems to be in rather poor repair. Again, worrying about encountering this Soggy River Monster you stop to check the area.

Perception DC 21:

You spot a pale, sickly looking creature with multiple mouths hiding in the tangle of broken masonry and moss at the base of bridge, observing you and hoping that you will cross the bridge without noticing its presence.

if you make the above, you can also try for

Knowledge Dungeoneering DC 12:

The pale creature is a Sinspawn.


Male Dwarf Cleric of Torag 2

Perception:1d20 + 7 ⇒ (16) + 7 = 23

But Valcrim does not have Dungeoneering, so...

Valcrim sinks into a combat stance and points towards the bridge "By tha love o' Torag! Another durned freak monster!"

Initiative:1d20 + 1 ⇒ (20) + 1 = 21


Male Human (Tian-Min) Alchemist 2

Perception - 1d20 + 5 ⇒ (10) + 5 = 15

"What? Where? I see nothing." Seiji fits a bolt into his crossbow and pulls back the winch. Seiji will do this on his intiative turn if an encounter starts before he can load his weapon.


Perception 1d20 + 7 ⇒ (15) + 7 = 22
kno:Dungeoneering 1d20 + 3 ⇒ (11) + 3 = 14

Joyabraund peers around Valcrim, Ooooohhh a sinspawn. Town had trouble with them before if I recall. Don't let it bite you! I mean more than you normally would not want to be bitten by something...


Female Human Housewife/1

Treygan:

Going to preempt and say that you do not detect evil within the range of your ability.

Going to give Treygan and Broderus time to respond. There'll be a surprise round, obviously, but the threat is about 50' off (I do not believe you as players would be silly enough to do thorough checks of your environment when you have been warned) so it will be a freebie buff round, essentially, or movement round if you are in the mood to be silly.

Unfortunately, your bard didn't roll all that well, so he doesn't communicate any other information.


Male Human Ranger 2 (Guide)

Perception 1d20 + 4 ⇒ (14) + 4 = 18

"Curses Seiji!" Suddenly getting very upset, "I can't see anything either! Joyabraund, a sinspawn you say? Point it out for me so I may get ready for battle!"

He draws his light mace and longsword thinking to himself I can't and WON'T let down the party again!


{HP36/36 | AC16 T10 FF16 CMD17 | F/R/W 9/4/7 | Inish +0, Per +0}

Perception 1d20 ⇒ 3

Treygan readies his weapons. "I do not sense evil ahead of us, nor do I see the creature. But I trust your eyes, Valcrim and Joyabraund. Let us meet this threat!" Use the surprise round to ready an attack if an enemy comes within range.


Female Human Housewife/1

Initiative Table

The Heroes
Yamamoto Seiji 1d20 + 2 ⇒ (4) + 2 = 6
Joyabraund Northropple 1d20 + 2 ⇒ (8) + 2 = 10
Broderus 1d20 + 2 ⇒ (2) + 2 = 4
Treygan Gorski 1d20 ⇒ 14
Valcrim Flinthammer - 21

The Enemy
Too Pale, Too Ugly 1d20 + 5 ⇒ (19) + 5 = 24

Wow, that is bad...

Surprise Round

Since Joyabraund so easily identified the creature despite its attempt to hide, it figures it has everything to lose and begins moving for the line of tangled brush near the well carved path. The creature's legs are bent backwards at the knees like a dog, and pale, corpulent flesh seems to hang from his torso. Arms end in claw like pincers that reflect the light. This creature moves lightning fast, but for now, you are able to see him through the brush.

Quick set up since I do not want to make a map. Bridge is 50' in front, path is 10' wide, and for 5' on either side it's brackish but not difficult terrain, but everything beyond that is, and provides cover for 20% concealment. The sinsinspawn has moved to your left (it's always left) on a diagonal, so he's not too far into the thick just yet, but does have cover.

Valcrim and Joyabraund are free to act in the surprise round.


Male Dwarf Cleric of Torag 2

Valcrim uses his standard action to cast bless on everyone for +1 to hit and saves against fear.

"Orc-piss! This bugger be quick!" he grumbles and glares at it over his shield "Torag, give us thy blessin'!"


Male Human (Tian-Min) Alchemist 2

I definitely chuckled at "orc-piss!" I have enjoyed Valcrim's language to this point, but that sets a new standard.

Ah! There's the monster! How did I not see it? What use am I as a scout? Seiji readies himself for combat, despite his doubts.


Male Human (Tian-Min) Alchemist 2

So, the creature has moved away from the bridge, but how close is it at the start of combat?


With steel and mettle my brave companions, our tale of triumph continues onward! Inspire Courage +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls

Buff buff buff, buff it up!


Female Human Housewife/1

Round One

GM Screen:

Stealth 1d20 + 7 ⇒ (11) + 7 = 18

The frighteningly pale and corpulent creature slows and further moves into the brush, seemingly disappearing from sight as he does.

Perception DC 18:

He is simply crouching and using the brush to disguise his movements as he doubles back on the party's location.

Everyone is free to post their first round actions, and I will sort it out when everything is over. Welcome back everyone.


Perception 1d20 + 7 ⇒ (20) + 7 = 27

There! There! In the brush. As was said in the ballad of Rodric of Theron's Fall, let us advance on the creature and send it back to its dark origins!

Continue performance, move to pull scorpion whip, move towards enemy.


Male Dwarf Cleric of Torag 2

Perception:1d20 + 7 ⇒ (15) + 7 = 22

"Ya cannae hide from me, ye putrid ogre-sack!" Valcrim threatens and interposes himself between the monster and the others, ready to swat at it if it comes within range. "Bring it!"

Ready attack; enemy comes within reach. Got a total of +4 to hit if he does, doing 1d8+3 damage.


{HP36/36 | AC16 T10 FF16 CMD17 | F/R/W 9/4/7 | Inish +0, Per +0}

Perception 1d20 ⇒ 1

The creature having disappeared, Treygan holds until the creature makes it's appearance.

If I can ready a partial charge (not sure if that's offical or houserule with my normal group), I'll do that as a readied action for when it appears. Otherwise I'll delay until I can see it.


Male Human (Tian-Min) Alchemist 2

Seiji moves within 10 feet of Valcrim, remaining behind the dwarf. He readies an action to shoot the creature as soon as it becomes visible.


Male Human Ranger 2 (Guide)

Perception 1d20 + 4 ⇒ (19) + 4 = 23

Getting excited, Broderus points to the heavy brush, "There it is my friends! Valcrim, for glory and valor!"

Broderus moves alongside Valcrim and readies an attack. As a swift action, I invoke my Ranger's Focus ability (+2 bonus on attack and damage rolls against the target of the focus).

Adding up all of the bonuses floating around now should give me +6 with my longsword (1d8+6/19-20) and light mace (1d6+4).


Male Dwarf Cleric of Torag 2

Backseat GMing/Rules lawyering:
- You can only use partial charge when reduced to a single action. Like on a surprise action, or when slowed.

SRD wrote:
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.

- You cannot ready a full attack

SRD wrote:

Ready

The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so).
Readying an Action

You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.

You can take a 5-foot step as part of your readied action, but only if you don't otherwise move any distance during the round.
Initiative Consequences of Readying

Your initiative result becomes the count on which you took the readied action. If you come to your next action and have not yet performed your readied action, you don't get to take the readied action (though you can ready the same action again). If you take your readied action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.


Male Human Ranger 2 (Guide)

If the sinspawn reaches melee distance during round 1, here are my two attacks; otherwise, I can keep these rolls for round 2 or reroll.

Broderus swings at the approaching enemy with all of his might, and his longsword and mace swing furiously through the air.

Attack (Longsword) 1d20 + 6 ⇒ (9) + 6 = 15, Damage 1d8 + 6 ⇒ (3) + 6 = 9
Attack (Light Mace) 1d20 + 6 ⇒ (18) + 6 = 24, Damage 1d6 + 4 ⇒ (4) + 4 = 8


Female Human Housewife/1

Round One

The sinspawn attempted to hide in the brush and double back and eat some tasty humanoids, but Valcrim foiled his plot by seeing him through the brush. Each of you moved in such a way to support each other, making it more difficult for the creature to strike at you.

All bonuses: Bless, Inspire Courage and Broderus's Focus have been taken into account.

Round Two

Having been spotted, the creature uses his full move action to dart about in front of you, smashing through the brush...

rough sketch of what you're looking at.


Male Human Ranger 2 (Guide)

Hu5tru, I know I'm last in the initiative order, but would you like me to reroll my attacks or keep the unused rolls I did earlier?


Male Human (Tian-Min) Alchemist 2

On Seiji's turn, he will use his 30-ft move to get a clear shot at the creature. If it's in melee already, he'll do his best to go wide and avoid cover, staying within 6 squares to get the benefit of Point Blank Shot.

Attack (Crossbow) - 1d20 + 3 ⇒ (4) + 3 = 7
If it hits, it deals 1d8 + 1 ⇒ (2) + 1 = 3 points of damage.

Steady hand! Steady hand!


{HP36/36 | AC16 T10 FF16 CMD17 | F/R/W 9/4/7 | Inish +0, Per +0}

Thanks Valcrim, I know most of the rules pretty well, but partial charge is one I forget if it's house ruled or official. Move to move to position, standard to ready an attack against it when in reach.

Treygan moves up to stand on the other side of Valcrim from Broderus and prepares his own strike against the beast.


Female Human Housewife/1

Nah, no need to reroll your attacks.
Seems like you folk are puttin' up the proverbial Mexican standoff formation. Heh... Guess I gotta make my monster do something stupid, then.


Joyabraund will end his performance. It will linger for 2 more rounds though.

Joyabraund will set a readied action to attack the creature after others have moved to engage, preferably taking a spot behind Treygan or Valcrim.


Male Human (Tian-Min) Alchemist 2

I forgot to add in the bonuses from Joyabraund's performance, but I highly doubt Seiji's attack would have been successful even with them.


Male Dwarf Cleric of Torag 2

Round 2 Valcrim will stand tough if he has intercepted, but if the monster has gotten past him, he will move around to flank with a combatant, taking the AoO if there is no way to avoid it, both to provide flank, and to make it harder for it to run away.

Attack:1d20 + 4 ⇒ (18) + 4 = 22 (+2 if flanking)
Damage:1d8 + 3 ⇒ (5) + 3 = 8


Female Human Housewife/1

Round One Summary

The sinspawn stomped about in the brush, being vaguely menacing. The majority of your heroic party simply held and waited for him to approach, save the valiant Seiji, who loosed a bolt in his direction. The bolt glanced off a low lying branch and was rendered inert.

Round Two

GM Screen:

1d20 + 7 ⇒ (4) + 7 = 11

The sinspawn growls and slips from sight again.

Perception DC 11:

He is retreating from your group.


Male Dwarf Cleric of Torag 2

perception1d20 + 7 ⇒ (6) + 7 = 13

If enough, use above stats for crossbow fire, reducing hit by 1 and damage by 2


Male Human Ranger 2 (Guide)

Perception 1d20 + 4 ⇒ (20) + 4 = 24

"Cunning little bugger isn't he! NO, I won't let you get away and terrorize someone else!" Broderus sheathes his mace and longsword and draws his longbow. He stares in the brush for a moment and unleashes a deadly volley. Or so I hope!

Attack (Longbow)1d20 + 6 ⇒ (1) + 6 = 7 Damage 1d8 ⇒ 2

Yikes! About as deadly as a lamb! :(


Male Human (Tian-Min) Alchemist 2

Perception - 1d20 + 5 ⇒ (18) + 5 = 23

"The creature flees. Do we give chase?"


{HP36/36 | AC16 T10 FF16 CMD17 | F/R/W 9/4/7 | Inish +0, Per +0}

Perception 1d20 ⇒ 9

Treygan ponders the situation for a moment. "The creature knows we are here, the goblins do not necesarily. It would probably be best to hunt this creature down for now, then proceed to the goblins. Can the two of you track it in this marsh?" I just hope the goblins don't attack another caravan.


Male Human Ranger 2 (Guide)

With his arrow falling harmlessly into the soggy ground, Broderus shakes his head in disgust. "Yes Treygan, I believe I can track it. My longbow doesn't feel right in my hand today, so I'm getting nowhere with this. Come follow me before it gets away!"

He takes a step forward in his eagerness before pausing to look at his companions over his shoulder.


Male Human (Tian-Min) Alchemist 2

Seiji looks away from Treygan as he answers the paladin. "The goblins will be aware of our presence once we begin storming through the marsh in pursuit of this creature. Yet, to leave an enemy loose that we know to have been hunting us hardly helps our cause. We must move quickly, and be doubly vigilant against ambush."

Seiji reloads his crossbow and follows Broderus in pursuit of the creature.

Are we still in initiative? Is the creature still visible?


Male Human (Tian-Min) Alchemist 2

In case it's relevant:

Survival - 1d20 + 7 ⇒ (17) + 7 = 24


Male Human Ranger 2 (Guide)

Ditto

Survival 1d20 + 5 ⇒ (14) + 5 = 19


Female Human Housewife/1

You can consider yourselves out of initiative, and with that survival you can track him easily. Once you move off the trails, however, you're going to be moving very slowly.

In other news, I am on a flight back to the States on Saturday morning, meaning I've now til Friday night to hang out in the same physical space with my husband for the next seven months, so I am putting my games on hold until I've settled back in the States. Apologies for the inconvenience.


I for one find this whole situation outrageous. First I'm supposed to let you "fly to your husband" now I'm supposed to let you fly back? I should get an award for how patient I am! :p

I sincerely hope that your return trip goes smoother, you got shat on the way there, hopefully you got some good karma stored up for the return.


Male Human (Tian-Min) Alchemist 2

Totally understandable! Do have a safe trip.


We assume the goblins are truly close and are observant. If we are swift we may maintain our concealment and best the creature. Feel free to move ahead of me, I will catch up!


Female Human Housewife/1

Okay, for those of you rolling survival, he's not that far ahead of you. Basically it's going to be a cat and mouse game. Three of you have ranged weapons, so it should not last too long. Unfortunately, concealment bonuses apply, and your movement is significantly reduced off the trail. Oh, and after a thought, we're still "acting" in initiative since I had a dumb and you're pursuing the encounter.

Initiative recap

Sinspawn
Valcrim Flinthammer
Treygan Gorski
Joyabraund Northropple
Yamamoto Seiji
Broderus

GM Screen:

Sinspawn Stealth 1d20 + 7 ⇒ (15) + 7 = 22

Perception DC 22:

The sinspawn's speed is significantly reduced as he is trying to get away from you, cutting back towards the river. He's within point blank shot range at the moment.


Perception 1d20 + 7 ⇒ (16) + 7 = 23 Can't hide from me sucka foo!

There! There! He's moving slow and is near enough to shoot with ease!

Joyabraund will put away his whip and pull his shortbow. That'll chew up my first set of actions. Move/Move


Male Dwarf Cleric of Torag 2

Earlier miss chance:1d100 ⇒ 26, meaning it hit for 6 damage.

Perception1d20 + 7 ⇒ (20) + 7 = 27

"I see ye, thrice-damned creeper!" Valcrim grumbles and tries to remember the terrain he saw on the map, to think up a tactic for trapping the monster.

Knowledge (Geography)1d20 + 0 ⇒ (5) + 0 = 5

"Bah! Damned swamps, and damned monsters!" he growls as nothing comes to mind, and takes another shot at him with his crossbow.

Miss chance1d100 ⇒ 93
Attack1d20 + 3 ⇒ (10) + 3 = 13, Damage:1d8 + 1 ⇒ (7) + 1 = 8


{HP36/36 | AC16 T10 FF16 CMD17 | F/R/W 9/4/7 | Inish +0, Per +0}

Perception 1d20 ⇒ 1 I see nothing.

"What would life be without swamps and monsters, Valcrim? It's boring if it's easy!" Though it'd be nice if I could see the blasted thing. While unable to see it, Treygan attempts to stand clear of where his companions are shooting, preparing to strike if needed.

Treygan readies an attack against the first enemy that comes within range.


Male Human Ranger 2 (Guide)

Perception 1d20 + 4 ⇒ (3) + 4 = 7

A thousand curses! I'm blind out here too, Treygan! Erastil, give me your sight to vanquish this monstrosity!

Still clutching his longbow, Broderus moves in the same direction as Joyabraund, hoping his comrades will guide him to the sinspawn.

Full Round Action=Move/Move

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