Lost Lands Campaign (Inactive)

Game Master brvheart

This will be a sandbox campaign in the Frog God Games Lost Land Setting.


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looks like a crawfish tunnel, wonder if the big guy we killed the other day lives here with his cousins

Naomi, helping Hagrym pull the canoe up onto the mud so it won't drift off, looks at the mud-tower and addresses the group.

"Well boys, if there is swamp on the other side of the mud it looks like we will be swimming, so we may as well get started, lets give that mud tower some space, it reminds me of crayfish tunnels, and judging by the size of the one we killed, I would just as soon not meet a whole colony of them."

Noami walks away from the canoe and rafts, waiting for the beefier members of the party to take the front, as she waits she keeps a keen eye out.

perception: 1d20 + 7 ⇒ (2) + 7 = 9 boooo

after they walk a ways she carefully looks around again

perception: 1d20 + 7 ⇒ (13) + 7 = 20 that's better


Male Human Rogue6/Clr1 Current Map

Well, you got its attention! A monstrous crayfish crawls out of tunnel to attack the intruders. Roll initiative!

init crayfish: 1d20 ⇒ 19


Male Half-Elf Rogue (inactive)

Seeing the giant crayfish trundling out, Turvijagal pulls out his shortsword and dagger and glowers.
"I hate these things!"
initiative: 1d20 + 7 ⇒ (14) + 7 = 21

He'll hold his action and try to keep behind it for sneak damage.
stealth: 1d20 + 11 ⇒ (10) + 11 = 21

That is if the map is right and shows the crayfish going for Hagrym and Ulfgard, and leaving Naomi and Turvijagal behind it.


well we killed one before

"well boys, at least we won't go hungry, does anyone want armor made for crawfish carapace?"[/b]

init: 1d20 + 4 ⇒ (1) + 4 = 5

as she slips and falls face first in the mud, seriously, she will start 'inspire courage' at the beginning of her turn.


Male Dwarf
Crunch:
HP53/57, In+1 Perc +9 F+6 R+5 W+3 AC19 FF18 T11 Darkvision, 20 ft
Ranger 6

"Is anything not trying to kill us? A well, at least dinner comes to us.
Ini: 1d20 + 1 ⇒ (17) + 1 = 18


Male Half-Elf Rogue (inactive)

since I've got the jump, and position, on the big crayfish...

Turvijagal comes up behind the BIG crayfish and attacks it with both his short sword and dagger.
short sword (m.w., primary-hand): 1d20 + 7 ⇒ (11) + 7 = 181d6 + 2 + 1d6 ⇒ (2) + 2 + (4) = 8
dagger (off hand): 1d20 + 6 ⇒ (3) + 6 = 91d4 + 1 + 1d6 ⇒ (1) + 1 + (5) = 7

Oh well, one decent shot, at least. And a +1 AC bonus for a round thanks to the Offensive Defense talent


M Dwarf Cleric (Warpriest) of Torag 2/Medic | LG | HP: 32/32 | AC 19 | speed: 15 | F+9, R+5, W+10 | Resistances: Poison 1 | Perc +8 |Darkvision 60’

Initiative 1d20 + 1 ⇒ (3) + 1 = 4


Male Human Oracle (Dual-Cursed) 4 / Cleric (Devoted Pilgrim) 1; HP 32/32, Init +0, Perception +12, AC 18/FF 18/T 10; Fort +3, Ref +1, Will +9; CMB +3, CMD 13; Luck 6/6, Channel 8/8, Doorsight 6/6

Initiative: 1d20 ⇒ 8

Cyric smiles wryly at Ulfgard, "Crawfish are pretty tasty..."


Male Human Rogue6/Clr1 Current Map

Still waiting on inits from our casters


male human evoker 5 (human)(human) Init +2; AC 16, touch 12, flat-footed 14 (+2 Dex) hp23 (1d6+2) Fort +3, Ref +3, Will +5 Speed 30 ft.- Str 14, Dex 14, Con 14, Int 14, Wis 14, Cha 13 Base Atk +1; CMB +2; CMD 14 - Str 14, Dex 14, Con 14, Int 14, Wis 1)

init: 1d20 + 3 ⇒ (13) + 3 = 16


Male Human Rogue6/Clr1 Current Map

WB Shandar:)


Male Half-elf Protean Sorcerer 4 | HP: 21/21 | AC: 13 (17) Tch: 13 FF: 10 | CMD: 14 | Fort:: +2 Ref: +4 Will +6 | Init: +5 | Perception: +5

initiative: 1d20 + 3 ⇒ (20) + 3 = 23


male human evoker 5 (human)(human) Init +2; AC 16, touch 12, flat-footed 14 (+2 Dex) hp23 (1d6+2) Fort +3, Ref +3, Will +5 Speed 30 ft.- Str 14, Dex 14, Con 14, Int 14, Wis 14, Cha 13 Base Atk +1; CMB +2; CMD 14 - Str 14, Dex 14, Con 14, Int 14, Wis 1)

ty been busy at work


Male Half-elf Protean Sorcerer 4 | HP: 21/21 | AC: 13 (17) Tch: 13 FF: 10 | CMD: 14 | Fort:: +2 Ref: +4 Will +6 | Init: +5 | Perception: +5

Galerio will take a shot at what will hopefully be out next tasty swamp meal.

Crossbow shot: 1d20 + 6 ⇒ (1) + 6 = 7 ahh, good grief

damage: 1d8 + 1 ⇒ (2) + 1 = 3


Male Human Oracle (Dual-Cursed) 4 / Cleric (Devoted Pilgrim) 1; HP 32/32, Init +0, Perception +12, AC 18/FF 18/T 10; Fort +3, Ref +1, Will +9; CMB +3, CMD 13; Luck 6/6, Channel 8/8, Doorsight 6/6

Man Galerio this dice roller hates you specifically lol. I figure I should save the 1/day reroll for you for an emergency though or tougher enemy


Stuff:
Magus 4 [29/29 HP] [7/7 Arcane Pool] [AC:17 T:13 FF:15] [Perc +4] [F+4/R+3/W+4] [CMB +6] [CMD 18] [INIT +4]
Skills:
Climb +6, Craft (sculpture) +10, Fly +6, Intimidate +7, Knowledge (arcana) +10, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Perception +4, Ride +4, Spellcraft +11, Swim +6, Use Magic Device +7

Initiative: 1d20 + 4 ⇒ (7) + 4 = 11


Male Human Rogue6/Clr1 Current Map

Initiative Order
Galerio
Turvijagal
Crawfish
Ulfgard
Shandar
Jarvis
Cyric
Hagrym
Naomi
I think this is the first time everyone has been able to roll their own init!

Crawfish is up as Galerio and Turv have gone already.
It will attempt to claw at both the dwarves
claw Ulfgard: 1d20 + 5 ⇒ (6) + 5 = 11
damage: 1d6 + 3 ⇒ (2) + 3 = 5
claw Hagrym: 1d20 + 5 ⇒ (2) + 5 = 7
damage: 1d6 + 3 ⇒ (3) + 3 = 6

Ulfgard is next.


Male Dwarf
Crunch:
HP53/57, In+1 Perc +9 F+6 R+5 W+3 AC19 FF18 T11 Darkvision, 20 ft
Ranger 6

"Come crusty, crusty, Daddy wants bouabaise for dinner"
attack: 1d20 + 4 ⇒ (16) + 4 = 201d10 + 4 ⇒ (5) + 4 = 9
attack: 1d20 + 4 ⇒ (8) + 4 = 121d6 + 3 ⇒ (5) + 3 = 8


another crayfish, how many of these things are there?

Naomi stands her ground as she calls out the the team

"well the good news boys is that their good eating"

as she draws her sword she begins singing the "Ballad of General Bo'Careth" commonly called "Run Chicken Run" in Halfling neighborhoods.

inspire courage


M Dwarf Cleric (Warpriest) of Torag 2/Medic | LG | HP: 32/32 | AC 19 | speed: 15 | F+9, R+5, W+10 | Resistances: Poison 1 | Perc +8 |Darkvision 60’

Hagrym pulls his axe and engages the crustacean.

Attack 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
Damage 1d10 + 3 ⇒ (1) + 3 = 4


Stuff:
Magus 4 [29/29 HP] [7/7 Arcane Pool] [AC:17 T:13 FF:15] [Perc +4] [F+4/R+3/W+4] [CMB +6] [CMD 18] [INIT +4]
Skills:
Climb +6, Craft (sculpture) +10, Fly +6, Intimidate +7, Knowledge (arcana) +10, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Perception +4, Ride +4, Spellcraft +11, Swim +6, Use Magic Device +7

Use a Pool point for a +1 bonus for 1 min.

Move up the the sea roach and attack. Flank if possible

Attack: 1d20 + 6 ⇒ (6) + 6 = 12

Damage: 1d6 + 7 ⇒ (6) + 7 = 13

"The last time we cooked one of these up it was quite tasty despite what it looks like. This mud appears to be getting more like the color we are looking for."


Male Human Rogue6/Clr1 Current Map

Unfortunately, you cannot get into a flank this turn so it is a miss
Shandar will hit it with a force missile
damage: 1d4 + 1 ⇒ (1) + 1 = 2


Male Human Rogue6/Clr1 Current Map

Cyric is up then top of round


Male Human Oracle (Dual-Cursed) 4 / Cleric (Devoted Pilgrim) 1; HP 32/32, Init +0, Perception +12, AC 18/FF 18/T 10; Fort +3, Ref +1, Will +9; CMB +3, CMD 13; Luck 6/6, Channel 8/8, Doorsight 6/6

Cyric uses misfortune on Jarvis. He then moves to stab it with his spear.

attack: 1d20 + 2 ⇒ (12) + 2 = 14
damage: 1d8 + 2 ⇒ (6) + 2 = 8


Male Human Rogue6/Clr1 Current Map

Because you had it flanked, you finished it off Cyric. Xp=100 each


well, that went better than expected

After Jarvis strikes the thing and Cyric finishes it off, Naomi stops singing

”Good job boys, looks like were at least not going hungry, now if we can just kill something worth selling.”

no reason to let goody-two- shoes to get comfortable

Naomi looks at Hagrym with a smirk. Keeping sword and shield in hand she walks around a little looking for any sign of the druid

perception: 1d20 + 7 ⇒ (4) + 7 = 11

they aren’t going to like this

Naomi gathers up the team and explains

”Boys I have good news and bad news. The good news is I think we’ve found where the druid lives. The bad news is it’s the mud mound.”

Pointing at the mound and the entrance the crawfish came out off.

well here goes.

”so who’s going down the hole first our intrepid rogue or the two burley fighters? Ulfgar didn’t you say in her best dwarven accent ‘ leave the tunnel fightin’ ta tha dwarrrrves’?”


Male Human Rogue6/Clr1 Current Map

The tube’s exterior is dried mud with numerous rough handholds. PCs can easily scale the mud wall (DC 10 Climb check). The 10- foot-diameter interior is slick and pliable, however, increasing the difficulty of climbing down the interior (DC 25 Climb checks). After the initial 20-foot drop, the passage turns into a downward-sloping tunnel 25 feet long.


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Male Human Rogue6/Clr1 Current Map

I can just hear Hagrym now toss me to Ulfgard.


Male Dwarf
Crunch:
HP53/57, In+1 Perc +9 F+6 R+5 W+3 AC19 FF18 T11 Darkvision, 20 ft
Ranger 6

[b"We have ropes and we have other options. And honestly.... it is mud, can´t we open our own doors?"[/B]


M Dwarf Cleric (Warpriest) of Torag 2/Medic | LG | HP: 32/32 | AC 19 | speed: 15 | F+9, R+5, W+10 | Resistances: Poison 1 | Perc +8 |Darkvision 60’

"I'd imagine the Druid won't kind kindly to us smashing new doors for his home, But the ropes are a good plan. If one of you better at climbing could set a rope, the rest of us could follow much easier, I think."


Stuff:
Magus 4 [29/29 HP] [7/7 Arcane Pool] [AC:17 T:13 FF:15] [Perc +4] [F+4/R+3/W+4] [CMB +6] [CMD 18] [INIT +4]
Skills:
Climb +6, Craft (sculpture) +10, Fly +6, Intimidate +7, Knowledge (arcana) +10, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Perception +4, Ride +4, Spellcraft +11, Swim +6, Use Magic Device +7

Climb: 1d20 + 6 ⇒ (1) + 6 = 7

"Must be a new section of wall here thats all wet mud.... I suppose I may be able to give someone a boost up?"[/b]


Male Half-Elf Rogue (inactive)

"I'll have a go at climbing up there with the rope"
climb: 1d20 + 5 ⇒ (6) + 5 = 11

"A bit of a slog with armour on, but I made it!"

Turvijagal will then look for a good place to secure the rope so the others can climb up.
perception: 1d20 + 7 ⇒ (14) + 7 = 21


Male Dwarf
Crunch:
HP53/57, In+1 Perc +9 F+6 R+5 W+3 AC19 FF18 T11 Darkvision, 20 ft
Ranger 6

Looking at Hagrym Ulfgard just nods but adds in dwarfish"You know that we are here because he stole something from a temple of our god? I do not mind burning the house down around him. Sadly this mud won´t burn. BUT... we do it your way!"


Male Human Oracle (Dual-Cursed) 4 / Cleric (Devoted Pilgrim) 1; HP 32/32, Init +0, Perception +12, AC 18/FF 18/T 10; Fort +3, Ref +1, Will +9; CMB +3, CMD 13; Luck 6/6, Channel 8/8, Doorsight 6/6

Cyric quietly attempts to help secure the rope on the lower end.

Damn... first swamp water, now mud.

Aid use rope: 1d20 ⇒ 16 +4 to someone's check


Male Human Rogue6/Clr1 Current Map

So who is going down first?


M Dwarf Cleric (Warpriest) of Torag 2/Medic | LG | HP: 32/32 | AC 19 | speed: 15 | F+9, R+5, W+10 | Resistances: Poison 1 | Perc +8 |Darkvision 60’

Hagrym is fine trying to go down first. He might need a CLW potion or two by the time he gets down, lol.

Climb skill DC 10 1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10 not counting rope bonus

Climb skill DC 25 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12 not counting rope bonus


Male Human Rogue6/Clr1 Current Map

Deep scars and scrapes mar the sloppy mud walls and floor.


Male Half-Elf Rogue (inactive)

Turvijagal will follow Hagrym down, using the rope for purchase.
climb: 1d20 + 5 ⇒ (1) + 5 = 6

And probably slides the whole way down on his backside!


so Hagrym went first then Turvijagal, Naomi will stay middle of the pack, so after Ufgard and Jarvis. I trust we tied knots in the rope and I assume two climb checks

Watching Hagrym and Turvijagal, Naomi casts 'dancing lights' down the tube and asks

"well boys who's going next? Urlgard and Jarvis, If you don't mind I'll go after you two."

climb: 1d20 + 1 ⇒ (2) + 1 = 3
climb: 1d20 + 1 ⇒ (19) + 1 = 20


Male Human Rogue6/Clr1 Current Map

Yessir, toboggan time!


male human evoker 5 (human)(human) Init +2; AC 16, touch 12, flat-footed 14 (+2 Dex) hp23 (1d6+2) Fort +3, Ref +3, Will +5 Speed 30 ft.- Str 14, Dex 14, Con 14, Int 14, Wis 14, Cha 13 Base Atk +1; CMB +2; CMD 14 - Str 14, Dex 14, Con 14, Int 14, Wis 1)

climb: 1d20 + 2 ⇒ (9) + 2 = 11
climb: 1d20 + 2 ⇒ (3) + 2 = 5


male human evoker 5 (human)(human) Init +2; AC 16, touch 12, flat-footed 14 (+2 Dex) hp23 (1d6+2) Fort +3, Ref +3, Will +5 Speed 30 ft.- Str 14, Dex 14, Con 14, Int 14, Wis 14, Cha 13 Base Atk +1; CMB +2; CMD 14 - Str 14, Dex 14, Con 14, Int 14, Wis 1)

better darn mud!!


Male Half-elf Protean Sorcerer 4 | HP: 21/21 | AC: 13 (17) Tch: 13 FF: 10 | CMD: 14 | Fort:: +2 Ref: +4 Will +6 | Init: +5 | Perception: +5

1d20 + 3 ⇒ (10) + 3 = 13

Galerio will follow Shandar.


Male Human Rogue6/Clr1 Current Map

The tunnels and rooms are made of mud and dirt. Tunnels generally measure 10 feet in diameter and often plunge underwater for spans before returning to dry land. The rooms have 10-foot ceilings and smooth floors. The exit to the room is a water tunnel. So the dwarves will get a bath:)


Stuff:
Magus 4 [29/29 HP] [7/7 Arcane Pool] [AC:17 T:13 FF:15] [Perc +4] [F+4/R+3/W+4] [CMB +6] [CMD 18] [INIT +4]
Skills:
Climb +6, Craft (sculpture) +10, Fly +6, Intimidate +7, Knowledge (arcana) +10, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Perception +4, Ride +4, Spellcraft +11, Swim +6, Use Magic Device +7

Climb: 1d20 + 6 ⇒ (19) + 6 = 25

"This section is much better, come try this part. I will go down first, I can make light for those that need it."


Male Human Rogue6/Clr1 Current Map

The walls are rough and rounded. PCs swimming in the tunnels gain a +5 Swim check bonus because of the many handholds in the clay tunnels. Going to need to swim 30' underwater DC 10. (In other words a net of DC 5.)


Male Dwarf
Crunch:
HP53/57, In+1 Perc +9 F+6 R+5 W+3 AC19 FF18 T11 Darkvision, 20 ft
Ranger 6

Taking off his armor Ulfgard takes his time descending
Climb: 1d20 + 4 ⇒ (1) + 4 = 5
Climb: 1d20 + 4 ⇒ (20) + 4 = 24
After arriving down and looking around Ulfgard sighs... ugly place


climbing down the tunnel with the help of the rope was easier than Naomi expected, taking a careful look around,when the saw the underwater tunnel she sighs and asks

"Well boys, is anyone going to scout out the water before we all take a swim or shall we all go willy-nilly?"

perception: 1d20 + 7 ⇒ (20) + 7 = 27


Male Human Rogue6/Clr1 Current Map

The passage slopes downward below the floor level, into the water table of the Sin Mire, so that murky water seeps through the mud walls. So you can't see much. Dark vision is a bit better, but ranges are halved.


Male Half-Elf Rogue (inactive)

"I think we should all use Jarvis' light magic before going into that murky water!"

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