Savage Kirthfinder

Game Master Kirth Gersen

"Savage Tide" AP using Kirthfinder houserules.


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M Goblin Beer Snob 1/Freethinker 3
Gwlybwr wrote:
How many zombies could attack Gwl at once, if he chose to move forward just slightly? Trying to give Korynne and Jym a head start. If the zombies have another target, maybe they'll stay focused, at least for a round or so.

They'd only be able to come at you from the front, standing on shore, so three total: one directly in front, one each diagonally. The other three have no reach and no ranged attacks, and would just be frustrated -- until the first three managed to maintain a biting grapple and drag you bodily out of the pool.


M Goblin Beer Snob 1/Freethinker 3

Although it wasn't specifically stated that you ate the crabs, I'm going to assume you did. However, I am going to start asking what people are doing about fresh water. And, eventually, sleep will become an issue.


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Oh yeah, Gwl totally ate the crabs. He loves fresh, raw seafood!

Gwl, seeing that Korynne and Jym need a bit more of a distraction to slip free, will edge toward the drowned men, making extra sure of his footing and carefully avoiding stepping on any spiny urchins.

Is it possible to Take a Breather for +1 AC vs 1 attack, instead of +1 to hit for one attack, during the next round. If so, Gwl will do that, then the next round move forward and take Total Defense. AC 19 CMD 23


M Goblin Beer Snob 1/Freethinker 3
Gwlybwr wrote:
Is it possible to Take a Breather for +1 AC vs 1 attack, instead of +1 to hit for one attack, during the next round. If so, Gwl will do that, then the next round move forward and take Total Defense. AC 19 CMD 23

Daintily avoiding the urchins' spines, and ignoring the tugging undertow, Gwlybwr inches forward until he's within the zombies' reach. Three of them hungrily attack:

1d20 + 4 ⇒ (5) + 4 = 91d6 + 3 ⇒ (5) + 3 = 81d20 + 4 ⇒ (12) + 4 = 161d6 + 3 ⇒ (3) + 3 = 61d20 + 4 ⇒ (4) + 4 = 81d6 + 3 ⇒ (4) + 3 = 7

All three of them fail to bite him.


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Sounds like now's our cue to get out. Should we keep our Stealth rolls from last time, or roll new ones?

Once Gwlybwr calls out to her and Jym, Korynne pushes open the closet door and starts toward the hallway that leads to the trapdoor, hoping the zombies are distracted enough to give them a head start.


M Goblin Beer Snob 1/Freethinker 3

Recycling the last rolls to maintain some semblance of continuity. Korynne waits until the zombies are in a frenzy attacking Gwlybwr, then makes a break for it! She can run all the way out the door and into the hall, but then rounds the corner towards the exit and leaves the radius of the dim light from the pool. It is pitch dark, reducing you to half speed next round.

One of the zombies notices her, and the three that aren't able to get to Gwl chase her instead -- but they can only move 30 ft. in a full round and barely make it out the door, so you've got a 20-ft. head start on the lead zombie.

Note: Minor edits made to reconcile distances with map locations.


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Did Jym get out before the zombies chased Korynne or is he still in hiding?


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

Jym fled with Korynne.

Knowing that he can't move as fast as Korynne, Jym will try to keep going toward the exit when/if Korynne slows down to re-cast her light spell. He still intends for Korynne to go up the rope, first.


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Round 2

Seeing both of his new friends bolt, Gwl will step back and throw the glowing pebble down the hall after them, trying to illuminate their passage.

Take 5 ft step back and toss the pebble 25 ft past the zombies

Pebble Toss: 1d20 + 4 ⇒ (7) + 4 = 11 AC 0 to hit 5 ft square, +4 AC for cover , -1 per 5 ft range increment (max 5) to attack roll


M Goblin Beer Snob 1/Freethinker 3

Jym covers 40 feet (double move) on his stubby little hobbit legs; that puts him from the closet to just outside the door, which means one of the zombies almost reaches him before he puts on a burst of speed!

Gwyl throws the pebble, sailing it through the doorway and into the hall. Even if it lands a bit short or far of the intersection, it sheds enough light there to illuminate the short stretch south before the first dog-leg. Once you're around the corner and in the leg of hallway between the two dog-legs, it'll be dark again, reducing Jym to 10 ft. speed and allowing the zombies to catch and eat him -- unless he's able to pick up the pebble on his way past it next round. If you simply move 10 feet up to it and then stoop down and pick it up, they'll catch you, so you need to keep hustling and try to snatch it up off the floor as you pass it, requiring a DC 20 Sleight of Hand check. If successful, you'll be 10 feet ahead of them and it will be light, allowing you to beat them into the entry room.


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

Sleight of Hand: 1d20 + 3 ⇒ (8) + 3 = 11

Jym fails to snatch the pebble on his way past, so he keeps on running, hoping that Korynne will either snatch up the pebble or re-cast the light spell on something else. He figures she'll out pace him to the exit, anyway.


M Goblin Beer Snob 1/Freethinker 3

Ouch. To grab the pebble, Korynne would have to turn around and go back to it; she's 15 feet past it already. But if she stops to re-cast the spell, the zombies catch up to her. If you guys survive this, I'd recommend investing in sunrods, lanterns, or someone else in the party with a light spell.


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

If I re-cast the spell, then the zombies catch up, but can't attack that turn, right? Can I take the Withdraw action after that?


M Goblin Beer Snob 1/Freethinker 3
Korynne the Well Read wrote:
If I re-cast the spell, then the zombies catch up, but can't attack that turn, right? Can I take the Withdraw action after that?

Yes!


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

I'll do that, then! We can probably fast forward the round-by-round of us double moving to the first room. Should we roll to climb the rope?

Seeing Jym struggle to catch up and the darkness ahead, Korynne takes a deep breath to steady herself before casting another spell for light on her hat. Oly, I hope you're getting me out of this one alive...


M Goblin Beer Snob 1/Freethinker 3

Are you sure you want to spend a round casting light, rather than starting up the rope when you get to it? It will give the zombies a chance to catch up, allowing them to attack you while you're on the rope.


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

We're assuming that there's an area of no light between the pebble and the trapdoor that will prevent us from reaching the rope before the zombies catch up.


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Won't they catch up if I don't cast light, since we have to move slower in darkness anyway? Would going back for the already lit pebble give us more time to get to the rope before the zombies catch up?


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AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Or maybe you can start yelling for Uro to open the trapdoor, providing plenty of light that way


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4
Gwlybwr wrote:
Or maybe you can start yelling for Uro to open the trapdoor, providing plenty of light that way

And boulders!


M Goblin Beer Snob 1/Freethinker 3

This is why I didn't want to gloss over the round-by-round movement! OK, so, one possible sequence, based on what Korynne and Jym seem to be proposing: (1) Korynne breaks from the closet, quick-times it out the east doors, rounds the corner to the south. Jym follows, makes it just out the door. Zombies nearly catch up to Jym. (2) Pebble thrown out the door, lands near intersection. Jym fails to grab it, but catches up to Korynne. Korynne casts light on hat; pebble goes out. Zombies catch up again but can't attack. (3) Korynne and Jym withdraw and reach the exit room. Zombies follow. (4) Korynne begins climbing. Zombies reach the room, but again are too slow to attack in the same round. (5) Korynne climbs further, clearing the bottom of the rope so that Jym can begin climbing, too. Jym, on bottom of the rope, is within reach of the zombies. They eat him.

This doesn't take into account whatever Uro might be doing.


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

If Uro opens the door up top, so they don't have to stop and re-cast the light, they can make it out, right? Hopefully?


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

Uro's plan has been; Close the trap door once Gwl leaves. Pass the time by gathering some nice throwable boulders. Wait for an audible cue to open the hatch, rain rocky death on zombie heads.


M Goblin Beer Snob 1/Freethinker 3
Gwlybwr wrote:
If Uro opens the door up top, so they don't have to stop and re-cast the light, they can make it out, right? Hopefully?

The only problem with that is that they'd need the light before they got close enough for Uro to hear them, and with the trapdoor closed, Jym can't message him, either.


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

What would Uro's STR check be to pull Korynne and Jym up the rope at the same time?


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Does Korynne still have a hero point? Could use it for an extra move action to get started up the rope sooner.


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Nope. I only get one per day and I used it to hide and survive when we first ran away.


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

It seems like our current plan is as good as it's going to get. Once we're both on the rope, Uro can start pulling us up, for whatever good it'll do. I can channel when I'm up the rope a little, to try to stave off any damage to Jym. I don't think it will do a whole lot to stop the zombies, though. Shall we try it?


M Goblin Beer Snob 1/Freethinker 3

Uro, I'd recommend trying a DC 20 Endurance check to ignore fatigue so you can get a rage boost as you pull on the rope, if you go that route.


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

I did. :-(

Uro Taraka wrote:

[dice=Healing Potion]1d8+1 Is that the right amount for the potion?

[dice=Endurance]1d20+8

After drinking the potion, Uro nods to Gwls plan. He'll wait until he hears from Jym and Korynne at the bottom of the well. In the meantime, he'll gather any rocks that look like they would splatter a zombies head if dropped from the height of the trap door.


M Goblin Beer Snob 1/Freethinker 3

Cool.

Even fatigued (Str 17), Uro can lift 260 lbs. Assume that Korynne, a human, weighs 150 lbs, with Jym (a halfling) adding another 40 or so. I don't think a crossbow and some other assorted gear comes close to another 70 pounds.

As Korynne and Jym, newly-lit, disengage from the zombies and scurry into the entry room, Korynne yells for Uro to open the trapdoor. Frantically, the two of them grab the rope together, accomplishing little in the way of climbing -- but Uro, seeing the situation, seizes the rope and hauls them up with some effort, just before the zombies can bite them.


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4
Kirth Gersen wrote:
Cool

No it's not. Haha.

"Hang on!!" Uro yells out as he pulls up on the rope with all of his might."


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

As Korynne and Jym crest the top of the trapdoor, the librarian crawls over the top and lies down on the ground, tired from sprinting and trying to calm her terrified nerves. The light of the sun and the smell of fresh sea air revive her quickly, and she jumps up to throw her arms around Uro. "Ha ha ha! We're alive! You're a literal life saver, Uro!"

Giddy with her state of not being dead, she beams at her teammates and looks to the horizon, glad to be in an open space again. "Now!" she begins enthusiastically, "once Wil gets back, let's murder Vanthus!"


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Gwl rejoins them after a short swim and sits down under the shade of a tree to dry off.

"Well, that was intense. I have never been so afraid in all my life. To think we came through that, just think of what we might do next!"

Once dry, he carefully pushes the shrub near the tree aside and digs down to retrieve the bundle he buried there.

"Vanthus is not here anymore, but I doubt he thinks we s-survived that. Next time we s-see him, I'm going to s-stab him with my new s-spear. Oh, and I need a new s-spear."


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M Goblin Beer Snob 1/Freethinker 3

Made it! Please advance to 2nd level. Hopefully that will enhance your survivability a bit!

P.S. The zombies are really in the module; I didn't have to add them in homage to my former residency in Monroeville and to JAM's secondary profession as a filmmaker.


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Assuming Vanthus' various dastardy deeds didn't involve burglarizing my buried burlap bundle:

"Korynne, when we first met, I as-sked you all a very s-strange question. I as-sked it for a reason. Until rec-cently, I did not look like this-s." Gwl gestures to his fishy features.

"When my s-skin began to s-scab, I left my home, not wanting to infect the children who also lived there. When I came back, many of them were dead. Not from this-s dis-sease, this curs-se, whatever it is. No, they were cut down, dis-smembered. My friend, my teacher was als-so s-slaughtered. I found s-some of his things, things the mons-sters who killed them mis-ssed. One of thos-se things was a journal."

He pauses, then continues. "I cannot read it. I do not know if it will lead me to the killers, but I mus-st try. I feel that I can trus-st you to help me. Will you?"


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map
Korynne the Well Read wrote:
"Now!" she begins enthusiastically, "once Wil gets back, let's murder Vanthus!"

Jym blinks.

"Orrrr, we can legally have him arrested!"


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5
Jym Withawye wrote:
Korynne the Well Read wrote:
"Now!" she begins enthusiastically, "once Wil gets back, let's murder Vanthus!"

Jym blinks.

"Orrrr, we can legally have him arrested!"

"Sorry, all that time in the dark left me feeling a bit revenge-y. I'm sure we can come to some sort of satisfying compromise."

Korynne listens to Gwlybwr's tale sympathetically, and nodding answers, "Of course! I owe you my life, and besides, you seemed like a decent sort even before that. I'll take a look - if I can't read it either, I know a spell that can help."


M Goblin Beer Snob 1/Freethinker 3

Gwl:

Spoiler:
I assume it's a combination religious tract and kung fu manual? I'll let you decide what it says, unless you also want other clues and stuff in it, in which case we can discuss.


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AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Spoiler:
Yeah, that's exactly what I was thinking. With the journal, and at some point, visions, Gwl is easily hooked - and not at all cause he looks like a fish.


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

That evening, Gwl returns to the shrine of Geshtai and pays the priestess to cast remove disease on him. He is feeling elated at the way things have been going lately: they survived the tunnels, he found someone to help him read his sensei's journal, and he'll soon change back to normal - now that his disease is gone. He rejoins his companions to pass the night and notices new scabs forming on his scales, but this doesn't bother him - after all how else will his real skin regrow?

That night, the scabs grow rapidly, covering him like a cocoon. He tosses and turns in the dark, his moans muffled by the chitinous shell. When he awakens the next morning, he cracks himself free, like a snake molting. As he peels away the last remnants covering his hands, he gives a horrified yell and rushes into the common area, frantic.

He is gripping something tightly in his hand, rather, his claws, for his fingers now end in wicked talons. Holding it up for the rest to see, he cries out again.

"My finger!"

Looking closer, all of you can see that it is indeed a finger, and that Gwl now only has three on each hand. Moreover, his eyes are no longer milky. Instead, enormous blood-red irises takes up the entirety of his now-lidless eyes.

Fear and confusion flash through his face as he looks about, and his stature and posture are different even from the form you met him in. Not exactly hunch-backed, he does lean forward at the shoulders, and his iridescent scales have morphed into a smooth, blue sharkshin.

"Help me," he croaks, and collapses.


Someone throw a bucket of sea water on him!


M Goblin Beer Snob 1/Freethinker 3

Gwl may want to be careful being seen in public, until you can leave Sasserine. Before he was just diseased-looking; now he's an actual monster. If you want to retrain 1 skill rank into Perform (acting) so that you can disguise yourself and pass for human, go for it.


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

I think that's a good use of the free Secondary skill point. Swapped.


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

Before they leave Parrot Island, Uro takes his time to throw all of the boulders onto the heads of the zombies down below. Once they've all been thrown, Uro dusts his hands off and shuts the trap door.

He then walks over to Gwl, Korynne and Jym and scoops all three of them up in a giant hug.

"I thought that I lost you three. Let's make sure that we find this Vanthus."

Uro nods to Jyms comment about arresting him "I hope very much that he resists."


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Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

Jym, nods at Uro, acknowledging that the orc is respecting his point of view, and showing that he respects Uro's in return. Then they somehow make it off Parrot Island before a cutthroat looks at them the wrong way and causes enough damage for them to keel over.

*********

The next morning at the inn:

Thinking quickly about the situation, Jym realizes that all the commotion Gwlybwr is causing is going to seriously slow down breakfast service.

And then, thinking a little less quickly about how he can be helpful in this situation, Jym pulls out Banjo and starts to play a repetitive, calming melody.

Jym is casting hypnotism.

Hypnotism hit dice affected: 2d4 + 2 ⇒ (3, 4) + 2 = 9

Assuming that there's more than 9 people in the inn's common room, Jym's intent is to have enough of them believe Jym's suggestion to muddy up the stories given to any authorities or monster hunters who should hear about this and come looking.

"This man is still drunk from last night, and he's all bruised and broken from the beat down he took! Let's let the helpful orc take him back to his room! Let's all move past this disturbance and get back to enjoying our breakfasts!"


M Goblin Beer Snob 1/Freethinker 3

People in common room: 1d20 ⇒ 3
Mass save, DC 15: 1d20 + 0 ⇒ (13) + 0 = 13

By the time you arrive at the inn, it's night. With your circadian rhythms out of whack from being underground, you're up too early for breakfast -- or too late for it. In the common room are only a serving wench and an elderly couple sipping tea; the old woman exclaims "Oh, how awful, that poor dear!" The old man grumbles about how, back in his day, the Azure Watch was so vigilant that ruffians would never dream of assaulting innocent passers-by. The serving maid grimaces, shrugs, and goes back to polishing bowls.


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Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

What about Uro and Korynne! They need to roll saves, too! The spell doesn't allow Jym to exclude anyone within range!

There's a part of me -- okay, all of me -- that hopes that one or both of them doesn't believe that Gwl has actually transformed, at least for a little while. Come on, guys! DC is 15!


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AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Will: 1d20 + 2 ⇒ (3) + 2 = 5

"Oh, praise Zuoken. This is all just a bad dream," Gwl moans from the floor.


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

Yes, Gwl, too! I thought he was unconscious.

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