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
Finn Killshrike wrote:
Finn frowns. "I agree that we should scout a bit further before nightfall; we can always come back here. Toxim, Daurros -- do you know how far it is from Farshore to here? Days of travel, at our current rate? Weeks? Months?"

knowledge geography 1d20 + 15 ⇒ (6) + 15 = 21


Ranger 2/ Magus 7

Knowledge: geography 1d20 + 9 ⇒ (2) + 9 = 11
Not to sure.


GM

With a little looking you can find a camp, maybe not as good as walls . What do you do with the body?

Karkalla searches the surrounding ruins, but sees nothing she would call a threat.Daurros would guess it may be roughly two weeks travel by foot, from here. Maybe less, maybe more depending upon the lay of the land.

The plan is to move on?


Female Shifter Rogue 9

"Well nothing around here that seems all that threataning.....well except fer the talking body there."


Ranger 2/ Magus 7

Since there is another acceptable area, let's leave the 'safety' of the walls and go there instead. It's the lesser area, but I figure that the NPCs would complain less about it. We can burn the body.


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

Was Daurros's roll good enough to estimate how far it is to Farshore?


GM

I posted that above, roughly two weeks travel by foot. Camping else where and burning the body then correct?


Female Shifter Rogue 9

Looks like it.


Male Human Wizard (Universal) 9

Daurros looks a bit unnerved being in this area, something that is uncharacteristic for him. He remains silent.


GM

You move away from the ruins down a trail that Toxim has found. You make camp spreading out and clearing the area as best you can. Duarros Finds a spot a bit away from the others, but soon he finds Arainn not to far from his tree. Like wise Finn takes point but finds Amella keeping him company , same with Toxim and Lirith. Ardanto still finds the cabin boy close by..in case the captain might need something he says. Morpere has not wish to even try cooking the odd beasts that call the fog ridden jungle home, so you eat more hard tack.

As night deepens and the fire burns low, most of the crew have found themselves under trees or in make s$#& leantos built from the surrounds plant life. Finn and Guard on are watch, Amella snoozing not far from Finns post. The night is far from silent and the jungle is damp, cool and active with things you can hear but not see in the never ending fog.

Not sure who is on watch and when, tell me what watch you take if any, the crew can easily also fill such slots and I have been assuming you have 8 , one hour watches. Anyone taking watch give me a perception wall and tell me what watch.

Here is the camp map. If you would like moved , let me know


Female Shifter Rogue 9

Karkalla takes the midnight watch

Heading a little deeper into the foliage hopefully to hide herself

Perception
1d20 + 13 ⇒ (17) + 13 = 30

Stealth
1d20 + 15 ⇒ (2) + 15 = 17


Ranger 2/ Magus 7

Toxim takes an early watch.


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

Perception: 1d20 + 24 ⇒ (9) + 24 = 33


Ranger 2/ Magus 7

Forgot the perception check
Perception 1d20 + 8 ⇒ (1) + 8 = 9


GM

It was late in the night, the sky over cast with the never ending fog when the camp went dark. Not just the fire burning low, bubble of utter darkness ensnared the camp. The the howl started as an Ape nature never bore pounced upon Finn. The thing as some nightmare from the Depths of Khyber as it leaped upon the mount with its misshaped legs and arms larger then anything that belonged upon a beast that size, fur the color of fire ,its inhuman howl the night air.

It leaped upon Finn tearing into the monk from somewhere unseen, appearing as if by magic to rend him with its all to large claws. 55 hp, and two bleed

The cap started to scream as some people seemed to be drug from the depths of slumber, not just by the howl, but unseen hands within the darkness.

Round 1------------------------------------------------------------------
I'll assume the loud howl woke everyone up

Lirith, Rolls from the ground, calling to Toxim and garbing her sword. Unsure what to do about the globe of darkness so near. She can make out an misshapen Ape, appearing from nothing as it grabs a groggy avnaer and

Init: Round 1
* Lirith = 24 [went]
* Unknown = 22 [went]
* Daurros = 22
* snem = 19
* Ardanto = 19
* Fire colored Ape = 13
* Karkalla = 12
* Toxim = 12
* Guard 11
* The crew=10
* Finn = 4
* amella = 4

Map


GM

Something to make clearer, If you are in the dark area in the map, you are in a darkness spell. In fact give me perception checks to go the correct way if you try to get out of the darkness. In check to recall will work as well


Female Shifter Rogue 9

Perception (To assertain direction of Lirith's yell)

1d20 + 13 ⇒ (7) + 13 = 20


Female Shifter Rogue 9

Karkalla heads in Lirith's direction emerging from the Darkness to see a giant ape grabbing Anver "Get yer hands of him ya damn Dirty ape" she yells as she draws a bead on the creature (Ready action to attempt to shoot it if it tries to pin Anver or run off with him)

Acrobatics

1d20 + 17 ⇒ (5) + 17 = 22


Ranger 2/ Magus 7

What do I know about these weird apes?
Knowledge- nature 1d20 + 9 ⇒ (10) + 9 = 19
Knowledge- planes 1d20 + 9 ⇒ (14) + 9 = 23
Knowledge- dungeoneering 1d20 + 8 ⇒ (2) + 8 = 10


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

Did Finn get an AoO, or could he not see his attacker at all? Note that he can still make attacks of opportunity while flat-footed.

Finn cries out in agony, his life's blood gushing from the deep gouges in his body. "We're being attacked and I am sorely wounded!" he moans as he tries to mount a defense.

Use two hero points for an extra standard action to activate wand of Mirror Image.
1d4 + 1 ⇒ (2) + 1 = 3 images

Then take a 5' step away and flurry with his longspear, using a ki point for an extra attack.

1d20 + 13 ⇒ (13) + 13 = 261d8 + 12 + 1d6 ⇒ (3) + 12 + (4) = 19

1d20 + 13 ⇒ (15) + 13 = 281d8 + 12 + 1d6 ⇒ (6) + 12 + (4) = 22

1d20 + 13 ⇒ (11) + 13 = 241d8 + 12 + 1d6 ⇒ (8) + 12 + (5) = 25

1d20 + 8 ⇒ (20) + 8 = 281d8 + 12 + 1d6 ⇒ (5) + 12 + (6) = 23

Confirm:
1d20 + 8 ⇒ (17) + 8 = 252d8 + 24 ⇒ (2, 7) + 24 = 33


GM

It was a surprise round, his foe was not there at all, then just was. It was invisible or teleported or something because it was just there. However you do have reach, so feel free to make the AoO.

Toxim:
You do not see much, but the darknbess along with it just appearing makes you think of a creature called a Bar lgura. so called demon apes. You know they can go invisible as well as them being true demons. You'll need cold iron, very magical or a good weapon to hurt them easy


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

If he just popped in, there wouldn't be an AoO. Thanks for clarifying!


Male Human Wizard (Universal) 9

Daurros smacks himself in the head. "Dispel Magic! Why do I have no scrolls of dispel magic!" Cursing again, he invokes the power of his bonded ring to cast dispel magic on the darkness cloaking the area.

caster level check 1d20 + 8 ⇒ (18) + 8 = 26


Fighter Level 9

Ardanto wakes from a unpleasant dream of cloying smoke filling his lungs to a world of darkness, yells of pain and anger and bestial noises of their foe fill his ears. He gropes around in the darkness for one of his weapons, feeling naked with out his armor as he staggers to his feet. "Stay close to me boy!" he hisses at Tavey, using his free hand to try and grasp his shoulder.

His battle senses start to kick in and he tries to make sense of the confusion to locate his friends or opponents.
Perception +1 (+1 Rank) 1d20 + 1 ⇒ (10) + 1 = 11

I think that is just good enough to pinpoint the location of Finn? DC -10 for combat, +20 for darkness/blindness and +1 for distance?

Seeker:

Spoiler:
There appears to be a second icon hidden under Taveys?


GM

Daurros manages to dispell the magic around him, the night brights slightly but still there is no source of light. Snem darts toward the Ape abducting Avner , weaving though the trees and blasts at it, but hits only trees. Ardanto manages to stand and wonder out of the darkness.

The Fire Colored Ape, tears into Finn again dropping the Monk 31 hp "Pathetic!" It howls in broken Commo, turning is gaze toward Ardanto. Karkalla stumbles out of the darkness, seeing Avner being taken and yells, the noble man screams for help.

Toxim Grabs up his weapons and stands as Guard swings into action, barreling toward the Ape , though the underbrush. Amella, stumbles out of the Darkness, shouting at seeing Finn laying bleeding upon the ground.
---------------------------------------------------------------------------

Round 2

Lirith, stands by Toxim, weapon ready as the Ape, Avner in tow simply Vanishes.

Init: Round 2
* Lirith = 24 [went]
* Unknown = 22 [went]
* Daurros = 22
* snem = 19
* Ardanto = 19
* Fire colored Ape = 13
* Karkalla = 12
* Toxim = 12
* Guard 11
* The crew=10
* Finn = 4 [at -8 and bleeding]
* amella = 4

Map


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

Finn will use an action point to stabilize, but that doesn't help with the bleed damage...


Ranger 2/ Magus 7

Toxim hurries to where Avner was abducted from while drawing his weapon and calling out. "They're demon-apes. They can teleport and turn invisible and cold iron hurts them." He activates his arcane pool and swipes at the area where he and the bar-lgura were at.
Scimitar +2: enhanced (+1 *+3 total*, keen)
to hit 1d20 + 13 + 1 ⇒ (11) + 13 + 1 = 25 damage 1d6 + 6 + 1 ⇒ (2) + 6 + 1 = 9
In case it's still there. 50% miss chance (low roll hits) 1d100 ⇒ 12


Female Shifter Rogue 9

"%*&^" Karkalla curses as Anver and the ape vanishes. Moving up and spotting the fire red ape She takes a quick pot shot

Attack

1d20 + 13 ⇒ (17) + 13 = 30

Damage

1d12 + 2 ⇒ (11) + 2 = 13


Male Human Wizard (Universal) 9

"Wow! You are so much more powerful than us ... it's obvious we're no threat. Why not sit on the ground for a few minute and take a rest?" Daurros asks the fire red ape-demon.

cast suggestion DC 19

caster level check 1d20 + 8 ⇒ (14) + 8 = 22

Karkalla, since you have the clw wand, you may want to heal Finn. Not sure how many rounds of bleed damage he can take.


Fighter Level 9

Ardanto hestitates for a second as the Ape drops his battle hardened companion with ease, every bone in his body screaming at him to flee. Toxim's yell breaks him out of his stupor as he realises that Finn could be next to be abducted. With a cry of "Take your stinking paws off him, you damned dirty ape!" he charges the demon-primate hoping that momentum and strength will be enough to buy the others some time.

Longsword +15 (1d8+19 19-20) 1d20 + 15 ⇒ (19) + 15 = 341d8 + 19 ⇒ (1) + 19 = 20

Charge, levelled up, although character sheet is not up to date.

Spoiler:

To hit= (BAB+Magic of weapon+Strength+Greater Weapon Focus+Weapon Training+charge-power attack)(8+1+4+2+1+2-3=14)
Damage= (Strength*1.5+Magic of weapon+Weapon Specialization+Weapon Training+power attack)(6+1+2+1+9=19)

Edit:
Potential Critical:
Longsword +15 (1d8+19 19-20) 1d20 + 15 ⇒ (12) + 15 = 271d8 + 19 ⇒ (1) + 19 = 20

I will throw an action point at the confirmation as I am not convinced that 27 will be good enough, this being a dungeon magazine adventure and they are AC whores.

1d6 ⇒ 4


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

<gurgle...>


GM

Daurros casts a spell at the Demon Ape, but it seems to have little or No effect, it does hold it for just a moment for Ardanto to leap into action, he charges the Ape, giving him a powerful Blow with his long sword. The Ape howls in pain, it takes a step back"Soon you will pay for that!" It screeches at Ardanto as it vanishes from sight.

Karkalla moves around the darkness, but sees no target as Toxim swings at the empty air., the crew start stumbling out of the darkness as Amella reaches Finn and starts to wrap his wounds with her ripped jacket. "bring'th' blasted wand!" She yells as he bleeds upon the dark ground.

The Apes, seem to be gone, but so does both Avner and Thomas. The Demon Apes have taken two of you, to an unknown fate.


Female Shifter Rogue 9

Now certain that nothing is going to rip her heart out as she heals Finn Karkalla rushes foreward and begins to attemp heal him cursing all the while

Use magic device

1d20 + 12 ⇒ (17) + 12 = 29
1d20 + 12 ⇒ (12) + 12 = 24
1d20 + 12 ⇒ (7) + 12 = 19
1d20 + 12 ⇒ (5) + 12 = 17
1d20 + 12 ⇒ (5) + 12 = 17

Cure light
1d8 + 1 ⇒ (7) + 1 = 8
1d8 + 1 ⇒ (4) + 1 = 5
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (8) + 1 = 9
1d8 + 1 ⇒ (2) + 1 = 3


Ranger 2/ Magus 7

Toxim moves back over to where Karkalla is taking care of Finn casts Light and calls for everyone to gather around.


Fighter Level 9

Ardanto releases one hand from his sword and gives the ape-demon the middle finger as it vanishes from sight. He becomes suddenly aware he is dressed only in his boots and a shirt, the shirt tails just hiding his modesty.

"What the hell where they and did they do any lasting damage?" he asks peering back into the darkness as others start to emerge from it. "Some one give me a head count!"

When the count reveals the loss of Avner he growls "Why did the blasted things take Thomas as well, now we will have to go and rescue the pompous fool." He pauses, before asking "how do you track something that can vanish into thin air?"

Seeker can you give me an indication of if the creature had DR against me if I hit with ease on the confirmation or not?"


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

Finn groans as he comes back to life, his horrifying wounds closing from the wand's healing magic.

"By the Flame...it came out of nowhere! Before I could even move a finger, it had torn me to shreds. What was that thing?"


Male Human Wizard (Universal) 9

Daurros racks his brain to figure out what this thing was.

knowledge planes 1d20 + 16 ⇒ (9) + 16 = 25


Ranger 2/ Magus 7

From previous post.

Toxim ir' Kinain wrote:
Toxim hurries to where Avner was abducted from while drawing his weapon and calling out. "They're demon-apes. They can teleport and turn invisible and cold iron hurts them."

"They are called Bar-Lgura. They are demons (with all their resistances and abilities). It will take weapons of cold iron or imbued with holy energy or other potent magic to be able to hurt them."


GM

Daurros roll will tell him the same thing Toxims did, with teleport they could be anywhere on or under the island you would guess. And yes, Ardanto you know you had some resistance and barely confirmed that crit. Still hurt like a b%$~* though. Hell of a good hit that one, he felt it.


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

"Demons? I travelled halfway across the world to get away from them, and now here I am again." Finn sighs. "There's no escaping fate. Well, does anyone have an idea how we can track these creatures down? If we survive, that is..."


Ranger 2/ Magus 7

"They could be anywhere, but it's probably their influence that has made the forest like this. They could be very close. We should start looking." Toxim doesn't believe what he just said, but the crew need something to keep their minds busy after that ambush.


Male Human Wizard (Universal) 9

Daurros swears loudly and addresses the other MFs. "Damnation! You all realize what this means, yes? These things can teleport at will. If we hurt them, they just teleport out, heal, and return. And each time, they grab someone else. We, on the other hand, just get weaker and weaker, especially since the sea witch has left us without a healer. Had I known we would be facing these creatures, there is a spell I could have learned which would stop them from teleporting. Dimensional Anchor. But I do not have the resources, nor likely the time, to learn it now.

"I have one spell which may help; versatile weapon may help our weapons get past it's natural resitance."


Fighter Level 9

"Then we track them down to where-ever they call home and hunters become the hunted!" Ardanto announces [b]"if their fel influence has tainted the forest then the source of corruption will be at its center, could you fly above the forest and see if you can determine a direction?"[/]b he asks Daurros.

Does anyone know locate object? Or could get it the next day? I guess not as it requires a cleric, bard or wizard that knows the spell.


GM

It is still the middle of the night, whats the plan? Camping? moving? Trying to track them in the dark?


Female Shifter Rogue 9

"Aye but no point trying ta find anything in the pitch black. Probably best ta hold up till it gets light and then ta head out."


Ranger 2/ Magus 7

"Thomas probably doesn't have that long. Also, no one will be able to sleep anyway. We should stay close to one another, but we need to get going."


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

Finn is startled by Toxim's suggestion. "If you wish to stumble around in the dark looking for the creature that tore me limb from limb in a heartbeat, that's your affair, Toxim. I think we should keep a vigil all night, lest we lose any more of our band."


Male Human Wizard (Universal) 9
Finn Killshrike wrote:
Finn is startled by Toxim's suggestion. "If you wish to stumble around in the dark looking for the creature that tore me limb from limb in a heartbeat, that's your affair, Toxim. I think we should keep a vigil all night, lest we lose any more of our band."

"Yes, and it will give us time to finish healing Finn, and I can adjust my spells."

What does Daurros recall of these things' resistance to energy, mind-affecting attacks, and other types of spells?


Warforged Fighter 2 / Incarnate 4 / Ironsoul Forgemaster 3

"Demons, hu? Well, okay then. I can deal with that. I do need some hours to prepare though..." Guard adds, informing Daurros and Toxim that he will not be able to keep up his watch-duty if he wants to change his soulmelds to be able to better fight evil forces.

Change of soulmelds:
8 hours of rest +1 hour to shape new soulmelds.
Bluesteel bracers -> Incarnate weapon (good aligned warhammer)
Cerulean sandals -> Diadem of purelight (bound to crown chakra) (For the purpose of interacting with darkness spells, the diadem of purelight is treated as a light spell of a level equal to its invested essentia.)
lesser Soulspark familiar (bound) -> least Soulspark (good aligned soulblast)
Mantle of flame kept


GM

Ok I lied, I did not update yesterday. It seems the house hates me to. Since it seems two to one I am guessing you keep watch but take no other actions.

You keep a vigil most of the night, and all though the fog never lefts when day breaks, hazily though the fog you find yourself still safe, if missing two people. The remaining crew are tired and wary of the jungle, wanting nothing more then to get out of the fog and the twisted jungle.

Whats the plan here?

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