GM Zoomba's Tide of Twilight [Outpost] (Inactive)

Game Master Zoomba

Maps/Handouts/etc


1 to 50 of 284 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Blooming Catastrophe Return to Grave

Gameplay thread. Feel free to dot in - I'll have more early next week (still before the March 5th start), but am about to leave for an IRL convention right now.


Blooming Catastrophe Return to Grave

Come on in, come on in. Venture-Captain Brackett yells as he throws open the door to his office. Without waiting for a response, the bearded manheads back inside the room and with a thump sets a rounded granite stone on his desk. The stone is polished smooth and veined with shallow carvings reminiscent of constellations.

“This is a lorestone, from the depths of the Verduran Forest. It’s rumored to hold all of the secrets of the druids of that ancient wood. Just over two years ago, a group of Path nders recovered this stone for us. We’re not much closer to cracking its secrets than we were on the day those agents put it into our hands, but we have gleaned one interesting bit of knowledge.

He looks up at you earnestly. “The lorestone tells of a lengthy ritual using an artifact called the Atavistic Splinter, a piece of charred bark touched by Gozreh himself. The ritual transforms humanoids into bestial creatures with preternatural resilience. We could use something with this kind of power for the upcoming Ruby Phoenix Tournament in Goka, so we need you to recover the Splinter for us.

“We believe the artifact is near the gnome town of Wispil, deep in the Verduran Forest. A Pathfinder operative there — a gnome herbalist named Falbin — was investigating increased lycanthrope activity south of Wispil. Falbin discovered that a sinister cabal of druids in a compound called Briar Henge is using the Atavistic Splinter to perform the ritual, probably to drive out the local loggers, but he couldn’t recover the Atavistic Splinter from the druids by himself.

“Go to Wispil and contact Falbin there. He will provide you with directions to Briar Henge and recent intelligence regarding the situation around Wispil. Then use this information to infiltrate Briar Henge and acquire the Atavistic Splinter

Grand Lodge

”Malek Huk” | male NC human slayer 8 | HP 76/76| AC 23, T 15, FF 18 | CMD 25 | F +11 R +15 W +8; | Init +7 | Perc +11 | Speed 30ft | Active Conditions: None.

"Can you tell more about dangers we can expect there." says tall man with serious look and with longbow in his hand. "Sorry my name is Malek."

The Exchange

F Focus: 7/7 M Sylph Occultist (Sha’ir) 3[HP 19/19, AC 18 /ff 15 /t 13, Fort +3, Ref +4, Will +4, Init +3, Per +7, Spd 40']

A tall, thin woman with bluish white skin and grayish white hair, watches and listens. Her hair is quite remarkable, hanging down to below her hips in two ponytails but constantly moving as though blown by a wind others can't feel. Those with sharp sight will get the unmistakable impression of eyes peeking out from various points in that hair, on occasion.

"Are the gnomes friendly to us, or at least neutral or will we need to meet Falbin in secret?" she asks.

"Oh and I am Shenendril al-Ranginori. And this is my cousin Belthelgior," she continues by way of introduction. Her wind continues to move, though not as dramatically as a knee high whirlwind extricates itself from her hair and hovers in front of her for a few moments before darting shyly back into cover in her tresses.


Blooming Catastrophe Return to Grave

Flabin's certainly never reported any animosity towards the Society in Wispil Brackett replies to the sylph. Id be wary of revealing our intentions to the Druid sect about -otherwise they might take the Splinter away to a better-hidden spot - but the gnome town should be open to you.

As for trouble, he continues, Falbin's confirmed these aren't actually lycanthropes about. Instead just men and women; it seems the little ritual these druids are doing is granting them strong physical power, at the cost of their wits. The gnome might know more: my informaion's a few weeks out of date.

A Knowledge Nature check might jog your memories about the region's occupants, while Histroy may cause you to recall something about its, well histroy

Silver Crusade

Male LG Nagaji Bloodrager 4 | Raging: HP 45/45 | AC 17 T 9 FF 16 | CMB +13 CMD 20 (27 vs grapple)| F +11 R +5 W +5 (+2 vs. mind-affecting & poison & cold) | Not Raging: HP 37/37 | AC 18 T 11 FF 17 | CMB +11 CMD 20 | F +9 R +5 W +5 | | Init +5 | Perc +6 (low-light) SM +0 | Speed 20' | Rage 5/12 | Reroll 1/1 | LoH 1/1 | Spit 3/3 | Active Conditions: Barkskin 12:30, Heroism 12:50, Clay Skin (10/25) 12:50, Shield (13:04), Delay Poison 15:00, Alch. Grease 16:00, Vermin Rep. 16:00, Ablative Barrier (0/25) 17:00, Blood Pill 20:00

A brash serpentine fellow comes rushing up, huffing and puffing. ”Whew, I ain’t missed it, has I? Why, I could never show my face to Ole Granpappy if I missed my next mission as a Batfinder, not after all the stories he’s told me. ‘Course, I dunno that I believe all his tales, sometimes I guess he might be pulling my scales, on account of I ain’t the smartest of the litter, I’ll give you that, but then when he goes on telling me that he’s met Paula Deens’ mounts what’re smarter ‘n me, well then I just up and decided, I’ll be a Batfinder too, and go find these mounts and see for myself if theys really as smart as all that. N' quite a time it's been too! Why, I bin to the plame of Yurt, 'n I earned me me own wayyfinder, for me very own, 'n I even met a dragon - I'm a dragon too, doncha know, at least part dragon that is, on account o' Granpappy always says that me Grandmaw was a real dragon”

Realizing that the Venture Captain is in the middle of the briefing, Drukpa stops short, blushes red - if it's possible for nagaji to blush - and abruptly sits down to listen.

There are quite a lot of long words that are difficult for him to follow, but he gathers that the mission will have something to do with lycanthropes. "Now how 'bout these here liar can throw ups? What's that all about? I 'spose if I hit 'em with me bardiche they go just as flat as the ones that ain't lie and ain't throw up?"

Grand Lodge

Male Human Evoker (3) | AC 11 T11 F10 | HP 18/18 | CMB 0 CMD 11 | F +1 R +2 W +4 | Init +1 | Perc. +6 SM +3 | Spells: 1st 3/5 | 2nd 3/3 Force Missile 5/7 |

A relatively plain man walks into the door with a quarterstaff tapping his steps and a crossbow over his back. After entering he moves off to the side a little listening to the rest of the group and the VC's briefing.

Should this splinter really be used to gain an advantage in a tournament?

You said that the ritual gives the recipient preternatural resistance, but these creatures aren't true lycanthropes...Has there been any information on their reaction to silver?

Knowledge (Nature): 1d20 + 8 ⇒ (7) + 8 = 15
Knowledge (History): 1d20 + 8 ⇒ (20) + 8 = 28
Knowledge (Local): 1d20 + 8 ⇒ (20) + 8 = 28
Knowledge (Geography): 1d20 + 8 ⇒ (10) + 8 = 18

Is this taking place in the Grand Lodge or another location of the society...If it is in the Grand Lodge get another + 1 on each knowledge check.

Taking another look around the room.

Also looks to be an interesting assortment of companions.


Blooming Catastrophe Return to Grave
Drukpa Marpo wrote:

There are quite a lot of long words that are difficult for him to follow, but he gathers that the mission will have something to do with lycanthropes. "Now how 'bout these here liar can throw ups? What's that all about? I 'spose if I hit 'em with me bardiche they go just as flat as the ones that ain't lie and ain't throw up?"

Yes. Brackett says. The no-nonsense Venture-Captain stares directly at Drupka, his tone flat even as a twitch has emerged in his eye. I suppose that would do it.

While their host...reacts to one of the late arrivals, Cerryl thinks back to how small groups of druids often occupy sites where the border to the First World is thin, like it is in parts of the Verudran Forest. In these wild places, druids often ally with fey creatures. Despite this, Taldor has been at peace with the druids of the Verduran Forest for hundreds of years, ever since the Treaty of Wildwood in 3841 AR. Of course some druid cabals in the Verduran Forest take a dim view of any civilized settlement in the forest, Treaty or not. But since Taldor values its lumber trade so highly, in order to avoid 'rocking the boat' with the forests protectors even these more sinister druid circles are often left unchecked by the authorities if they keep their depreidations limited in scope.

Grand Lodge

Male Human Evoker (3) | AC 11 T11 F10 | HP 18/18 | CMB 0 CMD 11 | F +1 R +2 W +4 | Init +1 | Perc. +6 SM +3 | Spells: 1st 3/5 | 2nd 3/3 Force Missile 5/7 |

So are these poly-morphed lycanthropes actually attacking people or just spooking the neighbors...May also want to make sure we have some cold iron along with silver if we are going after a druid sect.

Hope when he is saying infiltrate it isn't by stealth the bar scene on Kortos was not a shining moment.

We are still missing one right?


Blooming Catastrophe Return to Grave

I'll poke Vello, but to move the plot along a bit...

Even as the Venture Captain provides you with booked passage along Andoran's river,s and enough to cover horses for a bit of overland travel, the trek from Almas towards the outskirts of the Verduran Forest still takes several weeks. The rolling countryside provides nice views at least if nothing else, And in an atypical bit of luck for Pathfinders as you spot the town of Wispil in the distance you realize no unexpected attacks, urgent crises, or Aspis schemes have waylaid you along the way.

Feel free to retcon any purchases you may have made in Almas now

Entering Wispil, the town appears to be bustling, mostly with gnomes though a few elves and humans also stroll through the streets. Most buildings and roads appear built in miniature however - scaled well to accommodate the gnomes who live and work within it. The scent of fresh-cut lumber wafts through the town. A small gnome child so pretty much Tiny stops and looks at you as you approach, staring at Drupka in particular. Mommy, look! That snake has legs!

Hush Felza! It's rude to point. his green-haired mother chides him. She looks up at you with a smile on her face, though steps a bit between you and her son as her eyes move over your weapons. Sorry about him. We don't get much outsiders around here. Well, at least not quite so unusual as you. What brings you lot to Wispil?

Silver Crusade

Male LG Nagaji Bloodrager 4 | Raging: HP 45/45 | AC 17 T 9 FF 16 | CMB +13 CMD 20 (27 vs grapple)| F +11 R +5 W +5 (+2 vs. mind-affecting & poison & cold) | Not Raging: HP 37/37 | AC 18 T 11 FF 17 | CMB +11 CMD 20 | F +9 R +5 W +5 | | Init +5 | Perc +6 (low-light) SM +0 | Speed 20' | Rage 5/12 | Reroll 1/1 | LoH 1/1 | Spit 3/3 | Active Conditions: Barkskin 12:30, Heroism 12:50, Clay Skin (10/25) 12:50, Shield (13:04), Delay Poison 15:00, Alch. Grease 16:00, Vermin Rep. 16:00, Ablative Barrier (0/25) 17:00, Blood Pill 20:00

While Drukpa doesn't really understand Cerryl's comments about cold iron and silver, he's not one to disregard the advice of a seasoned Batfinder, and he stops at a shop on the way out of Almas and purchases an alchemical silver dagger (22 gp) and a cold iron tri-point double edged sword (24 gp), before looking glumly into his nearly empty purse.

...

When they arrive in Wispil, he accepts the stares of the gnome children with an indulgent smile. Unfortunately, nagaji smiles can look disconcertingly like something else altogether. Drukpa hastens to reassure any of the children who may be fearful. "Now don't you worry! I ain't no snake, I promise you that, 'n you kin believe me cuz I'm really a dragon, and I know you ain't never heard a dragon tell a lie..."

Grand Lodge

”Malek Huk” | male NC human slayer 8 | HP 76/76| AC 23, T 15, FF 18 | CMD 25 | F +11 R +15 W +8; | Init +7 | Perc +11 | Speed 30ft | Active Conditions: None.

Malek has only 1 GP so he will not buy anything.

"Guys I'm poor, I only have 1gp so I will skip buying. "

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Vello suddenly joins the group. "Sorry I'm late. My date wouldn't let me escape her. But I'm here now. What did I miss?"

Vello is average height half-elf with long platinum hair and blue eyes. He is wearing a simple vest and leather pants while seemingly not carrying any weapons on him. "Oh... My name is Vello. Vello Tiskan. I guess you could call me a water specialist." He smiles while chuckling.

The Exchange

F Focus: 7/7 M Sylph Occultist (Sha’ir) 3[HP 19/19, AC 18 /ff 15 /t 13, Fort +3, Ref +4, Will +4, Init +3, Per +7, Spd 40']

"No need to apologize. We are an unusual lot," Shenendril says as she steps forward. Her hair flutters more wildly as Belthelgior hides from the gnomes in it.

"To be perfectly honest, we heard your community was having some problems with strange raiders. We are explorers and adventurers and we have come to investigate and assist in any way that we can," she explained.

"Do you know anyone who can provide us direction or more information?"


Blooming Catastrophe Return to Grave

Raiders? the gnome woman looks concerned. No, sadly not. At least raiders you know what they're after. No, lately the big worry is...Felza, earmuffs!

The gnome boy, who had been staring in wonder at the 'dragon' before him takes a second before putting his hands over his ears. His mother continues in a whisper.

Werewolves! And were-bears and crocs and boars and all. The last few workers who have come by have told us all about it: beastmen ranpgingg and attacking people, destroying homes and crops. Are you lot Lycan hunters? she asks. If so, you'll want to see Falbin up the way. He's a smart one, and got a whole garden of herbs and stuff. Including Wolfsbane!

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

"Looks like we should seek out this Falbin to gain more information."

The Exchange

F Focus: 7/7 M Sylph Occultist (Sha’ir) 3[HP 19/19, AC 18 /ff 15 /t 13, Fort +3, Ref +4, Will +4, Init +3, Per +7, Spd 40']

"You can say that we're Lycan hunters, amongst other things. That's just what we've come to investigate but you know how rumors can go. One man in a fur cloak and he's a pack of werewolves when the news reaches 3 towns over. It is good to know our information was correct, even if that information is not good. Thank you for your time," Shenendril says.

She nods to Vello's comment.

"Sounds like he'll know what we need to know," she said before heading int he direction indicated.

Silver Crusade

Male LG Nagaji Bloodrager 4 | Raging: HP 45/45 | AC 17 T 9 FF 16 | CMB +13 CMD 20 (27 vs grapple)| F +11 R +5 W +5 (+2 vs. mind-affecting & poison & cold) | Not Raging: HP 37/37 | AC 18 T 11 FF 17 | CMB +11 CMD 20 | F +9 R +5 W +5 | | Init +5 | Perc +6 (low-light) SM +0 | Speed 20' | Rage 5/12 | Reroll 1/1 | LoH 1/1 | Spit 3/3 | Active Conditions: Barkskin 12:30, Heroism 12:50, Clay Skin (10/25) 12:50, Shield (13:04), Delay Poison 15:00, Alch. Grease 16:00, Vermin Rep. 16:00, Ablative Barrier (0/25) 17:00, Blood Pill 20:00

Yep, that's us, Lie-can hunters! Not that we'll lie to ya, mind ya, just that we, y'know, can! But only when we want to. Which is not now. Honest..."Drukpa trails off in confusion, not sure how to extricate himself from the circular logic of his own remarks.


Blooming Catastrophe Return to Grave

A pleasure. Hope you lot can do something about it. The gnome mother says. She then continues on her way briskly, ushering her child with her.

With her directions, Falbin’s home is not difficult to find. It sits on the south edge of the town, with a large garden spreading out behind the modest house. Most of the garden is obscured by high growths of plants, but as you approach the sound of a violent argument carries into the street. Its not yet dark, but a glint of firelight glimmers from within the garden walls.

Perception DC 10:
Hurry up and grab the rest. Smoke'll be easy enough to see soon!
Damn 'is skull was thick. Think he bent my hilt.

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Perception: 1d20 + 8 ⇒ (4) + 8 = 12

"We must hurry. Fablin was just attacked and robbed. If we can get to him in time, maybe he I still alive."

Vello rushes towards house's entrance.

Grand Lodge

Male Human Evoker (3) | AC 11 T11 F10 | HP 18/18 | CMB 0 CMD 11 | F +1 R +2 W +4 | Init +1 | Perc. +6 SM +3 | Spells: 1st 3/5 | 2nd 3/3 Force Missile 5/7 |

After following along placidly behind the group for most of the way Cerryl rushes up with Vello while using his quarterstaff to add a little more push to his step.

Wonder how many there are and which spell to open with?


Blooming Catastrophe Return to Grave

Rushing forwards at the sound of commotion, the first of you reach the corner of the house to see three humans moving about the garden. Two seem to be stuffing some of the plants into their sacks, while the third bears a torch and is setting patches of the flowers and herbs aflame.

This one spots you as you arrive, and calls out Hey! Company! He drops the torch and draws out a pair of gleaming short swords. Guess we'll get a little practice on our way out. he yells as he and the other two begin advancing towards you.

GM stuff:
Cerryl Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Drukpa Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Malek Initiative: 1d20 + 6 ⇒ (11) + 6 = 17
Shenendryl Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Vello Initiative: 1d20 + 4 ⇒ (12) + 4 = 16

Red: 1d20 + 2 ⇒ (9) + 2 = 11
Blue: 1d20 + 2 ⇒ (16) + 2 = 18
Green: 1d20 + 2 ⇒ (4) + 2 = 6

Initiative

Drukpa
Them
Malek
Vello
Them
Cerryl
Them
Shenendryl

Map has been added above at the top of the campaign and is linked to my profile. The fires on the map are fires, beginning to catch and burn

Silver Crusade

Male LG Nagaji Bloodrager 4 | Raging: HP 45/45 | AC 17 T 9 FF 16 | CMB +13 CMD 20 (27 vs grapple)| F +11 R +5 W +5 (+2 vs. mind-affecting & poison & cold) | Not Raging: HP 37/37 | AC 18 T 11 FF 17 | CMB +11 CMD 20 | F +9 R +5 W +5 | | Init +5 | Perc +6 (low-light) SM +0 | Speed 20' | Rage 5/12 | Reroll 1/1 | LoH 1/1 | Spit 3/3 | Active Conditions: Barkskin 12:30, Heroism 12:50, Clay Skin (10/25) 12:50, Shield (13:04), Delay Poison 15:00, Alch. Grease 16:00, Vermin Rep. 16:00, Ablative Barrier (0/25) 17:00, Blood Pill 20:00

Drukpa moves up, drawing his Bardiche as he goes, and attacks the Green fellow (with reach).

Attack: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d10 + 7 ⇒ (9) + 7 = 16

Are the hedgerows on the map difficult terrain? If so, Drukpa does not quite have enough movement to execute this attack, in which case he stops one square to the left of his current position and readies to attack the first foe that comes in range (he has a reach weapon)


Blooming Catastrophe Return to Grave

The hedges are difficult terrain. Should have clarified that in the first post. Moved Drkpa back one, but the nagaji won't have to wait for long as...

As the nagaji advances and readies his polearm, one of the men races out from behind a set of plants. A silver sword in each hand, the blades glint as he approaches Drukpa. Drupka stabs out as the man approaches, but the strike glances off his target's chain shirt.

Smirking, the hunter continues to advance, asking What're you? Some kind of were-snake?, but is cut down by Drupka's second stab.

AoO: 1d20 + 7 ⇒ (19) + 7 = 26 for damage: 1d10 + 7 ⇒ (8) + 7 = 15
confirm: 1d20 + 7 ⇒ (15) + 7 = 22 for damage: 1d10 + 7 ⇒ (2) + 7 = 9

Initiative

Drupka
Blue ruffian

Malek
Vello

Them
Cerryl
Them
Shenedryl

Grand Lodge

”Malek Huk” | male NC human slayer 8 | HP 76/76| AC 23, T 15, FF 18 | CMD 25 | F +11 R +15 W +8; | Init +7 | Perc +11 | Speed 30ft | Active Conditions: None.

Malek moves forward takes out his longbow and shoots an arrow to the red enemy-
to hit: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d8 + 2 ⇒ (3) + 2 = 5

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Vello takes a single step forward and then holds his open palm out at the ruffian in the garden Green. Cold air starts to form in his hand as a foggy cloud that sparks ice crystals. The blast of cold air suddenly shoots forth toward it's target.

Cold Blast (Range Touch) vs Green: 1d20 + 3 ⇒ (8) + 3 = 11
Cold Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Free: 5' Step
Move: Gather Power
Standard: Cold Blast w/ Extended Range Infusion


Blooming Catastrophe Return to Grave

Seeing Drupka attacked, Vello and Malek rush to provide covering fire. Taking position near the house, the archer fires over the tiny fence to score a hit on one of the remaining attackers, while Vello freezes a portion of the other.

Snarling, the arrow wounded man scowls at Malek while advancing up to Drukpa. A slashing cut manages to dig under the nagaji's skin.

Attack: 1d20 + 4 ⇒ (17) + 4 = 21 for damage: 1d6 + 2 - 1 ⇒ (3) + 2 - 1 = 4

Kharl! you'll pay for that beast! Bruce, get around him!

Initiative

Drupka -4hp
Malek
Vello
Red ruffian -5hp

Cerryl
Green ruffian -3hp
Shenedryl

Grand Lodge

Male Human Evoker (3) | AC 11 T11 F10 | HP 18/18 | CMB 0 CMD 11 | F +1 R +2 W +4 | Init +1 | Perc. +6 SM +3 | Spells: 1st 3/5 | 2nd 3/3 Force Missile 5/7 |

Pausing slightly after rounding the corner to access the situation, Cerryl then continues into the side yard. Strangely he opens his mouth while pointing at Green but no sound seems to come out that anyone can hear. Casts Ear Piecing Scream

Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Fort save DC 16 to half damage and avoid being dazed for a round.


Blooming Catastrophe Return to Grave

Green Fort: 1d20 + 4 ⇒ (13) + 4 = 17

Evne through the hedges you can see the farthest thug winces at Cheryl's imperceptable yell. Still he strides through the greenery (careful to avoid the growing flames) to reach the other side of Drukpa.

The man lunges at the bloodrager, but the ear canal damage seems to have thrown him off as his stab goes wide off the mark.

Attack: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8 for damage: 1d6 + 2 - 1 ⇒ (5) + 2 - 1 = 6

Initiative

Drupka -4hp
Malek
Vello

Red ruffian -5hp
Cerryl
Green ruffian -6hp

Shenedryl

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

With his original target closer he no longer has to build up energy and quickly unleashes another cold blast toward the ruffian.

Cold Blast (Range Touch) vs Green: 1d20 + 3 ⇒ (16) + 3 = 19
Cold Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Grand Lodge

”Malek Huk” | male NC human slayer 8 | HP 76/76| AC 23, T 15, FF 18 | CMD 25 | F +11 R +15 W +8; | Init +7 | Perc +11 | Speed 30ft | Active Conditions: None.

Male moves forward so he can have clear shot and shoots yet another arrow at red one.

to hit: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d8 + 2 ⇒ (7) + 2 = 9

"Take this!"

The Exchange

F Focus: 7/7 M Sylph Occultist (Sha’ir) 3[HP 19/19, AC 18 /ff 15 /t 13, Fort +3, Ref +4, Will +4, Init +3, Per +7, Spd 40']

Shenendril gapes for several moments as co bat is joined. One of the bandits is down before she even recovers enough to act.

When she does, she reaches across the planar borders, carving a rift to a celestial realm and pulling one of the denizens through.

Spending a point of mental focus to activate Servitor as a standard action. It functions as Summon Monster I but with a duration of a minute per level.


Celestial Eagle HP 5/5 | AC 14, T 13, FF 12| SR: 5| Resist Acid, Cold and Electricity: 5 | F: +3, R: +4, W: +2 | Perc +10, Darkvision 60’, low-light vision | Init +2

Though he was not expecting to find himself on the material plane, the eagle strikes furiously, smiting the bandit with celestial power.

Smite Evil as a free action. Full round attack on green.

Talon plus Flank: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
Damage: 1d4 ⇒ 2

Talon plus Flank: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Damage: 1d4 ⇒ 2

Bite plus Flank: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Damage: 1d4 ⇒ 1

Each attack that hits does an extra point of damage if he's evil.

Silver Crusade

Male LG Nagaji Bloodrager 4 | Raging: HP 45/45 | AC 17 T 9 FF 16 | CMB +13 CMD 20 (27 vs grapple)| F +11 R +5 W +5 (+2 vs. mind-affecting & poison & cold) | Not Raging: HP 37/37 | AC 18 T 11 FF 17 | CMB +11 CMD 20 | F +9 R +5 W +5 | | Init +5 | Perc +6 (low-light) SM +0 | Speed 20' | Rage 5/12 | Reroll 1/1 | LoH 1/1 | Spit 3/3 | Active Conditions: Barkskin 12:30, Heroism 12:50, Clay Skin (10/25) 12:50, Shield (13:04), Delay Poison 15:00, Alch. Grease 16:00, Vermin Rep. 16:00, Ablative Barrier (0/25) 17:00, Blood Pill 20:00

In these close quarters, Drukpa’s bardiche isn’t much use. He drops it, but as he grows enraged from his enemies’ blows, draconic claws grow from his hands.

Claw 1 attack, flank: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
damage: 1d6 + 7 ⇒ (1) + 7 = 8

Claw 2 attack, flank: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
damage: 1d6 + 7 ⇒ (6) + 7 = 13

if green has already dropped, same attacks vs red but -2 due to no flank

”Wow, those fires sure are purty! I wonder how much bigger they might grow?”


Blooming Catastrophe Return to Grave

Seeing Drukpa surrounded the rest of the party rushes to his defense. Shenendryl's palace ally appears and imeadiately harries the closest foe. It's talons only draw a little blood, but draw a lot of the man's attention.

Meanwhile, Malek and Vello square off and each take aim at a separate for. Both shots land true - the two attackers fall frost bitten and bleeding.

COMBAT OVER!!!
Drukpa -4hp

However...

GM:
1d2 ⇒ 1
1d2 ⇒ 2
1d2 ⇒ 2

As Drukpa sees the strangers drop around him, he begins to wonder if he's clairvoyant as some of the flames begin to spread. Fire catches on more crops, the growing smoke a sign of Fallon's livelihood being eaten up by the blaze.

Fires spreading on the map!

Grand Lodge

Male Human Evoker (3) | AC 11 T11 F10 | HP 18/18 | CMB 0 CMD 11 | F +1 R +2 W +4 | Init +1 | Perc. +6 SM +3 | Spells: 1st 3/5 | 2nd 3/3 Force Missile 5/7 |

Umm...umm...Anyone see a well or something that we can put these fires out with...Got some holy water and my water skin but doubt either would be helpful here...Guess will attempt this then.

Points at one of the further fires casts Ray of Frost

Ranged Touch: 1d20 + 1 ⇒ (15) + 1 = 16
Damage: 1d3 + 1 ⇒ (3) + 1 = 4

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Unfortunately he is not able to use Water Blast yet, but he is unsure if Cold Blast will do anything to extinguish the fire. He decides to give it a try.

He approaches the closes fire and shoots a Cold Blast at it.

Range Touch: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d6 + 1 ⇒ (1) + 1 = 2


Thinking quickly, Vello and Cerryl shoot a cooling blast, each in their own way, to combat the flames. The burst of energy seems to dim parts of the fires significantly, though some patches continue to spark and grow.

Near the house, Malek notices a water bucket partially filled by some barrels, while several tarps lie by a shed between Drukpa and Shenendryl.

It is possible a waterskin may work as well. If interested in fighting the fire, I'll consider various actions if they make sense.

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

Vello heads to the next patch of flames closest to him and shoots another cold blast of energy.

Range Touch: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Grand Lodge

”Malek Huk” | male NC human slayer 8 | HP 76/76| AC 23, T 15, FF 18 | CMD 25 | F +11 R +15 W +8; | Init +7 | Perc +11 | Speed 30ft | Active Conditions: None.

Malek takes the bucket with water. Run to the nearest fire and spills water over the flame.

The Exchange

F Focus: 7/7 M Sylph Occultist (Sha’ir) 3[HP 19/19, AC 18 /ff 15 /t 13, Fort +3, Ref +4, Will +4, Init +3, Per +7, Spd 40']

Shenendril knows here elemental abilities will literally only fan the flames. She also knows what denying those flames that element will do.

She grabs 2 tarps, hurrying to Drupka's side and thrusting one at him. "Suffocate them!"

She runs (very fast) to the nearest fire and begins draping the tarp over it and pulling it away before it, too can catch fire.

Belthelgior tries to help but ends up just being flapped along as he grips an edge of the tarp.

Are skill or ability checks needed?


Blooming Catastrophe Return to Grave

Standard action is enough.

With a few more blsts of cold, coupled with good old-fahsioned firefighting by the others, you manage to qucikly temper the blaze. As the last embers smolder, the smoke begins to clear and you spy a crumpled body through the fence in the garden to the north. With a massive bright blue beard and mustache, it appears to be an unconscious gnome, with a dark splotch of blood around a wound to his scalp.

Grand Lodge

Male Human Evoker (3) | AC 11 T11 F10 | HP 18/18 | CMB 0 CMD 11 | F +1 R +2 W +4 | Init +1 | Perc. +6 SM +3 | Spells: 1st 3/5 | 2nd 3/3 Force Missile 5/7 |

Seeing the fires dying down Cerryl goes over to check what the thugs were attempting to run off with.

Got nothing to help the gnome but lets see what they were willing to kill over.

Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Knowledge (nature): 1d20 + 8 ⇒ (8) + 8 = 16
Craft (Alchemy): 1d20 + 8 ⇒ (8) + 8 = 16

Assuming they were taking herbs so figure these checks would be appropriate though if I need to roll something else let me know.

Grand Lodge

”Malek Huk” | male NC human slayer 8 | HP 76/76| AC 23, T 15, FF 18 | CMD 25 | F +11 R +15 W +8; | Init +7 | Perc +11 | Speed 30ft | Active Conditions: None.

Malek runs to the gnome and tries to determine his condition and stabilize him.

Heal: 1d20 ⇒ 20

If we are still in initiative then Malek can't do that (He is to far.). In this case Malek will run to grab some more water.


Blooming Catastrophe Return to Grave

Out of initiative, so go ahead.

Seeing the fallen gnome, Cerryl grimly tries to looks around and over the dropped invaders to see what they were here to grab. Each wears a chain shirt and has a pair of silver short swords with them, as well as a potion and tanglefoot bag. [ooc]potions are Cure Light Wounds[/i]. They also have stuffed into their backs several purple-flowered plants - wolfsbane.

While Cerryl reports his discovery, Malek examines the victim and realizes something just as important: the gnome is still alive! He seems bloodied and unconscious, but the slayer manages to stabilize him.

Grand Lodge

Male Human Evoker (3) | AC 11 T11 F10 | HP 18/18 | CMB 0 CMD 11 | F +1 R +2 W +4 | Init +1 | Perc. +6 SM +3 | Spells: 1st 3/5 | 2nd 3/3 Force Missile 5/7 |

Hmm...Wolfsbane and silver swords seems like they truely are having a werewolf problem.

Casts Detect Magic also to see if there is anything else I missed.

The Exchange

F Focus: 7/7 M Sylph Occultist (Sha’ir) 3[HP 19/19, AC 18 /ff 15 /t 13, Fort +3, Ref +4, Will +4, Init +3, Per +7, Spd 40']

"We should each take one of those, just in case," Shenendril says, pointing at the silver short swords.

"And one of these for the gnome, yes?" she says, scooping up one of the healing potions.

"And if no one minds, I'll take the others and Belthelgior can bring them to people when they need them. He's very fast."

The little whirlwind comes out and darts around at a fantastic pace as though to prove her point.

If no one protests Shenendril will take all 3 potions but use one on the blue haired gnome.

Liberty's Edge

Male TN Half-Elf Hydrokineticist 2 / Fighter 1 (3.1) | AC 20 (T 12/FF 18) | CMB +4 CMD 17 (FF 15) | HP 34/34 | Init +4 | Fort +8 Ref +5 Will +1 (All +2 vs Enchantments|+1 vs Poison,Diseases) | Perception +9 | Speed 30' | Low-Light Vision | Burn 6/6 | Active Conditions:

"Strong possibility that the gnome is the guy we are looking for."

Grand Lodge

”Malek Huk” | male NC human slayer 8 | HP 76/76| AC 23, T 15, FF 18 | CMD 25 | F +11 R +15 W +8; | Init +7 | Perc +11 | Speed 30ft | Active Conditions: None.

Malek says to Shenendril "Can I get one potion because I have none."

The Exchange

F Focus: 7/7 M Sylph Occultist (Sha’ir) 3[HP 19/19, AC 18 /ff 15 /t 13, Fort +3, Ref +4, Will +4, Init +3, Per +7, Spd 40']

"Of course," Shenendril, replies, handing one of the potions to Belthelgior and pointing to Malek.

The tiny air elemental carries it over to the man then looks back questioningly before speaking in a tongue that sounds like the wind in the trees.

Auran:
"Do I still make him drink it?

Shenendril shakes her head, her long hair whipping in an unfelt wind as she replies in the same language.

Auran:
"No, only when some one is unconscious. Just give it to him,now."

The elemental spirit still looks confused but extends the potion to Malek on a ten drop of solid air.

1 to 50 of 284 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [Outpost 2018] GM Zoomba's Tide of Twilight All Messageboards

Want to post a reply? Sign in.