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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'I hope Turv and Ulfgard catch up, I like Hagrym and all but I don't want to be up front with him' Looking around the intersection Noami shrugs her shoulders "Well boys, shall we continue heading east?" waiting a bit so the rest of the party can catch up and she can return to the middle of the pack, keeping an eye out for anything odd.

perception: 1d20 + 4 ⇒ (19) + 4 = 23

brv couldn't move east without the light, can you make it so I can control the "dancing lights" again?


M Dwarf Cleric (Warpriest) of Torag 4/Medic | LG | HP: 54/54 | AC 20 | speed: 15 | F+11,R+7,W+12 | Resistances: Poison 1 | Perc +10 | Darkvision 60’

Could I get Cyric to give me a bit of healing? I don't want to use the potions, unless we are out of other types of healing today.


Male Human Rogue6/Clr1 Current Map
Naomi Chadwick wrote:

'I hope Turv and Ulfgard catch up, I like Hagrym and all but I don't want to be up front with him' Looking around the intersection Noami shrugs her shoulders "Well boys, shall we continue heading east?" waiting a bit so the rest of the party can catch up and she can return to the middle of the pack, keeping an eye out for anything odd.

[dice=perception]1d20+4

brv couldn't move east without the light, can you make it so I can control the "dancing lights" again?

done


Male Half-Elf Rogue (inactive)

"Going East is as good a way as any right now."


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

Back to the land of the living!

Follow Naomi East

"East seems as terrible as any other direction at this point, so lets do it!"


Male Human Rogue6/Clr1 Current Map

As I said it leads to a 4-way.


Naomi smiles at Turv and Jarvis, "I'm glad you boys agree! shall we continue?" Naomi sends her dancing lights forward about 20 ft and continues east, keeping a keen eye out.

perception: 1d20 + 4 ⇒ (9) + 4 = 13


Male Human Rogue6/Clr1 Current Map

How are the rest of you crossing the gap? You need to make a jump check or something.


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

Is there a plank or anything like that nearby to make a makeshift bridge. Or we use 2-3 ropes for the bridge.


Male Human Rogue6/Clr1 Current Map

There is no wood down here.


Male Human Rogue6/Clr1 Current Map

Cyric, Galerio and Shandar can make perception checks.


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

Throwing the rope over to tie it to other sides railing Ulfgard will... very slowly climb over.
climb: 1d20 + 3 ⇒ (9) + 3 = 12


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

Perception: 1d20 + 5 ⇒ (10) + 5 = 15


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

Clw hagrym: 1d8 + 3 ⇒ (2) + 3 = 5
Clw hagrym: 1d8 + 3 ⇒ (1) + 3 = 4
Clw hagrym reroll: 1d8 + 3 ⇒ (3) + 3 = 6

BTW DM its an animated rope not glue,it doesn't stop on target death unless commanded to untie or whatever.

Perception: 1d20 + 11 ⇒ (9) + 11 = 20

Cyric tosses the rope, no longer animated but still tied to the railing, to someone on the other side so the rest can have some safety crossing the gap.


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

Jarvis uses the rope to climb over, Sorry forgot about the gap, the proceeds with previously mentioned actions

Climb: 1d20 + 6 ⇒ (15) + 6 = 21

Then follows Naomi down the corridor.


Male Human Rogue6/Clr1 Current Map

I was referring to the glue from the mimic.


Male Human Rogue6/Clr1 Current Map

You see something coming down the hall from the north. Galerio and Cyric roll init.


M Dwarf Cleric (Warpriest) of Torag 4/Medic | LG | HP: 54/54 | AC 20 | speed: 15 | F+11,R+7,W+12 | Resistances: Poison 1 | Perc +10 | Darkvision 60’

"Thanks for the healing, Cyric. Feeling much better now!"


I assume the people further up the hall cannot see what Galerio and Cyric see?

Naomi rolls her eyes seeing how long it takes some of the team to cross the gap in the rail. Smiling she yells back to them. "Come on boys, were burning daylight, at this rate the necromancer is going to die of old age before we get to him."


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

init: 1d20 ⇒ 5


Male Human Rogue6/Clr1 Current Map

Uthala climbs across using the ropes.
climb: 1d20 + 5 ⇒ (7) + 5 = 12


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 + 4 ⇒ (8) + 4 = 12


Male Human Rogue6/Clr1 Current Map

init Galerio: 1d20 + 5 ⇒ (17) + 5 = 22

init creature: 1d20 ⇒ 19


Male Human Rogue6/Clr1 Current Map

Initiative Order Round One
Galerio
creature
Shandar
Cyric


M Dwarf Cleric (Warpriest) of Torag 4/Medic | LG | HP: 54/54 | AC 20 | speed: 15 | F+11,R+7,W+12 | Resistances: Poison 1 | Perc +10 | Darkvision 60’

Can the rest of us tell what is going on?


Naomi can tell the boys are taking their good sweet time to get down this blasted hallway!


Male Half-Elf Rogue (inactive)

Would Turvijagal still be on the walkway with Gallerio and Shandar? If so, here's my initiative:
initiative: 1d20 + 7 ⇒ (16) + 7 = 23


Male Human Rogue6/Clr1 Current Map

I will take that init roll for next round Turv. You are over by the gap in the rail at some distance from the fight.


would those characters further up the hall hear anything yet?


Male Human Rogue6/Clr1 Current Map

Nothing has happened yet to hear I am afraid to say. They just spotted the opponent. Waiting on Galerio.


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

sorry for the delay

Not knowing what is coming their way but guessing it is nothing nice, Galerio casts Grease on the walkway just as it begins in the chamber, hoping that whatever comes this way will slip and fall into the drain below.


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)

humm think ill fire up tat grease when it gets into it


Male Human Rogue6/Clr1 Current Map

That grease might actually speed it up! It moves forward into the light and you see something big, cubey and looks like jello!


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)

firebolt: 1d20 + 3 ⇒ (2) + 3 = 51d4 + 2 ⇒ (3) + 2 = 5 on the grease to set it on fire


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)

think its called that a force missile all fire


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)

ok mistake move up and use burning hands


Male Human Rogue6/Clr1 Current Map

Roll your damage please shandar.


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)

damage: 1d6 + 3 ⇒ (2) + 3 = 5


Male Human Rogue6/Clr1 Current Map

The damage for burning hands is 3d4 plus half your caster level as an evoker. I will roll it this time.

damage: 3d4 + 1 ⇒ (2, 2, 1) + 1 = 6 DC=13

Reflex save: 1d20 - 4 ⇒ (3) - 4 = -1


Male Human Rogue6/Clr1 Current Map

Cyric delays to misfortune someone. Everyone else can roll init.


have the rest of us figured out that there is combat going on so we can help?


M Dwarf Cleric (Warpriest) of Torag 4/Medic | LG | HP: 54/54 | AC 20 | speed: 15 | F+11,R+7,W+12 | Resistances: Poison 1 | Perc +10 | Darkvision 60’

Init. 1d20 + 2 ⇒ (7) + 2 = 9


Male Human Rogue6/Clr1 Current Map

With shandar's fire spell it should be a clue there is combat.


hearing the noise of combat, Naomi turns and begins running back down the hallway,"Come on, It sounds like the boy are in trouble" sheathing her sword and shouldering her shield, stopping at the gap in the grate, he begins to draw her shortbow to fire an arrow.

init: 1d20 + 4 ⇒ (19) + 4 = 23

let me know what round she can come in, it was 120 ft so moving at 60 ft a round took two rounds to get there.


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

if I can see the thing cast ill omen so that it has to roll twice and take worst on d20. Misfortune is immediate action


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

Moving forward Ulfgard prepares for battle.


M Dwarf Cleric (Warpriest) of Torag 4/Medic | LG | HP: 54/54 | AC 20 | speed: 15 | F+11,R+7,W+12 | Resistances: Poison 1 | Perc +10 | Darkvision 60’

If the map squares are 5', Hagrym can get to Shandar and the others with a double move. If they are 10' squares, it will take two rounds for me to get there. That will be my action, nonetheless.


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)

hey its smoking!!!


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)

did the grease its in catch on fire?


Male Human Rogue6/Clr1 Current Map

After researching it, grease is not flammable in pathfinder except in mythic.

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