Seeker's Pathfinder Savage tide

Game Master seekerofshadowlight

Follow the adventures of the Millennium Falcons as they cross the Thunder sea of Eberron in the employment of Lady Vanderborn.


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Male Human Wizard (Universal) 9

Daurros looses a volley of magic missiles at the closest plant creature, then moves toward the wreck.

4d4 + 4 ⇒ (4, 2, 4, 3) + 4 = 17


Ranger 2/ Magus 7

Toxim keeps moving as he casts his second Scorching Ray at the same one as Daurros.
1st Scorcing Ray 1d20 + 6 ⇒ (17) + 6 = 23
1st Scorching Ray 4d6 ⇒ (3, 2, 2, 1) = 8
Same target
2nd Scorcing Ray 1d20 + 6 ⇒ (20) + 6 = 26
2nd Scorching Ray 4d6 ⇒ (5, 5, 3, 2) = 15
Possible crit
2nd Scorcing Ray 1d20 + 6 ⇒ (9) + 6 = 15
2nd Scorching Ray 4d6 ⇒ (2, 2, 1, 5) = 10

I think I really like Scorching Ray


GM

Fathom moves forward to swing at the vine, but does not hit the animated plant. Ardanto moves near both the vine-man and the vine, avoiding attacks and cleaves them both. Toxim moves forward burning one of the vines to ash as Daurros fallows sending magic missles toward the other plant-man.

Karkalla puts a bolt in the plant-man fighting Adanto and heads toward the ship. Finn moves toward the closest Vine but misses, as he slides a bit on the wet ground. Snem blasts the Vine as Guard rushes forward and slams his hammer upon it, snapping the stalk.

The Vine men weakly cry "stay with us... as the move to attack. The first tries to claw at Ardanto, scoring one hit though his armor 10hp The other charges at Daurros , but misses the agile mage.

Init round 3
Fathom=22
Ardanto=22
Toxim=20
Daurros=15
Karkalla =13
Finn=13
Snem=11
Guard=11
Vine guys=7

New map, now with grid


Fathom moves North West, closing the gap between herself and Karkalla. Fathom hopes that her melee skills (Which so far appear very less than ordinary :P) will help the ranged attacks of Karkalla.


Ranger 2/ Magus 7

Toxim steps next to Duarros and slashes at the Child of the Sargasso with his scimitar.
Scimitar +2: to hit 1d20 + 8 ⇒ (6) + 8 = 14
Scimitar +2: damage 1d6 + 4 ⇒ (6) + 4 = 10
"Keep moving! Keep moving!"


Female Shifter Rogue 9

Assuming the vine creature attacking Daurros is still alive when it comes to her turn Karkalla will move up and attack it with her crossbow blade

Attack

1d20 + 6 ⇒ (16) + 6 = 22

Damage

1d6 + 1 ⇒ (6) + 1 = 7

If it is dead she just full moves towards the shipwreak


Warforged Fighter 2 / Incarnate 4 / Ironsoul Forgemaster 3

Guard waits for Finn and Ardanto to pass him on the way to the meetingplace.
Now last on the way, he shouts: "Don't wait for me. I keep them occupied, then come after you."


Fighter Level 9

Using the word CLEAVE in my previous post may of been miss-leading, I do not actually have that feat.

Ardanto looks in disgust at the plant matter splattered across his armour and winces as he speaks "how kind an offer, but I am afraid old chap, we must decline."

He once again tries to turn the plant man and vine if I have any attacks left over, into salad.

Longsword +8/+3 (1d8+12 19-20)
1d20 + 8 ⇒ (14) + 8 = 221d8 + 12 ⇒ (8) + 12 = 20

1d20 + 3 ⇒ (9) + 3 = 121d8 + 12 ⇒ (8) + 12 = 20
and

Longsword +8/+3 (1d8+10 19-20)
1d20 + 8 ⇒ (19) + 8 = 271d8 + 10 ⇒ (4) + 10 = 14

1d20 + 3 ⇒ (12) + 3 = 151d8 + 10 ⇒ (5) + 10 = 15

All the time his mind racing over the possibilities that one small wound might be enough to infect him with were-plant or what ever happens to the people to make them into these monsters.


Male Half-elf (abyssal bloodline) Sorcerer 1/Monk (weapon adept) 4/Abyssal Disciple 4

"I think we have a better chance of escaping if we cut down these vine men first, Guard."

Assuming that Ardanto kills the vine creature closest to him, Finn moves towards the other one.


Male Human Wizard (Universal) 9

Daurros will attempt to cast burning hands against the plant man next to him, casting defensively.

concentration 1d20 + 16 ⇒ (7) + 16 = 23 good thing I only needed 17
burning hands 5d4 ⇒ (2, 4, 3, 2, 1) = 12 DC 16 for 1/2 damage


GM

Oops, didnt check the cleave heh.

Fathom moves toward Karkalla as Ardanto slashes at the Vine man and the Vine, turning both to green rubbish. Toxim move to attack the Vine man, but seems unable to land a blow. Duarros Casts a spell wrapping the Vine man in flames as Karkalla runs toward the creature You are out of range with a single move

Finn also moves closer as Guard yells for the others to run. The Vine man claws at Daurros 18 hp As four more crawl from the ground around you.

Init round 4
Fathom=22
Ardanto=22
Toxim=20
Daurros=15
Karkalla =13
Finn=13
Snem=11
Guard=11
Vine guys=7

New map


Ranger 2/ Magus 7

"Guard, Ardanto, you can both be heroes later, but to do that we have to survive this now. Keep! Moving! If you don't we'll get cut off from each other and overwhelmed by numbers." Toxim suits action to word by attacking the Child in front of him and Daurros then moving away from it.
Scimitar +2: to hit 1d20 + 8 ⇒ (8) + 8 = 16
Scimitar +2: damage 1d6 + 4 ⇒ (4) + 4 = 8


Fathom continues to move towards Karkalla, her hand and wrist flexing as she gets ready to hack into slimy, smelly, weedy undead.

Knowledge,Undead:1d20 + 6 ⇒ (5) + 6 = 11 (The better to know one's enemies)
Knowledge,Nature:1d20 + 6 ⇒ (12) + 6 = 18 (The better to know the hazards of the place in which we fight)

So yes, moving North to stand next to Karkalla, She can shoot them and I'll try and chop them up.


Female Shifter Rogue 9
Keeper of Forbidden Lore wrote:

Oops, didnt check the cleave heh.

Fathom moves toward Karkalla as Ardanto slashes at the Vine man and the Vine, turning both to green rubbish. Toxim move to attack the Vine man, but seems unable to land a blow. Duarros Casts a spell wrapping the Vine man in flames as Karkalla runs toward the creature You are out of range with a single move

Is that taking into account the extra 10ft of movment she gets with her boots?


GM

Doh, nope. It would hit it, but wouldn't have dropped it anyhow. So, your right next to Daurros and your attack hit


Female Shifter Rogue 9

Assuming Daurros kills the thing Karkalla continues to retreat towards the ship ruin firing as she goes

Attack

1d20 + 12 ⇒ (8) + 12 = 20

Damage

1d12 + 2 ⇒ (11) + 2 = 13

Edit She will instead move away and fire at the plant creature instead


Male Human Wizard (Universal) 9

Reeling from the plant creature's attack, Daurros takes a move action straight back from it, and then casts fly.


Male Half-elf (abyssal bloodline) Sorcerer 1/Monk (weapon adept) 4/Abyssal Disciple 4

Finn flurries the vine man near him.

(power attack + reckless offense)
1d20 + 10 ⇒ (6) + 10 = 161d8 + 10 + 1d6 ⇒ (2) + 10 + (1) = 131d20 + 10 ⇒ (5) + 10 = 151d8 + 10 + 1d6 ⇒ (8) + 10 + (6) = 24

(use a hero point on the second attack)
1d6 ⇒ 6


Warforged Fighter 2 / Incarnate 4 / Ironsoul Forgemaster 3

Guard doesn't really take Toxim's words, and instead walks over to the one 'thing' closest to Ardanto, swinging his hammer at it, while Snem blasts at it at well:
Soulblast 1d20 + 9 ⇒ (9) + 9 = 18 damage 1d6 + 3 ⇒ (2) + 3 = 5
Incarnate warhammer 1d20 + 10 ⇒ (2) + 10 = 12 damage 1d8 + 5 ⇒ (2) + 5 = 7

Should Ardanto decide to join him, the warforged holds out his shield to cover him.

AC 24, 71/73hp, DR2/-, 4d6 fire damage.
Essentia: 3 in Mantle of Flames, 1 in Soulspark.
+3 AC for Ardanto while being adjacent to Guard.


Fighter Level 9

Ardanto wrinkles his nose in disgust as all his hard work is nullified by the arrival of more of the creatures. "You know what they say Guard, there are old heroes and bold heroes, but there are no OLD and BOLD heroes," he sweeps his sword in the direction of the ship. "Shall we?"

While waiting for an answer Ardanto steps in next to the warforged and tries to reduce another one to plant matter.

Longsword +8/+3 (1d8+12 19-20)

1d20 + 8 ⇒ (6) + 8 = 141d8 + 12 ⇒ (4) + 12 = 16

1d20 + 3 ⇒ (3) + 3 = 61d8 + 12 ⇒ (7) + 12 = 19

and

Longsword +8/+3 (1d8+10 19-20)

1d20 + 8 ⇒ (17) + 8 = 251d8 + 10 ⇒ (8) + 10 = 18

1d20 + 3 ⇒ (15) + 3 = 181d8 + 10 ⇒ (2) + 10 = 12


GM

Notes:I have been using single moves, if you want to double move let me know. Karakalla I am guessing you did not move closer as if you did you would take an AoO for shooting this round. Ardanto, there are no plants close enough to hit without moving, so I moved to one ya could hit, as Guard planned to fallow

Fathom moves forward as Ardanto moves to attack one of the plant men but misses.Toxim slices at Daurros attacker but can't land a blow. Daurros moves back, opening himself up to attack 9hp and casts fly upon himself. Karaklla shoots Daurros attacker as Finn lands one mighty thrust on another plant man. Guard and Snem attack the plant man Ardanto faces, only Snem lands a blow.

The palnt facing Guard and Ardanto tries to attack, but can not land a blow as Finns attacker moves at him. Finn thrusts his spear into his attacker as he nears, but the attacker keeps coming and claws Finn10 hp

Toxim also gets attacked 7hp before his attacker falls to the ground unmoving. One moves to attack Karkalla5hp as another moves toward Fathom and attacks her 6hp

Init round 5
Fathom=22
Ardanto=22
Toxim=20
Daurros=15
Karkalla =13
Finn=13
Snem=11
Guard=11
Vine guys=7

Your map


Um...if the monster has advanced towards me? Do I not get an AoO on it? *shrug*

Fathom does little more than grunt under the creatures attack and 'reposts' herself.

Att Roll:1d20 + 7 ⇒ (2) + 7 = 9

*Looks at dice roller* This t'ing be seriously broken... :P

With her spell of 'Grace' still running, Fathom moves to stand beside Karkalla and tries to help fend off the attackers...


GM

Only if you have a reach weapon Like Finn does or if it moved past you


Ranger 2/ Magus 7

As Daurros begis to fly Toxim looks at him with envy. He then turns and directs a bolt of magical force at the Child that Karkalla is fighting.

TK Fist: to hit 1d20 + 6 ⇒ (2) + 6 = 8
TK Fist: damage 1d4 + 1 ⇒ (3) + 1 = 4

Toxim keeps moving toward the ship.


Male Half-elf (abyssal bloodline) Sorcerer 1/Monk (weapon adept) 4/Abyssal Disciple 4

Finn holds his spear in his off hand and attacks the plant-thing with a claw and a bite.

1d20 + 9 ⇒ (10) + 9 = 191d6 + 7 ⇒ (5) + 7 = 121d20 + 9 ⇒ (20) + 9 = 291d4 + 5 ⇒ (4) + 5 = 9
confirm:
1d20 + 9 ⇒ (13) + 9 = 221d4 + 5 ⇒ (2) + 5 = 7


Female Shifter Rogue 9
Keeper of Forbidden Lore wrote:

[ooc]Notes:I have been using single moves, if you want to double move let me know. Karakalla I am guessing you did not move closer as if you did you would take an AoO for shooting this round.

Actually plan was just to move past the plant creature Since I assumed she was already in a thretend square (due to the attack from the previous turn) and since there was no way to 5 ft step she is going to take an AoO anyway.


Sorry it is I bein' of no help a'tall...


Male Human Wizard (Universal) 9

Daurros takes to the sky, and then lets a fireball fly from his outstretched hand. He targets the two plant creatures currently attacking Fathom and Karkalla, making sure they're right on the edge of the blast so as not to harm the two women.

fireball 7d6 ⇒ (2, 5, 4, 3, 6, 6, 4) = 30


GM

Sorry , yet again my weekend ran extra busy..have I told y'all machines hate me? I am gonna go for Guard, Karkalla and Ardanto as this has been paused a few days now.

Fathom tries to slash the thing once more, but finds herself missing yet again. Ardanto attacks the one in front of him with a fury, rendering it so much rubbish. Toxim tries unsuccessfully to hit one of the attackers with magic as he keeps moving toward the ship.

Daurros, however does not have that problem and drops a ball of fire behind two of the plant-men. Burning them heavily and singing the hair on both Fathom and karkalla. The shifter in turn stabs the heavily burnt creature with her crossbow blade.

Meantime, Finn rips his foe apart with claw and fang as Snem blasts one of the last two Plant men and Guard starts to move toward them.

The last two plant-men attack, one hitting Karkalla 6hp and the other clawing Fathom14hp

Init round 6
Fathom=22
Ardanto=22
Toxim=20
Daurros=15
Karkalla =13
Finn=13
Snem=11
Guard=11
Vine guys=7

New map


Okay, the terrain is 'difficult? So a 'five foot step' is out of the question?

Relying upon her spells to keep her from immediate harm (Grace), Fathom moves away from the creature (The one 'South' of her position) to stand almost 'behind' Karkalla. (Okay, so move 10' North.) and turns to face the creature that attacked her last.

Drawing upon her power, she lays a hand gently upon Karkalla's shoulder.

Cast 'Cure Moderate Wounds' upon Karkalla:2d8 + 7 ⇒ (2, 6) + 7 = 15


Ranger 2/ Magus 7

Still wanting to get to some cover, but refusing to be separated from the group, Toxim takes a few steps back toward the fighting and fires another magic bolt at the closest child.
Move 15'
TK Fist: to hit 1d20 + 6 ⇒ (18) + 6 = 24
TK Fist: damage 1d4 + 1 ⇒ (3) + 1 = 4


Warforged Fighter 2 / Incarnate 4 / Ironsoul Forgemaster 3

"Captain! Keep close by! They are mostly dealt with!" he shouts, while Snem blasts at the next of the plant men:
Soulblast 1d20 + 9 ⇒ (14) + 9 = 23 damage 1d6 + 3 ⇒ (4) + 3 = 7

Turning back to the problem at hand, he swings his hammer again, this time over his head to smash the vine into the ground it came from:
incarnate weapon 1d20 + 10 ⇒ (14) + 10 = 24 damage 1d8 + 5 ⇒ (7) + 5 = 12

AC 24, 71/73hp, DR2/-, 4d6 fire damage.
Essentia: 3 in Mantle of Flames, 1 in Soulspark.


Female Shifter Rogue 9
Keeper of Forbidden Lore wrote:

Sorry , yet again my weekend ran extra busy..have I told y'all machines hate me? I am gonna go for Guard, Karkalla and Ardanto as this has been paused a few days now.

New map

I feel I must point out every action I have mentioned so far has been to have Karkalla move towards the ship not away from it. Also never posted because I was waiting for a reply to my previous post.


Female Shifter Rogue 9

In her turn if the plant man is still alive Karkalla moves away from it and then shoots it

Acrobatics (to avoid AoO)

1d20 + 16 ⇒ (20) + 16 = 36

Attack

1d20 + 12 ⇒ (6) + 12 = 18

Damage

1d12 + 2 ⇒ (12) + 2 = 14


Fighter Level 9

"Why are we still fighting?" Ardanto asks as his plant falls and he turns to face the two fighting the women of the group with Guards aid.

He starts to fall back, hustling past Finn and getting into a position to provide support if the others retreat.

Move North East (up and left on the map) 4 squares. Which if I am correct, puts me 15 feet (30 of movement away from one of the plants and diagonally adjacent to where Fathom has just moved.

"Lets fall back, before more arrive." he urges, taking a lead from Toxim. Turning to glance at Toxim and then up at Daurros he asks, "does the ship look clear?"


Male Half-elf (abyssal bloodline) Sorcerer 1/Monk (weapon adept) 4/Abyssal Disciple 4

Finn moves in the direction of the rest of the group, his enemy dealt with for now.


Male Human Wizard (Universal) 9

Are the plant things gone, or are there still some?


GM

Fathom moves behind Karkalla healing the shifter as Ardanto starts to make for the ship.Toxim moves back toward the fighting, hitting one of the plant-men with magic.Karkalla moves back and finishes off her attacker as Guard moves up and finishes off the last.

You make it to the ship without any other attackers. The ships is an old merchantmen that has seen better days. Her hull is half sunken under the weeds with only her aft still above the wet ground. Whats left of the aft cabins, sodden and covered in vines and sticking into the air at an angle, makes up your makeshift fort. The walls are soggy but solid enough with only one way in from the front with mostly intact glass peering up into the rain filled sky. The three rooms that make up the aft of the ship do give you room and a place to sleep, if damp.

You do not see those things after you barricade yourself in the ship,but you hear them out there, somewhere, waiting, watching and calling for you to join them.

I am guessing some folks will take watches, but in the interest of not dragging this out for ages you are not attacked more that night.So am gonna move this along

The night passes, cold and wet but it passes without another attack. The damp fog filled morning finds the sky still overcast as if a great could hung over this land. But the rain has passed at lest.

Actions, any checks you would like to make? Who is in lead, they will need some survival checks to go the right way.


Fathom will use the 'down' time to cast two Cure moderate wounds upon herself. (1)2d8 + 7 ⇒ (1, 3) + 7 = 11,(2)2d8 + 7 ⇒ (5, 2) + 7 = 14. As well as a Cure Light Wounds upon herself, (1)1d8 + 7 ⇒ (2) + 7 = 9 To bring herself closer to being back up to full Hip Points. This leaves her with One(1) Cure Moderate wound. And Three(3) Cure Light Wounds for those that ask for such. She will then sleep for most of the night to regain her spells/power.

So, how should her remaining healing spells be spread? How needs what?


GM

Savage tide hp in my profile are up to date as of the end of the fight.


Ranger 2/ Magus 7

Fathom save your potions. I have a Wand of Cure Light Wounds with 25 charges that we should use up first. Seeker, would you mind doing the rolls to get everyone topped off and let me know how many charges are left?


They aren't potions, they're spells per day. :) So it should be you saving your charges, perhaps? (^_~)

EDIT:Any idea how far Fathom's spells will go?


Ranger 2/ Magus 7

Oops. Read that wrong. You're correct. We'll use the wand (I'll let you use it on everyone) once you've exhausted your spells.


Female Shifter Rogue 9
Keeper of Forbidden Lore wrote:


Actions, any checks you would like to make? Who is in lead, they will need some survival checks to go the right way.

During her watch and realising they may not have a chance to resupply for a while Karkalla recovers as many of her bolts as she can and attempts to repair any damaged ones

Craft

1d20 + 10 ⇒ (6) + 10 = 16


Warforged Fighter 2 / Incarnate 4 / Ironsoul Forgemaster 3

Before the night:

Coming to the remains of the ship, Guard goes to speak a bit with Daurros, not caring who might hear them talk:

"I know that you know as much of my powers as I do, probably less, but maybe even more than I.
But I see it as my duty to ask you anyway, you being the one with the most knowledge of magics in general.
Given 9 hours of time, I'd able to change my soulmelds. Would you care to help me find the right ones, the ones that might be helpful with our task at hand?"

He explains the things he knows of his soulmelds, and lists possible alternatives, hoping to find a good setup, going over different options.

"The Mantle of Flames seems to be a good enough thing against those things. Snem provides a bit of lighting and is attacking those things too, so he's pretty much a given (and I would rather not unshape him).
The avatar and weapon though... Maybe we could find better options to replace them?"


Male Human Wizard (Universal) 9

What other options are there? To be honest, I never bought the incarnum book.

Daurros furrows his brow, trying to recall what he can of incarnum.

knowledge arcana 1d20 + 15 ⇒ (8) + 15 = 23

"I would definitely keep the mantle of flames. Do you have anything that could perhaps be used to dehydrate the things? Something that uses heat or warm air, or perhaps even negative energy?"


Warforged Fighter 2 / Incarnate 4 / Ironsoul Forgemaster 3

I'm going to answer that in the discussion thread.


Warforged Fighter 2 / Incarnate 4 / Ironsoul Forgemaster 3

"No, the mantle is the only thing I know of that works with heat... Negative Energy? hmm... I used to have Armguards of Disruption shaped previously, but those only work on undead, so I doubt they would help us here." Guard replies, before mentioning some other Soulmelds he thought of.
The warforged is not all too sure what to use, though he knows the Soulmelds that are available to him, like remembering to have used them at one time or another, even though he certainly hasn't.
Memories... he thinks, But not mine... They come from Snem, but they aren't even Snem's.
They must be from other's like me, users of Incarnum, contained in the very fabric that lends me it's powers.


Male Human Wizard (Universal) 9

Daurros listens to Guard, and then tries to recall what he knows of plant-like creatures to try and give some suggestions to the warforged.

knowledge nature 1d20 + 14 ⇒ (17) + 14 = 31

Even before that though, he has a few other thoughts. "One thing to consider - whatever this thing is, it seems to be able to control it's 'children' from afar and through magic. Some form of mental protection may not be a bad idea."


Strange, my Dot seems to have disappeared...

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