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

Game Master DoubleGold

forest map


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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

If he isn't making them right then he should be fine. :)


Male Half-Orc Skald (inactive)

Agreed; if he's trying to make one, he Orgil ought not take the benefits of the Raging song!


DungeonMaster

yeah, it says skills, not combat stuff, RAW, as I'm doing things as similar to pfs as possible.

also someone could have gotten the surprise round by attacking him when he was talking, but you missed out.

init: 1 + 1d20 ⇒ 1 + (17) = 18 pudge
init: 3 + 1d20 ⇒ 3 + (10) = 13 klujjen
init: 2 + 1d20 ⇒ 2 + (17) = 19 Dana
init: 4 + 1d20 ⇒ 4 + (16) = 20 line
init: 3 + 1d20 ⇒ 3 + (15) = 18 ogril

new map is up, the triangles are trees and thing in the center is the pool, it is 15 feet deep. To climb a tree, because I know I like to do it too, the DC is 23.


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 moves 2 squares to the NY and throws his chakram at Pudge.

Attack roll: 1d20 + 4 ⇒ (9) + 4 = 13

Damage: 1d8 + 3 ⇒ (7) + 3 = 10


Male Half-Orc Skald (inactive)

Are those five or ten foot squares?


DungeonMaster

5 foot

and that is just barely a miss as it bounces off his armor and that would have been a one hit kill too.


DungeonMaster

Dana and Ogril are up.


Was waiting on Dana, but here goes.

Orgril will chuck a bomb at pudge.

attack: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
damage: 1d6 + 5 + 1 ⇒ (5) + 5 + 1 = 11


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

Again, hold action to heal.


DungeonMaster

As Pudge dies, he drops his staff And with a DMs evil smile, it is just as powerful and as expensive as that other staff, go ahead, you know you want that evil staff, besides with a high will saving throw that staff can't hurt you.

Out of hiding comes a Nixie. Thank you for taking care of him, I didn't know what got into him. I lost a ring of swimming by the way, but I'll give you this vial of pure water if you find it. Vial of pure water is a potion that recycles everyday upon sunrise, it heals 1d3 hit points, just add 3 oonces of water to it once empty and it will become a recyclable mini healing potion once per day. Not to mention if the person is at a really high negative hit point value but not dead, this restores him/her to 1 hitpoint if the healing value doesn't already.


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 goes to retrieve his chakram, avoiding the items on the two bodies.

Returning to the group he says, "What next?"


I think Xildhal took the ring, I'm fine giving it up to the nixie.


Male Half-Orc Skald (inactive)

"The Nixie's offer is more than generous. We should find that ring for her." The Nixie is a 'she', I hope!

"I wonder if we should destroy that staff Pudge had? It only seems to ruin the holder's mind. That armour didn't seem to do Nirashi any good either!"

@ Doublegold: jog my memory what was the other staff you mentioned that we all had? Was it the wand of burning?

That Vial of Pure Water should be worth way more than that Ring of Swimming. More than a fair trade, I would say!


DungeonMaster

Details are in the dicussion, like the last post or so where I have the loot list.

If you wish to the destroy the items, you can do so with no problem and with no burst of energy spraying out at you or anything.


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 takes his axe to the evil items and thoroughly chops them up.


Male Half-Orc Skald (inactive)

"All we need to do now is find that ring the Nixie asked us about."


DungeonMaster

Okay, so you trade the ring of swiming in for the water.

You all travel deeper into the forest as the Nixie knows something about the murder. As you travel, you all see a scroll in a very large tree, very high up about 25 feet. Would you like to try to retrieve it? It is located in a Hollow Tree trunk if that matters to you.

heal check dc 20:
remember how I told you Nirachi was dead, she isn't, she was just unconcious and appeared dead, her heart rate is below 25 BPM, but she is alive, and if you do something she won't die, but if you leave her there, she will, if that matters that you would have done anything else at the scene before leaving. I said all NPCs can be saved and I meant it.

Read the spoiler even if you fail, as the DM has something important to let you know, just don't use the information as if your character knew if you fail the check.


Male Half-Orc Skald (inactive)

Klujjen says: "I'll try getting at that scroll up that tree there. I'm not too bad climbing, if I do say so!"

Setting down his Bardiche and Backpack, he'll have a go at climbing up the tree.

Climb: 1d20 + 9 ⇒ (16) + 9 = 25
Nnnooooo Problem!

No point in making that Heal DC 20 check; not a trained skill and -1 for WIS, so it's impossible for him to make that one. Oh well, not even skalds or bards can do everything! Someone else will have to give that one a go. I read the spoiler, but Klujjen knows nothing! ;)


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

heal: 1d20 + 6 ⇒ (12) + 6 = 18

Careful as you climb. Her face tilts upward to watch Klujjen climb the tall tree.

If I could get an aid other roll, we will have it.


Male Half-Orc Skald (inactive)

Klujjen can try to help aid Danna with her heal check; even though his healing skills leave something to be desired!

aid heal: 1d20 - 1 ⇒ (7) - 1 = 6
But not like that he won't!


DungeonMaster

Klujjen climbs the tree with an accelerated climb. to make less rolls, as you would only need 2 with an accelerated climb or 4 without and he makes it. climb: 9 + 1d20 ⇒ 9 + (14) = 23

A Giant Bombardier Beetle comes out of the tree to attack, as Klujjen gets down. It is approximately 5 to 10 feet from you all.

init: 0 + 1d20 ⇒ 0 + (13) = 13 beetle
init: 2 + 1d20 ⇒ 2 + (7) = 9 dana
init: 3 + 1d20 ⇒ 3 + (4) = 7 Klujjen
init: 4 + 1d20 ⇒ 4 + (15) = 19 line
init: 3 + 1d20 ⇒ 3 + (14) = 17 ogril
init: 5 + 1d20 ⇒ 5 + (3) = 8 xhildal

Line and Ogril are up


Time for bombs!

attack: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
damage: 1d6 + 5 + 1 ⇒ (4) + 5 + 1 = 10


DungeonMaster

It hits the beetle and burns it bad, but still hanging on 1 hp including splash damage, which I'll assume hit it too.


If the beetle was the initial target, it doesn't take the splash again.


DungeonMaster

okay so 3 hp left


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 throws a chakram at the beetle.

Attack roll: 1d20 + 4 ⇒ (11) + 4 = 15

Damage: 1d8 + 3 ⇒ (6) + 3 = 9


DungeonMaster

miss and you are all within its 15 foot cone
acid breath: 2d6 ⇒ (5, 6) = 11 reflex 13 for half damage.

rest of you are up

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}

reflex: 1d20 + 7 ⇒ (20) + 7 = 27Xildhal

reflex: 1d20 + 5 ⇒ (15) + 5 = 20Zxill
"disgusting vermin"

Xildhal said as he took aim and fired a shot at it

crossbow: 1d20 + 6 ⇒ (20) + 6 = 26

crit conform: 1d20 + 6 ⇒ (19) + 6 = 25

crossbow damge: 2d6 ⇒ (2, 4) = 6

zxill moves foward as silver bones grow from its skin as zxill's claws elongate. Zxill attacks once within range

claw1: 1d20 + 3 ⇒ (5) + 3 = 8

claw damge: 1d6 + 1 ⇒ (3) + 1 = 4

claw12: 1d20 + 3 ⇒ (5) + 3 = 8

bite: 1d20 + 3 ⇒ (2) + 3 = 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

reflex: 1d20 + 2 ⇒ (10) + 2 = 12

Heal Xildhal.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7


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

Reflex save: 1d20 + 2 ⇒ (11) + 2 = 13

So he made the save for half damage. 11 ÷ 2 = 5.5, round down for 5 pts. Elemental Vulnerability increases that by 50%, but once again one would drop the decimal so Line takes 7 points of damage.


DungeonMaster

Xhildal finishes the thing off with a hit to the head.

Any healing that needs done, now is the time, you are about to reach the final battle of this story.


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

EDIT: I can channel!! Woo! HEALS FOR EVERYONE WHO IS FRIENDLY!!!

Channel: 1d6 ⇒ 1


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

Lol! A little is better than nothing.


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

It helps. :-)


Male Half-Orc Skald (inactive)

Well, nobody came to any grief, really. And I got this really spiffy scroll too (read the notes in the discussion). We've been finding some pretty cool loot!


DungeonMaster

alright, heroes get to the spirit of the wood inn. And the black banners follow in after the heroes. We have power, true power, now give us all your stuff

You know by now that there stuff is cursed and you can try to convince them that the stuff they are holding is cursed as they don't know that their stuff is under a spell. You know that these are good people in possession of evil objects. You see Grelm there, the leader, and a tiefling named Knu. You can even try to knock the weapons out of their very hands if you think that is a better solution than convincing them, though they do have a tight grip on them, or even try to sunder their weapons, though that might be hard to do as well.

Grelm has an evil +1 Greatsword, that also delivers 1d2+1 fire damage in addition to the hit

Knu has an evil +1 rapier, that also delivers 1 of every elemental damage in addition to the hit, fire, water, acid, electricity and sonic.


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 puts in her earplugs to help to combat the sonic damage and waits for everyone to make their decision.


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

What's the range to them?

Line thinks, "This is getting annoying. Was the entire forest filled with evil items?"

Line faces the Black Banners, readies his shield and draws a chakram. He says, "Fine. I'll start with a chakram."


DungeonMaster

they walked in after you did, depending upon how quickly you would have check out the empty in and how much you would have moved around within 18 seconds, you can be anywhere from 3 squares away to 13 squares away, any closer than 3 squares and combat is forced, even if you were that close when they walked in they would have signaled for you all to move back. The inn is 13 squares wide and 14 squares long. Though you would be on the left side of the inn, as the right side is another room entirely, and noone went into the that room yet, unless you would have legitimately walked into the right room within that 18 seconds, instead of checking out all the beds, tables and other stuff here, you start in the left room. You can start in the right room, though I don't know many people that would open the door and rush into that room really quick.


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 need to back up a couple of minutes game time. I forgot that Line had some potions of cure light wounds on him. He definitely would have used one or two of them.

Cure light wounds potion: 1d8 + 3 ⇒ (7) + 3 = 10

And that brings him back to full health. Let's say that Line was 10 squares from the door when the other group walked in, so now he should be 7 squares from them.


Male Half-Orc Skald (inactive)

"Won't you Thickies ever learn? Well, come and get some, then!" Klujjen says to them.

Klujjen will start a Raging Song and, pulling out his spiked chain, he'll ready himself to use his two AoO against whoever comes near him or his chums. He will make disarm attempts to do non-lethal damage. He's not trying to kill them, just knock those nasty items out of their hands and knock them senseless, if he can.

Spiked Chain (AoO 1): 1d20 + 7 ⇒ (3) + 7 = 102d4 + 6 ⇒ (2, 1) + 6 = 9
Spiked Chain (AoO 2): 1d20 + 7 ⇒ (6) + 7 = 132d4 + 6 ⇒ (4, 3) + 6 = 13
*sigh*


Orgril sighs.

"I'll let you guys give them a chance to surrender nicely first. I make no promises if I have to feed them bombs to the face."

Orgril will use a shield extract and wait. He will also look for something heavy to chuck at them. (Something to use for throw anything, preferable about 1d6 damage or more. If there is something he can throw for nonlethal damage, even better.)


DungeonMaster

And Klujjen almost knocks the other half-orc unconscious as he hits in the head. He also drops his item and realizes what is going on.

A few seconds later, a Wooden protector animates, map up soon, please wait.


DungeonMaster

What is that thing they both say. Knu who was hit runs out the door.

Grelm speaks, After I'd done destroying that thing, I'm coming for you all next, and he pockets the dropped weapon for more power.

init: 0 + 1d20 ⇒ 0 + (12) = 12 wooden protector, it is actually a plant
init: 7 + 1d20 ⇒ 7 + (15) = 22 grelm
init: 3 + 1d20 ⇒ 3 + (18) = 21 ogril
init: 3 + 1d20 ⇒ 3 + (9) = 12 klujjen
init: 4 + 1d20 ⇒ 4 + (17) = 21 line
init: 2 + 1d20 ⇒ 2 + (2) = 4 Dana
init: 4 + 1d20 ⇒ 4 + (6) = 10 xildhal

Grelm will delay to see what the plant will do, everyone with inits of 12 or higher 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 will move two squares diagonally SW and then throw his chakram at the protector.

Attack roll: 1d20 + 4 ⇒ (15) + 4 = 19

Damage: 1d8 + 3 ⇒ (4) + 3 = 7


Orgril will 5 foot step then bomb the wooden protector. (He will will use precise bombs to ignore all adjacent squares.)

attack: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15 (vs touch)
damage: 1d6 + 5 + 1 ⇒ (6) + 5 + 1 = 12


DungeonMaster

Yep, those are hits, although the thing is still up. Klujjen is up. has 45 HP


Male Half-Orc Skald (inactive)

Klujjen will resume his Raging Song and use his spiked chain to disarm Grelm (hopefully knocking him to his senses as well).
Spiked Chain: 1d20 + 7 ⇒ (17) + 7 = 242d4 + 6 ⇒ (4, 2) + 6 = 12

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


DungeonMaster

disarm: 1d100 ⇒ 89 51 or higher disarms.

oh and he is also knocked out

The wooden protector moves towards the party. will will jab the closest person with its spear. hit: 8 + 1d20 ⇒ 8 + (5) = 13 and that was against Ogril and that misses. Dana and Xildhal are up
then round 2 with Ogril, Line and Klujjen and once this combat is over, the end of scenario, I'll make sure to tell the story and tell you about all the gear you found in this room, quite a lot.


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

Buning disarm on the conscious baddie. DC 14 reflex.
BD: 2d4 ⇒ (4, 1) = 5

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