Languishing in Longacre

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Male Halfling Commoner 1/ Bard 3 HP: 36/36; AC: 17; T: 14; FF: 11; Init: +7; Perception +8; Fort: 3; Ref: 6; Will: 4; CMB: 0; CMD: 14; Bardic Performance 12/17

By my count we had 22 heads all-together. Hope that's correct.


Sounds fine, so I have Jerax carrying 4, Kirk carrying the same amount 4?, Izrail carrying none.

There is an opening in the tunnel about twice as wide as the rest of the tunnel. Pivenzobili says you can rest here.

Izrail,Ileosa first watch? Sister Margaletta/Jerax Second? Kirk/Meridian sound ok for third?


Female Human, Inquisitor | HP 22/40| Judgment 1/1 | Domain (Trickery->Deception) | 1st Lvl Spells DC 15| AC 13, Touch 17, FlatFoot 13, CMD 17 | Fort +4, Ref +3, Will +6 | Init +10 | Perception +11

Sounds good to me.

Ileosa looked at the tunnel and sighed heavily. "Sleeping in a dark tunnel in the dirt. Don't need the tent down here though." She muttered before she looked to the group. "I'll take first watch this time if no one has any objections?" She asked.


Male
Skills:
Percept +2|Diplo +10|Intim. +7|Kn. Relig +6|Prof (gambler) +7|SM +8
F: 7, R: +4, W: +6|Init: +1| Tiefling (devil-spawn)|HP: 20/20|Resist Cold, Electricity, Fire 5|AC: 19 (11 Tch, 18 Fl)|CMB: +5, CMD: 16|Touch of Corruption (Su) 1d6 3/3xday| Antipaladin (Tyrant/Dread Vanguard)/3rd|Speed 30ft (30ft)|Smite Good 1/day (+2 atk, +3 dmg)

The watch makes sense. It's hard to post watch when your making out with your tiefling lady-friend.


Male Halfling Commoner 1/ Bard 3 HP: 36/36; AC: 17; T: 14; FF: 11; Init: +7; Perception +8; Fort: 3; Ref: 6; Will: 4; CMB: 0; CMD: 14; Bardic Performance 12/17

After getting out his bedroll, Kirk looks down at the sunrod, Do we have another source of light anyone? I don't know how much longer this sunrod is going to last. If we don't we might want to push on instead of resting. Getting stuck down here with the vegies above us and the dark dwarves somewhere ahead would make for a bad day. Just an idea.

I think Kirk (somehow) and Jerax were carrying all of them.


Sounds pretty evil, make the Halfling carry everything, good role playing! Ha!

GM Stuff:
1d100 ⇒ 94
1d3 ⇒ 1 Ileosa's Perception: 1d20 + 4 ⇒ (9) + 4 = 13Izrail' s perception: 1d20 ⇒ 18

While the others are sleeping Izrail spots two strange puddles that seems to be closing in on the group from both ends of the tunnel. They moved so slowly at first he thought his mind was playing tricks on him, but now he is certain they are closing in! Izrail and Ileosa roll initiative and assuming you say something everyone else can roll a DC 15 perception with a +10 bonus(yeah just don't a 1 basically) to wake up and act as well(meaning roll initiative too)

Knowledge Dungeonering DC 13:
These look similar to Gray Ooze but are considerably smaller.


Round 1 Initiative

Ooze Initiative: 1d20 - 4 ⇒ (11) - 4 = 7


Male
Skills:
Percept +2|Diplo +10|Intim. +7|Kn. Relig +6|Prof (gambler) +7|SM +8
F: 7, R: +4, W: +6|Init: +1| Tiefling (devil-spawn)|HP: 20/20|Resist Cold, Electricity, Fire 5|AC: 19 (11 Tch, 18 Fl)|CMB: +5, CMD: 16|Touch of Corruption (Su) 1d6 3/3xday| Antipaladin (Tyrant/Dread Vanguard)/3rd|Speed 30ft (30ft)|Smite Good 1/day (+2 atk, +3 dmg)

Perception: 1d20 + 2 + 10 ⇒ (5) + 2 + 10 = 17 Whew!
Initative: 1d20 + 1 ⇒ (16) + 1 = 17

Grand Lodge

Male Human Warrior 1 // Lore Warden Fighter 3 || (HP 47/47) || AC:20| | T:11| FF:19| CMD 21 || Fort +6 | Ref +3 | Will +1 | Init +2 | Perc: +0 | Speed 20ft

Initiative: 1d20 + 2 ⇒ (10) + 2 = 12

Izrail movescloser to Ileosa and whispers her "Don't get scared, but I've seen something approach... we have to wake up the rest." and he points to the puddings that crawl before them.

Izra holds his action to slam one of the goo things.


hero pts 2 Hp 21/21, AC 16 T 11 FF 15, CMB -1, CMD 11 Fort +2, ref +1, Will +7, initiative +1, perception +5, spellcraft +10
Active effects:
prestidigitation, mage armour

perception: 1d20 + 7 + 10 ⇒ (3) + 7 + 10 = 20

initiative: 1d20 + 1 ⇒ (9) + 1 = 10


Round 1
Jerax 17
Izrail 12
Alicia 10
Ooze 7


Male Halfling Commoner 1/ Bard 3 HP: 36/36; AC: 17; T: 14; FF: 11; Init: +7; Perception +8; Fort: 3; Ref: 6; Will: 4; CMB: 0; CMD: 14; Bardic Performance 12/17

perception: 1d20 + 10 + 5 ⇒ (13) + 10 + 5 = 28
initative: 1d20 + 3 ⇒ (16) + 3 = 19
knowledge: dungeonering: 1d20 + 1 ⇒ (18) + 1 = 19

These things looks like grey ooze only smaller. Don't let them touch you! I have been told they burn like acid.


Round 1
Kirk 19
Jerax 17
Izrail 12
Alicia 10
Ooze 7


F Human Warrior 1/Unchained Monk 3; Initiative: +4 ; AC: 16/14/12 ; Saves: 7/7/3 ; HP: 47/47; Ki: 3/3; Perception: +9 ;

Perception: 1d20 + 3 ⇒ (2) + 3 = 5
Initiative: 1d20 + 4 ⇒ (2) + 4 = 6


Male Halfling Commoner 1/ Bard 3 HP: 36/36; AC: 17; T: 14; FF: 11; Init: +7; Perception +8; Fort: 3; Ref: 6; Will: 4; CMB: 0; CMD: 14; Bardic Performance 12/17

Kirk loads his sling and launches a bullet at the ooze getting the closest.
Halfling Sling: 1d20 + 4 ⇒ (10) + 4 = 14
damage: 1d6 ⇒ 4
Distance and magic only! They will eat the metal on your weapons as well as your flesh!


Round 1
Kirk 19 Kirk lands a solid hit with his sling
Meridian 18 Light Crossbow:: 1d20 + 1 ⇒ (17) + 1 = 18 1d8 ⇒ 4
Jerax 17
Izrail 12
Alicia10
Ooze7
Sister Margaletta6 with the +10 you make the DC to Act

Meridian's Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Meridian's Perception: 1d20 + 10 ⇒ (8) + 10 = 18


Male
Skills:
Percept +2|Diplo +10|Intim. +7|Kn. Relig +6|Prof (gambler) +7|SM +8
F: 7, R: +4, W: +6|Init: +1| Tiefling (devil-spawn)|HP: 20/20|Resist Cold, Electricity, Fire 5|AC: 19 (11 Tch, 18 Fl)|CMB: +5, CMD: 16|Touch of Corruption (Su) 1d6 3/3xday| Antipaladin (Tyrant/Dread Vanguard)/3rd|Speed 30ft (30ft)|Smite Good 1/day (+2 atk, +3 dmg)

Jerax rises from the ground, grabbing his battleaxe, ready to advance. But upon heeding the halfling's advice, the tiefling drops his battleaxe, and quickly pulls a javelin from his quiver, and throws it at the ooze Meridian was targeting.
Javelin: 1d20 + 2 ⇒ (14) + 2 = 16
Dmg: 1d6 + 2 ⇒ (6) + 2 = 8 Full damage, nice!


Kirk 19 Kirk lands a solid hit with his sling
Meridian 18 Light Crossbow:: 1d20 + 1 ⇒ (17) + 1 = 18 1d8 ⇒ 4
Jerax 17 Jerax finishes off the ooze that Kirk, and Meridian had worked on, it is no longer inching towards the group, but that area of the tunnel is covered in acidic slime for now.
Izrail 12
Alicia10
Ooze 7
Sister Margaletta6 with the +10 you make the DC to Act


F Human Warrior 1/Unchained Monk 3; Initiative: +4 ; AC: 16/14/12 ; Saves: 7/7/3 ; HP: 47/47; Ki: 3/3; Perception: +9 ;

Yeah, I can act... but I'm still after the ooze in initiative.

Grand Lodge

Male Human Warrior 1 // Lore Warden Fighter 3 || (HP 47/47) || AC:20| | T:11| FF:19| CMD 21 || Fort +6 | Ref +3 | Will +1 | Init +2 | Perc: +0 | Speed 20ft

Izrail shouts to Kirk "Forget about the weapons, surviving is more important than that" as he dashes to attack the other thing.

I don't know if the thing is already near enough to attack it. If it is, Izrail attacks then he steps back so he can maneuver. If it isn't he moves and attack.

Attack: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d10 + 4 ⇒ (8) + 4 = 12


Kirk 19 Kirk lands a solid hit with his sling
Meridian 18 Light Crossbow:: 1d20 + 1 ⇒ (17) + 1 = 18 1d8 ⇒ 4
Jerax 17 Jerax finishes off the ooze that Kirk, and Meridian had worked on, it is no longer inching towards the group, but that area of the tunnel is covered in acidic slime for now.
Izrail 12 Moves toward the ooze and delivers a devastating blow to the ooze, Izrail's reflex save: 1d20 + 2 ⇒ (20) + 2 = 22 and notices the ooze acid is eating at his weapon, he makes a quick flick at the end of his stroke that cleans it away. His Fauchard never looked so clean!
Alicia 10
Ooze 7 Slam vs Izrail: 1d20 + 4 ⇒ (2) + 4 = 6 The ooze forms into a large tendril and swings at Izrail, but misses.
Sister Margaletta6 with the +10 you make the DC to Act. merely informing you

Alicia and Sister Margaletta have round 1 actions, the rest can post for round 2


F Human Warrior 1/Unchained Monk 3; Initiative: +4 ; AC: 16/14/12 ; Saves: 7/7/3 ; HP: 47/47; Ki: 3/3; Perception: +9 ;

Margaletta, not wanting to damage any of her weapons, picks up a rock off the ground and then waits to see if the others have the situation handled.

Grand Lodge

Male Human Warrior 1 // Lore Warden Fighter 3 || (HP 47/47) || AC:20| | T:11| FF:19| CMD 21 || Fort +6 | Ref +3 | Will +1 | Init +2 | Perc: +0 | Speed 20ft

I may start considering getting Izrail into something divine when we get PC classes, because seriously, I think he is blessed by either Asmodeus or the Dice Gods.


Well a Hellknight is pretty devout.


hero pts 2 Hp 21/21, AC 16 T 11 FF 15, CMB -1, CMD 11 Fort +2, ref +1, Will +7, initiative +1, perception +5, spellcraft +10
Active effects:
prestidigitation, mage armour

no rest so no spells
Round 1
Alicia gets up quickly, and touches jerax's shoulder, casting guidance. +1 next attack.

Round 2
casts guidance on her self.


Female Dragon-Touched (Brass) Warlock 4 [HP 40/40 | AC 18/13/15, Fort +3, Ref +4, Will +5 | Init +8; Perception +10 | Spells: (4/5 | 3/3)]

Round 2

Meridian fires again, aiming carefully to not hit Izrail.

Ranged Attack: 1d20 + 1 - 4 ⇒ (13) + 1 - 4 = 10.
Damage: 1d8 ⇒ 6.

Grand Lodge

Male Human Warrior 1 // Lore Warden Fighter 3 || (HP 47/47) || AC:20| | T:11| FF:19| CMD 21 || Fort +6 | Ref +3 | Will +1 | Init +2 | Perc: +0 | Speed 20ft

Meridian, I'm actually 5 feet from the goo thing, praise be reach weapons! So I don't think there has to be close combat penalty... that said these things are easy to hit anyway.


Male Halfling Commoner 1/ Bard 3 HP: 36/36; AC: 17; T: 14; FF: 11; Init: +7; Perception +8; Fort: 3; Ref: 6; Will: 4; CMB: 0; CMD: 14; Bardic Performance 12/17

Kirk sees Izrail fighting Ooze #2 and flings a bullet to assist him.
Halfling Sling: 1d20 + 4 ⇒ (3) + 4 = 7
damage: 1d6 ⇒ 2


Female Human, Inquisitor | HP 22/40| Judgment 1/1 | Domain (Trickery->Deception) | 1st Lvl Spells DC 15| AC 13, Touch 17, FlatFoot 13, CMD 17 | Fort +4, Ref +3, Will +6 | Init +10 | Perception +11

Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
I honestly don't think there is much I can do...

"Starting to wonder if this was safer or not.." Ileosa said before she studied the situation. She moved in and gave a bit of guidance to Izrail.


Male
Skills:
Percept +2|Diplo +10|Intim. +7|Kn. Relig +6|Prof (gambler) +7|SM +8
F: 7, R: +4, W: +6|Init: +1| Tiefling (devil-spawn)|HP: 20/20|Resist Cold, Electricity, Fire 5|AC: 19 (11 Tch, 18 Fl)|CMB: +5, CMD: 16|Touch of Corruption (Su) 1d6 3/3xday| Antipaladin (Tyrant/Dread Vanguard)/3rd|Speed 30ft (30ft)|Smite Good 1/day (+2 atk, +3 dmg)

Another wave of super-focused energy washes over Jerax as Alicia touches him. I wonder if a character can become addicted to spells, hmmm. Seized by this feeling, the tiefling picks up and throws another javelin at the remaining ooze.
Javelin: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13
Dmg: 1d6 + 2 ⇒ (6) + 2 = 8 POW! Another max damage!


Female Dragon-Touched (Brass) Warlock 4 [HP 40/40 | AC 18/13/15, Fort +3, Ref +4, Will +5 | Init +8; Perception +10 | Spells: (4/5 | 3/3)]
Meridian Anterian wrote:

Round 2

Meridian fires again, aiming carefully to not hit Izrail.

Ranged Attack: 1d20+1-4.
Damage: 1d8.

Izrail Arvanxi wrote:
Meridian, I'm actually 5 feet from the goo thing, praise be reach weapons! So I don't think there has to be close combat penalty... that said these things are easy to hit anyway.

Woooo!

That makes the Attack hit AC 14.


The second puddle of ooze falls to the final onslaught. Once the acid settles, there are some items inside the puddles.

A few gems.

Appraise DC 12:
1200 gp worth

One weapon, A Kukri, that seems unaffected by the acid.
Spellcraft DC 10:
This item is +1
Appraise DC 15:
This item is made of Adamantine


Male
Skills:
Percept +2|Diplo +10|Intim. +7|Kn. Relig +6|Prof (gambler) +7|SM +8
F: 7, R: +4, W: +6|Init: +1| Tiefling (devil-spawn)|HP: 20/20|Resist Cold, Electricity, Fire 5|AC: 19 (11 Tch, 18 Fl)|CMB: +5, CMD: 16|Touch of Corruption (Su) 1d6 3/3xday| Antipaladin (Tyrant/Dread Vanguard)/3rd|Speed 30ft (30ft)|Smite Good 1/day (+2 atk, +3 dmg)

Not having any of the skills needed to better appreciate the contents of the oozes, Jerax looks at the items with a layman's eye.
Hmm, sniffs Jerax. "Nice knife. Well, I'm going back to sleep. Wake me when it's my watch."


Male Halfling Commoner 1/ Bard 3 HP: 36/36; AC: 17; T: 14; FF: 11; Init: +7; Perception +8; Fort: 3; Ref: 6; Will: 4; CMB: 0; CMD: 14; Bardic Performance 12/17

Kirk pokes through the jems.

Appraise: 1d20 + 1 ⇒ (3) + 1 = 4

And draws a blank.

Oooo shhhhhiiiinnnyyy.

He looks at the knife/sword.

Appraise: 1d20 + 1 ⇒ (18) + 1 = 19

Anybody know what this is? It's not ordinary steel. I have overheard travelers coming through the Tavern talk of Adamantine. Supposed to be good stuff. Well, who wants it?


Female Dragon-Touched (Brass) Warlock 4 [HP 40/40 | AC 18/13/15, Fort +3, Ref +4, Will +5 | Init +8; Perception +10 | Spells: (4/5 | 3/3)]

Meridian shrugs slightly, "Of course I would like to have it; it is beautiful. But it is not worth discord between us now. If no one minds I would be happy to claim it, but if anyone else does object I would survive just fine without it."


The rest of the night goes by uneventful except...when you wake up you see Kirk and Jerax are covered in Brown Mold. Fort Save vs Disease DC 20 for Jerax, for Kirk DC 22 since he is carrying so many heads. If you fail you are sickened.

"You have the mold. I can slow the spread temporarily, but you need a real cleric to solve this." Pivenzobili casts *Resistance to give you a second save and it seems to slow the spread.


F Human Warrior 1/Unchained Monk 3; Initiative: +4 ; AC: 16/14/12 ; Saves: 7/7/3 ; HP: 47/47; Ki: 3/3; Perception: +9 ;

Earlier conversation "It's a knife," Margaletta points out. "Not actually useful to anyone in our profession. I'd say sell it and split the proceeds."

Grand Lodge

Male Human Warrior 1 // Lore Warden Fighter 3 || (HP 47/47) || AC:20| | T:11| FF:19| CMD 21 || Fort +6 | Ref +3 | Will +1 | Init +2 | Perc: +0 | Speed 20ft
Sister Margaletta wrote:
Earlier conversation "It's a knife," Margaletta points out. "Not actually useful to anyone in our profession. I'd say sell it and split the proceeds."

"That's a kukri, not a knife. And it's indeed useful for anyone dealing with death: its curved inner blade slashes easily through leather armor and leaves bleeding wounds. I've used them,but only as sidearms." Izrail then turns to Meri "I too would like to have it, but only because its one of the best craftmanships I've seen. Keep it for now and we can decide when we are back in Longacre." he says with a smile.


F Human Warrior 1/Unchained Monk 3; Initiative: +4 ; AC: 16/14/12 ; Saves: 7/7/3 ; HP: 47/47; Ki: 3/3; Perception: +9 ;

"It's a big knife," Margaletta replies. "And ugly. Maybe foreign. Worth far more to a daft collector than someone who knows weapons."

Grand Lodge

Male Human Warrior 1 // Lore Warden Fighter 3 || (HP 47/47) || AC:20| | T:11| FF:19| CMD 21 || Fort +6 | Ref +3 | Will +1 | Init +2 | Perc: +0 | Speed 20ft
Pivenzobili wrote:


The rest of the night goes by uneventful except...when you wake up you see Kirk and Jerax are covered in Brown Mold. Fort Save vs Disease DC 20 for Jerax, for Kirk DC 22 since he is carrying so many heads. If you fail you are sickened.

"You have the mold. I can slow the spread temporarily, but you need a real cleric to solve this." Pivenzobili casts *Resistance to give you a second save and it seems to slow the spread.

"We need to hurry, least you end turning into one of those salads or something." he grabs Piv by his shoulders but not in an aggresive manner... he seems scared by their friends status "Piv, how long until we arrive to Longacre? Or a real claric for what matters!"


"We can travel quickly now underground its a straight shot. We might make it by tomorrow morning if we travel all day and night." This will be a forced march check if you choose to do this.

Grand Lodge

Male Human Warrior 1 // Lore Warden Fighter 3 || (HP 47/47) || AC:20| | T:11| FF:19| CMD 21 || Fort +6 | Ref +3 | Will +1 | Init +2 | Perc: +0 | Speed 20ft

"I will do it, but we all need to do it." he turns to the rest "Shall we?"


hero pts 2 Hp 21/21, AC 16 T 11 FF 15, CMB -1, CMD 11 Fort +2, ref +1, Will +7, initiative +1, perception +5, spellcraft +10
Active effects:
prestidigitation, mage armour

Once I have recovered my spells, I'm ok to go


Male
Skills:
Percept +2|Diplo +10|Intim. +7|Kn. Relig +6|Prof (gambler) +7|SM +8
F: 7, R: +4, W: +6|Init: +1| Tiefling (devil-spawn)|HP: 20/20|Resist Cold, Electricity, Fire 5|AC: 19 (11 Tch, 18 Fl)|CMB: +5, CMD: 16|Touch of Corruption (Su) 1d6 3/3xday| Antipaladin (Tyrant/Dread Vanguard)/3rd|Speed 30ft (30ft)|Smite Good 1/day (+2 atk, +3 dmg)
Pivenzobili wrote:


The rest of the night goes by uneventful except...when you wake up you see Kirk and Jerax are covered in Brown Mold. Fort Save vs Disease DC 20 for Jerax, for Kirk DC 22 since he is carrying so many heads. If you fail you are sickened.

"You have the mold. I can slow the spread temporarily, but you need a real cleric to solve this." Pivenzobili casts *Resistance to give you a second save and it seems to slow the spread.

Fort. vs Disease: 1d20 + 4 ⇒ (3) + 4 = 7

Jerax doesn't feel good At ALL! The tall tiefling moans with weakness.
Fort vs. Disease with Resistance: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17 Not quite.
Jerax keeps himself to the very end of any traveling line, no doubt moving slower due to the brown mold, and also to make sure no one else gets infected.
Jerax mumbles to himself, "Gods dammit, I was gonna ask Meridian out for dinner with my vegepygmy money when we got back."


Female Dragon-Touched (Brass) Warlock 4 [HP 40/40 | AC 18/13/15, Fort +3, Ref +4, Will +5 | Init +8; Perception +10 | Spells: (4/5 | 3/3)]

Meridian looks at Jerax worriedly, So much for any entertaining nights on the trip back, then nods to Izrail, "I will attempt this. I have never traveled so hard before, but I will attempt it."


Male Halfling Commoner 1/ Bard 3 HP: 36/36; AC: 17; T: 14; FF: 11; Init: +7; Perception +8; Fort: 3; Ref: 6; Will: 4; CMB: 0; CMD: 14; Bardic Performance 12/17

Fortitude Save: 1d20 + 2 ⇒ (16) + 2 = 18
Close!
Fortitude Save: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
[ooc]One off! Really? Really?[/dice]
I'm not feeling so good either. What is wrong with me?

Piv wrote:
"You have the mold. I can slow the spread temporarily, but you need a real cleric to solve this." Pivenzobili casts *Resistance to give you a second save and it seems to slow the spread.

Kirk gives a slight laugh and appears very sad,

Well, I wasn't so sure I was going to make it anyways. Really how long do Halfling's last in these types of adventures. I thought with you guys I had a chance.

Then hearing Izrail and Piv speak of the forced march he begins pulling some inner resolve from somewhere,

No! I am going to make it. I'm not going to survive getting beat by my master all these years only to die to some mold. When your ready to go I am!

Grand Lodge

Male Human Warrior 1 // Lore Warden Fighter 3 || (HP 47/47) || AC:20| | T:11| FF:19| CMD 21 || Fort +6 | Ref +3 | Will +1 | Init +2 | Perc: +0 | Speed 20ft

Izrail kneels before Kirk and taps his head "Of course you are going to make it! And if you can keep going you climb to my back, I'll carry you to Longacre."


Female Human, Inquisitor | HP 22/40| Judgment 1/1 | Domain (Trickery->Deception) | 1st Lvl Spells DC 15| AC 13, Touch 17, FlatFoot 13, CMD 17 | Fort +4, Ref +3, Will +6 | Init +10 | Perception +11

Ileosa had a worried look on her face when she noticed the mold on her friends. "Yes, I agree we should head back as quickly as possible. I know a few clerics who may be able to help." She told them. Then something occurred to her, "Pivenzobili, those vegepygmies that where kill along with the treant where covered in mold. Could this be from the heads they carry?" She asked.


"No I think they just decomposed. Sometimes things die faster in this tunnel. The master always has me dispose of my vic..people that displease him in here. " Pivenzobili says as he clears up his portion of camp and gets ready for a long trek.

I am going to wrap this up with some final checks and a narration.

Forced March Fort Saves:

Ileosa: 1d20 + 3 ⇒ (4) + 3 = 7
Ileosa: 1d20 + 3 ⇒ (9) + 3 = 12 Ileosa is Exhuasted
Izrail: 1d20 + 3 ⇒ (12) + 3 = 15
Izrail: 1d20 + 3 ⇒ (7) + 3 = 10 Izrail is Fatigued
Jerax(Sickened): 1d20 + 2 ⇒ (11) + 2 = 13
Jerax(Sickened): 1d20 + 2 ⇒ (10) + 2 = 12 Jerax is Fatigued and Sickened
Kirk(Sickened): 1d20 ⇒ 10
Kirk(Sickened): 1d20 ⇒ 7 Kirk is Exhuasted and Sickened
Alicia: 1d20 ⇒ 7
Alicia: 1d20 ⇒ 5 Alicia is Exhuasted
Meridian: 1d20 + 2 ⇒ (12) + 2 = 14
Meridian: 1d20 ⇒ 17 Meridian is surprisingly unaffected by the long haul
Sister Margaletta: 1d20 + 4 ⇒ (3) + 4 = 7
Sister Margaletta: 1d20 + 4 ⇒ (11) + 4 = 15Sister Margaletta is fatigued

After the long trek back into town, Pivenzobili and Meridian are the only two that are without fatigue or worse. Sir Folken finds the party and gets them aid and shelter for the night. The militiamen and a Hellknight of the Order of the Pike meet the group the next morning."Finally a true map. I knew their magic couldn't block mundane skills. Fine work lads, now its time to rid the forest of these zealots once and for all." The Hellknight says as he leaves Sir Folken's manor.

The group earns 540 gold, but the *Remove Diseases required for Jerax and Kirk drop it down to 500gp. Divided 7 ways is 72gold. However, the odd knife you found in the tunnel is worth 5,000gold. Divided 7 ways is another 714 gold. So in total, everyone earned 787 gold. If someone wants the Kukri, maybe a deal could be made to go into debt to the group, but otherwise that is the cut.

***************************End of Scenario-Report to Discussion for next step*************************************************************


hero pts 2 Hp 21/21, AC 16 T 11 FF 15, CMB -1, CMD 11 Fort +2, ref +1, Will +7, initiative +1, perception +5, spellcraft +10
Active effects:
prestidigitation, mage armour

woot!

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