Into the Haunted Forest: Non-PFS Sanctioned Module (Inactive)

Game Master DoubleGold

forest map


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Male Half-Orc Skald (inactive)

Klujjen will fire at the Assassin Plant with one of his sling bullets.

Sling: 1d20 + 2 ⇒ (16) + 2 = 181d4 + 4 ⇒ (3) + 4 = 7

It's not a glamour weapon, but you do get your strength bonus with range using a sling! Klujjen will also collect his Masterwork (read 'expensive') sling bullets after that threat's dealt with.


Sorry for the delay. Valentine's day and such.

perception: 1d20 + 5 ⇒ (10) + 5 = 15
untrained kn nature: 1d20 + 4 ⇒ (9) + 4 = 13

Orgril will chuck a bomb at the plant

attack: 1d20 + 7 ⇒ (15) + 7 = 22
bomb fire damage: 1d6 + 6 ⇒ (1) + 6 = 7


Stats:
Init: +2 | hp 3/13 | AC 18 | flat-footed 16 | touch 12 | Fort +0 | Ref +2 | Will +4 | Selective Channeling
Spells:
1st (5/5) | burning disarm (DC 14) | cure light wounds | detect undead | ray of sickening

Dana readies an action to heal anyone who gets injured.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2 if needed.


DungeonMaster
Orgril Lamon wrote:

Sorry for the delay. Valentine's day and such.

no worries, not only was yesterday Valentine's day, but also here in the east coast, we go hit with snow storm hard, luckily I don't live in Boston or New York where there is like 10 inches of it, but still a good few of us where hit. Here in West Virginia it had at least 4 inches or way more, and the sight conditions where the same as fog when driving.

Anyway heroes finish off the plant with a well placed sling shot and a fire bomb.

Who wants to take first watch? Second watch? also if you do want to roll survival to gather food, now is the the time, the characters will wake up at 11:00 am the next day instead of 7:00 am the next day because of survival, if that 4 hours makes a difference for you.


Stats:
Init: +2 | hp 3/13 | AC 18 | flat-footed 16 | touch 12 | Fort +0 | Ref +2 | Will +4 | Selective Channeling
Spells:
1st (5/5) | burning disarm (DC 14) | cure light wounds | detect undead | ray of sickening

Dana will take first watch.


HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1 Golemnoid Fighter/2

Line will recover his chakram and then remain on watch all night.


Orgril will sleep if line plans to watch all night he will lead or join the survival in the morning.

-Posted with Wayfinder

Dark Archive

male Kobold {silver scaled}
Skills/ saves:
{F:+3;R:+6;W:+2} {Percep+6};{intim+7};{Handle Animal:+5};{Survival+6};K(Nature)+5}{K(dungen)+5};{Stealth+10}
Hunter{Primal Companion Hunter} level 2
HP/AC:
{HP:20}{Inish:+5} {AC:18,T:15,FF:14}

"I'll look for food in the area, come along zxill.."

survival: 1d20 + 6 ⇒ (2) + 6 = 8

zxill survival help me: 1d20 + 5 ⇒ (6) + 5 = 11

Edit

"well there dose not seem to be any food around"

-Posted with Wayfinder


DungeonMaster

actually the aid gave you a plus 2, so 10 total

survival aid: 4 + 1d20 ⇒ 4 + (13) = 17 ogril

yeah okay you all find food

random encounter: 1d100 ⇒ 76 need 84 or above for it to happen
random encounter: 1d100 ⇒ 45

the night passes uneventually, on the ground you can all see a

1. breastplate of scared fire
2. Ring of swimming
3. scroll of comprehend lanagues

you see a note on the vine you killed earlier, that you all remember being there earlier but couldn't see, it contains 2 riddles to the murder

"Two miles toward the sun's first fire, the earth's embrace will still its ire."

"A league to the south in sacred mother's home, the royal water is returned to its own."

Head to Earths Embrace first or Head to the Forest Pool?


HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1 Golemnoid Fighter/2

Line says, "Let's go to Earth's Embrace. It's closer."


DungeonMaster

You see yourself in a cave, beyond 20 feet in, it is dark and you need light. The cave is not linear, as you can see it branching off in 3 directions and you can see foot prints in the cave, some are human others are animal. you need to roll track or something to follow the tracks, and specify which one you want to track.


HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1 Golemnoid Fighter/2

I shouldn't need light. :-) I think most of the party has darkvision.

Line says, "I think we should follow the humanoid tracks."


Stats:
Init: +2 | hp 3/13 | AC 18 | flat-footed 16 | touch 12 | Fort +0 | Ref +2 | Will +4 | Selective Channeling
Spells:
1st (5/5) | burning disarm (DC 14) | cure light wounds | detect undead | ray of sickening

Dana nods at Lines words. "I agree."


Male Half-Orc Skald (inactive)

"I agree we should follow the people tracks. Much more likely to be the murderer, I should think."

Klujjen will aid with the tracking, since he's got no skill points in survival, which isn't a class skill for him anyway.

Aid Survival/Track: 1d20 + 2 ⇒ (13) + 2 = 15

Actually, my character is a bit of an oddity. Does not have darkvision. I swapped that out for the Skilled alternate race trait, so he could kind of be a bit better at being a skill monkey. However, he does have the Light cantrip to make up for that a bit.

Dark Archive

male Kobold {silver scaled}
Skills/ saves:
{F:+3;R:+6;W:+2} {Percep+6};{intim+7};{Handle Animal:+5};{Survival+6};K(Nature)+5}{K(dungen)+5};{Stealth+10}
Hunter{Primal Companion Hunter} level 2
HP/AC:
{HP:20}{Inish:+5} {AC:18,T:15,FF:14}

yes let's see were you lead us the, zxill hunt!

[ocher had the sent ability don't really know how that works...and to make it far easier I'll take 10 ..so that's 16 plus 2 from zxill pulse 2 from klijjen so 20 total ^_^ [/ooc]


DungeonMaster

okay so this is a big magical cave, with many branch offs, however a wrong turn will take you back to the beginning of the cave and start a random fight. just like the lost woods in Ocorina of time, but worse You successfully follow the human tracks, but no one is there. Instead you find...

1. A wand of Earths Ire. Allows you to cast Burning Hands at will, reflex saving throw is always 25 or if you have a caster level, the higher of the saving throw for your class, and will always do 5d4 fire dmg, the maximum possible it can do.

You are back at the beginning of the cave again, but this time no random combat. follow the bear tracks now?


Male Half-Orc Skald (inactive)

I'm okay with following the bear tracks.


DungeonMaster

okay you all find the bear. cave is 10 feet wide, those in front lines are 20 feet from the bear and it is enraged.

init: 3 + 1d20 ⇒ 3 + (10) = 13 Bear
init: 2 + 1d20 ⇒ 2 + (2) = 4 Dana
init: 5 + 1d20 ⇒ 5 + (8) = 13 xhildah
init: 4 + 1d20 ⇒ 4 + (13) = 17 line
init: 3 + 1d20 ⇒ 3 + (8) = 11 Kuljjen
init: 3 + 1d20 ⇒ 3 + (9) = 12 ogril


Stats:
Init: +2 | hp 3/13 | AC 18 | flat-footed 16 | touch 12 | Fort +0 | Ref +2 | Will +4 | Selective Channeling
Spells:
1st (5/5) | burning disarm (DC 14) | cure light wounds | detect undead | ray of sickening

To the bear! Or whatever the bear tracks lead to!


DungeonMaster

Xhildhal and line are up before the bear


HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1 Golemnoid Fighter/2

Line will go ahead, draw and throw a chakram at the bear.

Attack roll: 1d20 + 4 ⇒ (2) + 4 = 6

Dark Archive

male Kobold {silver scaled}
Skills/ saves:
{F:+3;R:+6;W:+2} {Percep+6};{intim+7};{Handle Animal:+5};{Survival+6};K(Nature)+5}{K(dungen)+5};{Stealth+10}
Hunter{Primal Companion Hunter} level 2
HP/AC:
{HP:20}{Inish:+5} {AC:18,T:15,FF:14}

Xildhal takes aim and fire a blot at the Bear

crossbow: 1d20 + 7 ⇒ (19) + 7 = 26

damage: 1d6 ⇒ 5


DungeonMaster

confirm crit: 1d20 + 7 ⇒ (9) + 7 = 16 crossbows can crit on a 19
dmg: 1d6 ⇒ 1 and a well placed shot in the chest bloodies the already hurt bear. I forgot to mention, it was a little hurt from before, those humans appear to have attacked it and then ran.

It will run towards line and claw at him. I'm assuming you are the front liner since you have a high ac

dmg: 1d20 + 6 ⇒ (1) + 6 = 7 but can't lift his foot up

Rest of the heroes are up


Male Half-Orc Skald (inactive)

Klujjen will start a rage song and use his bardiche to hit the bear, standing behind and to one side of Line to do so..

Bardiche: 1d20 + 7 ⇒ (16) + 7 = 231d10 + 7 ⇒ (5) + 7 = 12 (masterwork, 2-handed, reach)


Stats:
Init: +2 | hp 3/13 | AC 18 | flat-footed 16 | touch 12 | Fort +0 | Ref +2 | Will +4 | Selective Channeling
Spells:
1st (5/5) | burning disarm (DC 14) | cure light wounds | detect undead | ray of sickening

Another readied healing action.


DungeonMaster

and the bears dies with a stab all the way through the forhead. The bear then transforms into an orc an remains dead.

Shall you head onto the Forest Pool? It will take 1 to 3 hours to get there depending upon speed, random 15% chance for an encounter per hour, but more likely to be taken by surprise the faster you go.


Male Half-Orc Skald (inactive)

Ooohhhhh! That was a neat trick!

I guess we should check out the pool, then?


HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1 Golemnoid Fighter/2

Line retrieves his chakram and looks it over carefully. Then he puts it back in its holder. He says, "That sounds good to me."


DungeonMaster
Klujjen wrote:

Ooohhhhh! That was a neat trick!

I guess we should check out the pool, then?

okay so what speed you going?


Male Half-Orc Skald (inactive)
DoubleGold wrote:
Klujjen wrote:

Ooohhhhh! That was a neat trick!

I guess we should check out the pool, then?

okay so what speed you going?

I would say slow and steady, to avoid being surprises (much).


DungeonMaster

in case you didn't figure it out earlier, the bear was a druid

chance: 3d100 ⇒ (14, 93, 82) = 189 86s generate random battles.

okay this thing is 20 feet from you all. arcana or nature dc 13 to id this thing.fey toad giant

init: 3 + 1d20 ⇒ 3 + (13) = 16 toad
init: 2 + 1d20 ⇒ 2 + (7) = 9 Dana
init:: 5 + 1d20 ⇒ 5 + (9) = 14 xhildah
init:: 4 + 1d20 ⇒ 4 + (19) = 23 line
init:: 3 + 1d20 ⇒ 3 + (10) = 13 Kuljjen
init:: 3 + 1d20 ⇒ 3 + (2) = 5 ogril

Line is up


HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1 Golemnoid Fighter/2

Line doesn't know what the heck it is, but decides that it is a threat. He draws his chakram and says (to the chakram), "You better fly right this time or I'm going to swap you into the backpack."

Attack roll: 1d20 + 4 ⇒ (5) + 4 = 9

And the chakram obviously ignored him.


DungeonMaster

it will move forward and bite dana bite: 4 + 1d20 ⇒ 4 + (2) = 6 and it can't latch onto anything

rest of the heroes are up.


Male Half-Orc Skald (inactive)

Klujjen will step up and try his luck against the Toad (another druid, maybe?)

Spiked Chain: 1d20 + 7 ⇒ (16) + 7 = 232d4 + 7 ⇒ (3, 1) + 7 = 11 (masterwork, rage song)

Rage Song status:
HP 19/19 | AC 14 touch 10 ff 13 | CMD 17 CMB +6 | FORT +8 REFL +3 WILL +5 | Performances left: 13/15

Dark Archive

male Kobold {silver scaled}
Skills/ saves:
{F:+3;R:+6;W:+2} {Percep+6};{intim+7};{Handle Animal:+5};{Survival+6};K(Nature)+5}{K(dungen)+5};{Stealth+10}
Hunter{Primal Companion Hunter} level 2
HP/AC:
{HP:20}{Inish:+5} {AC:18,T:15,FF:14}

xildhal takes a good look at the beast

k {nature}: 1d20 + 6 ⇒ (16) + 6 = 22

and then he attacks the toad

cross bow : 1d20 + 7 ⇒ (9) + 7 = 16

damage: 1d6 ⇒ 5


Stats:
Init: +2 | hp 3/13 | AC 18 | flat-footed 16 | touch 12 | Fort +0 | Ref +2 | Will +4 | Selective Channeling
Spells:
1st (5/5) | burning disarm (DC 14) | cure light wounds | detect undead | ray of sickening

CLW: 1d8 + 1 ⇒ (2) + 1 = 3

Five foot step back to heal.


Male Half-Orc Skald (inactive)

Should that toad-thing try to attack someone else, Klujjen will use an AoO against it with his spiked chain.

AoO if needed:

Spiked Chain: 1d20 + 7 ⇒ (6) + 7 = 132d4 + 7 ⇒ (2, 3) + 7 = 12
(masterwork, rage Song)


DungeonMaster

Dana, everyone was already at full as the thing tried to hit you but missed, you can redo your action if you want.

ogril is up


Stats:
Init: +2 | hp 3/13 | AC 18 | flat-footed 16 | touch 12 | Fort +0 | Ref +2 | Will +4 | Selective Channeling
Spells:
1st (5/5) | burning disarm (DC 14) | cure light wounds | detect undead | ray of sickening

Oh sure. Just ready it. I though it hit me.


Sorry for the slow posting. Busy long weekend for me.

Ogril will toss a bomb at the toad.

attack: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
damage: 1d6 + 5 + 1 ⇒ (1) + 5 + 1 = 7


DungeonMaster

the toad falls over dead.

Later you all get to the forest pool, you see Pudge Whartley, yeah of those people from that group. And next to him you see a dead member, Nirashi. I have power, true power, now hand over the dagger, all your weapon and noone gets hurt. In fact, you are to be my slaves

He owns the same staff you all own

arcana/spellcraft dc 15 can be used untrained:
He owns an evil version of the staff as he is being possessed

a seperate spellcraft check dc 11 or 13 if untrained:

Nirachi was possessed to, so someone put a charm spell on him to kill his partner, which is why Nirachi died, she has an evil version of the breastplate on her

perception dc 20:
you can spot a Nixie behind a tree, maybe she casted charm person on Pudge in self defense


Stats:
Init: +2 | hp 3/13 | AC 18 | flat-footed 16 | touch 12 | Fort +0 | Ref +2 | Will +4 | Selective Channeling
Spells:
1st (5/5) | burning disarm (DC 14) | cure light wounds | detect undead | ray of sickening

K. Arcana: 1d20 + 1 ⇒ (9) + 1 = 10
Spellcraft: 1d20 + 1 ⇒ (13) + 1 = 14
Perception: 1d20 + 1 ⇒ (7) + 1 = 8


HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1 Golemnoid Fighter/2

K. Arcana: 1d20 ⇒ 16
Spellcraft: 1d20 ⇒ 19
Perception: 1d20 + 1 ⇒ (11) + 1 = 12

Line readies a chakram and says, "You want my chakram? I will give you my chakram."


DungeonMaster

You would dare challenge a God? You pathetic little earthlings, this here was given to me by a God and that will make me just like one as he holds up his staff with pride, not knowing what it is actually doing to him.


Male Half-Orc Skald (inactive)

Knowledge (arcana): 1d20 + 1 ⇒ (8) + 1 = 9
Spellcraft, untrained: 1d20 ⇒ 7
Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Not the sharpest tool in the shed at the moment!

"What's wrong with him? I hope he's just as dim and delicate as he was when I first met those two and knocked them senseless."

Klujjen readies his spiked chain to charge, and says to Pudge: "I don't have the staff of a god, but I can sing praises to the gods." With that, he starts a rage song to bolster his friends, acting as if his spiked chain is part of his song.

Bluff: 1d20 + 7 ⇒ (12) + 7 = 19

He's trying to gain the initiative for everyone by distracting Pudge by looking like a Morris Dancer with a spiked chain. There's a scary picture!

Rage Song status:
HP 19/19 | AC 14 touch 10 ff 13 | CMD 17 CMB +6 | FORT +8 REFL +3 WILL +5 | Performances left: 12/15


k arcana: 1d20 + 9 ⇒ (3) + 9 = 12
spellcraft: 1d20 + 8 ⇒ (3) + 8 = 11
perception: 1d20 + 5 ⇒ (13) + 5 = 18

Orgril will drink his mutagen. (+4 dex, +2 nat arm, -2 wis, 20mins)

"Why don't we put down the crazy staff and chill out. I'd hate to have to fry you for being magically drunk."


Male Half-Orc Skald (inactive)

Don't forget to tell the DM if any of you are going to take the benefits of the rage song. It will buff you up (+2 STR, +2 CON, +1 WILL, -1 AC). On the other hand it will prevent things like concentration for spell casting, except for moi, of course.

Rage Song status:
HP 19/19 | AC 14 touch 10 ff 13 | CMD 17 CMB +6 | FORT +8 REFL +3 WILL +5 | Performances left: 12/15



Interesting DM opinion question: Would raging song prevent using alchemy bombs and extracts?
I have never been clear as to the situation with them. Are they pre-bottled in the morning and simply drunk/thrown as a potion? Or are they made and used as needed? With option #1 I could see them working while raging, with #2 likely not.
Either way, I think Orgril will abstain from the raging song for now.


Stats:
Init: +2 | hp 3/13 | AC 18 | flat-footed 16 | touch 12 | Fort +0 | Ref +2 | Will +4 | Selective Channeling
Spells:
1st (5/5) | burning disarm (DC 14) | cure light wounds | detect undead | ray of sickening

Tue raging song does absolutely nothing for casters accept harm so I won't be using it. Lol


Male Half-Orc Skald (inactive)

I just had a quick look on Skald description which said "While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration." I think it shouldn't affect things like throwing bombs, which is a combat based thing, not a skill thing.

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