Slumbering Tsar: Forward - The Camp (Inactive)

Game Master Lord Manticore

A long trek to a short beach.


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male minotaur cleric of Baphomet 6 | HP64/64 | AC19/18/11 | Init:+1 | Perception:+3 | Lowlight/Darkvision | Fort:+9 Ref+4 Will+9
Resources:
Channel 4/4 | Fury 6/6 | Ferocious Strike 6/6
Active Buffs:

"Your feminine wiles may be better suited here in the camp but if you want to go out into the desolation, I'm confident your magic will serve just as well as the wizard's."


Male Drow Noble Accountant 12/Monk 10

@The travelling trio: If you guys would like to start making some survival/tracking checks, I'd be much obliged.


Male Fetchling Ninja

Macavity attempts to aid Calendir's tracking. Survival: 1d20 + 4 ⇒ (5) + 4 = 9

Shadow Lodge

Male Half-Orc Ftr1/Ranger lvl7 | HP 68 | AC 22 FF 16 T17 | Saves +11/+13/+6 | Init + 7 (+9 in Favored Terrain) | Per. +12

Tracking: 1d20 + 15 ⇒ (16) + 15 = 31


Male Drow Noble Accountant 12/Monk 10

Based on your tracking score of 33, I can say that the general direction of the tracks lead out to the northeast of the Camp. How far out do you want to go?

Shadow Lodge

Female Changeling Witch / 5 || Init: +3 / HP: 45/45 / AC: 13, Touch: 13, FF: 11 (+4 wMA)

Lavinia looks over to Ruul. "There does seem to be a bit left to do here and it couldn't hurt to have some of us stay here to cement our position and perhaps begin some work on enlarging the inn. I fear my outdoors skills are sorely lacking and may only hinder a group that wishes to move fast and silently in the wilderness, so it may be best if I stay behind here."


Male Drow Noble Accountant 12/Monk 10

Just waiting on the traveling trio. If no one responds in the next few hours (it being the weekend and all) I'll just make a few assumptions (nothing that will get them into trouble) and we'll move on. I really would like to get the party (whether split or not) moving out into the Desolation this week if we can.

Dark Archive

M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14

The wizard frowns at Lavinia's words. The Giant fount a near army of undead that drains lives. If we are going anywhere near where the caravan was attacked then we will need you Lavinia for your ability to death ward and channel against the undead.

I hope you can cast Death Ward - forget what level it is.


Female Elf Witch (Winter Witch) 3 / Cleric VMC | HP 21/21 | AC:14, T:13, F:11 | CMD:13, CMB:0 | Save (F+2, R+4, W+4) | Init:+3 | Perc: +8 (-2 without familiar)

"Well, you're not going to engage them if they're a large dangerous group... right? If you need to, retreat and get us."

Shadow Lodge

Male Half-Orc Ftr1/Ranger lvl7 | HP 68 | AC 22 FF 16 T17 | Saves +11/+13/+6 | Init + 7 (+9 in Favored Terrain) | Per. +12
Calendir Elberen wrote:

How far Calendir travels will depend on the current time of day - his math is to go off, and travel initially in a circular pattern around the Camp, to ascertain what tracks are more pertinent or important - once chosing the path he will move away enough, that they should be allowed to return and arrive back at Camp at least 2 hours before dark.

"I welcome your company Numair - me and Lagash we were needing to stretch our legs - idle hands and all that" - the ranger comments with a fanged smile as Numair approaches.

If Macavity catches up to them.

"I guess the Outdoor trio assembles again - Mac, did you manage any important intel from that hag character? I mean... It actually made me want to laugh seeing that giant crying his heart out, but then again, I guess this is one time we can never be too prepared..."

NINJA LM!

LM, I think this had accurately described how far the outdoors group is moving - it will depend on travelling times. Do you need more info?

Dark Archive

M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14

The goal is investigate, rescue and recovery. But to do that we will likely have to defend ourselves against them. If those undead are still in the area a cleric will be indispensable.


Male Drow Noble Accountant 12/Monk 10
Calendir Elberen wrote:
Calendir Elberen wrote:

How far Calendir travels will depend on the current time of day - his math is to go off, and travel initially in a circular pattern around the Camp, to ascertain what tracks are more pertinent or important - once chosing the path he will move away enough, that they should be allowed to return and arrive back at Camp at least 2 hours before dark.

"I welcome your company Numair - me and Lagash we were needing to stretch our legs - idle hands and all that" - the ranger comments with a fanged smile as Numair approaches.

If Macavity catches up to them.

"I guess the Outdoor trio assembles again - Mac, did you manage any important intel from that hag character? I mean... It actually made me want to laugh seeing that giant crying his heart out, but then again, I guess this is one time we can never be too prepared..."

NINJA LM!

LM, I think this had accurately described how far the outdoors group is moving - it will depend on travelling times. Do you need more info?

Well, given that you had at least 5 hours, maybe more, you could out a couple of miles easily before needing to come back. I was just wondering if you wanted to go out that far and come back, or if you wanted to stop short.

Shadow Lodge

Male Half-Orc Ftr1/Ranger lvl7 | HP 68 | AC 22 FF 16 T17 | Saves +11/+13/+6 | Init + 7 (+9 in Favored Terrain) | Per. +12

As far as possible within the frame described :D


Male Drow Noble Accountant 12/Monk 10
Calendir Elberen wrote:
As far as possible within the frame described :D

LOL OK I was just making sure...

Random Roll: 1d100 ⇒ 5 I will need each of you (i.e. Numair, Macavity, and Calendir) to roll a Survival check, DC 30. You will likely understand once someone has made the roll and made the DC.

You are able to find the trail that Gurg and his followers took to come down to the Camp and you are able to begin following it back. It is a cold morning, but the weather is clear, and the winds are coming light and from the north. You are able to follow the trail back at least a mile to the northeast, without losing the trail.

It is around midday... ...when you'll need to make your Survival check


Female Elf Witch (Winter Witch) 3 / Cleric VMC | HP 21/21 | AC:14, T:13, F:11 | CMD:13, CMB:0 | Save (F+2, R+4, W+4) | Init:+3 | Perc: +8 (-2 without familiar)

I think we need to decide quickly which spellcasters accompanied them, if any. Is it too late to determine that, let's say, Elen and Lavinia accompanied them?


male minotaur cleric of Baphomet 6 | HP64/64 | AC19/18/11 | Init:+1 | Perception:+3 | Lowlight/Darkvision | Fort:+9 Ref+4 Will+9
Resources:
Channel 4/4 | Fury 6/6 | Ferocious Strike 6/6
Active Buffs:

This was just an initial scouting.


Male Drow Noble Accountant 12/Monk 10
Elen Emerwen wrote:
I think we need to decide quickly which spellcasters accompanied them, if any. Is it too late to determine that, let's say, Elen and Lavinia accompanied them?

At this point, I'm going to say that the boys went out alone. But, having said that, you can run and catch up to them after the fact. If you wish to do so, then you'll need to make Survival checks as well, also at DC 30.


Male Drow Noble Accountant 12/Monk 10
Ruul Spiritskin wrote:
This was just an initial scouting.

I understand, but ooc, the guys have run into...something. I'll just leave it at that for the moment.


male minotaur cleric of Baphomet 6 | HP64/64 | AC19/18/11 | Init:+1 | Perception:+3 | Lowlight/Darkvision | Fort:+9 Ref+4 Will+9
Resources:
Channel 4/4 | Fury 6/6 | Ferocious Strike 6/6
Active Buffs:

Exciting!


Male Drow Noble Accountant 12/Monk 10

LOL

Shadow Lodge

Male Half-Orc Ftr1/Ranger lvl7 | HP 68 | AC 22 FF 16 T17 | Saves +11/+13/+6 | Init + 7 (+9 in Favored Terrain) | Per. +12

Unlikely that I can pull off a Survival DC30.

Survival: 1d20 + 14 ⇒ (14) + 14 = 28

Not too shabby though :D


Male Drow Noble Accountant 12/Monk 10
Calendir Elberen wrote:

Unlikely that I can pull off a Survival DC30.

[dice=Survival]1d20+14

Not too shabby though :D

Duly noted. We'll have to wait until someone makes his/her save before I continue.


Female Elf Witch (Winter Witch) 3 / Cleric VMC | HP 21/21 | AC:14, T:13, F:11 | CMD:13, CMB:0 | Save (F+2, R+4, W+4) | Init:+3 | Perc: +8 (-2 without familiar)
Ruul Spiritskin wrote:
"Your feminine wiles may be better suited here in the camp but if you want to go out into the desolation, I'm confident your magic will serve just as well as the wizard's."

"Feminine wiles... right. Like when I stammer and stutter and can't talk to strangers. Hmph. Well when the boys get back from their tracking expedition we can make specific plans. Meanwhile, do you want my supply of alchemist's kindness? You might do better than I did at offering it to people."


male minotaur cleric of Baphomet 6 | HP64/64 | AC19/18/11 | Init:+1 | Perception:+3 | Lowlight/Darkvision | Fort:+9 Ref+4 Will+9
Resources:
Channel 4/4 | Fury 6/6 | Ferocious Strike 6/6
Active Buffs:

Ruul rumbles with laughter.

"Perhaps when I said you, I meant Ally."

"Yes, the Kindness might help."


Male Fetchling Ninja

Survival: 1d20 + 4 ⇒ (13) + 4 = 17

My and Numair's Survival rolls are moot since we can not hit a DC 30. What save?


Male Drow Noble Accountant 12/Monk 10
Macavity the black wrote:

[dice=Survival]1d20+4

My and Numair's Survival rolls are moot since we can not hit a DC 30. What save?

As soon as Numair makes his roll, I'll explain. If he rolls a nat 20, I'll rule that he made the save. I will say that it is nothing fatal, per se. But it can be dangerous, nonetheless.


Male Drow Noble Accountant 12/Monk 10

For those not out in the tundra, what is the consensus for moving forward through the day?


male minotaur cleric of Baphomet 6 | HP64/64 | AC19/18/11 | Init:+1 | Perception:+3 | Lowlight/Darkvision | Fort:+9 Ref+4 Will+9
Resources:
Channel 4/4 | Fury 6/6 | Ferocious Strike 6/6
Active Buffs:

I'm on board.


Female Elf Magus 1 | HP 9/9 {effects: none} | AC 15 (T15 FF10) | F+3 R+4 W+1 | Init +4 | low-light vision, perception +1

Sure. Kallistiel was flirting with Digory while he sewed up her clothes. After that, free as a bird.

Dark Archive

M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14

I am around for a while today and can post.


OK so I'm going to handle Calendir, Numair, and Macavity separately. As for the rest of you...

Once you managed to get Gurg into his pavilion tent, and his 'entourage' into their tents, you find yourselves with the swamp hag, who introduces herself as 'Mama Grim.' She is the Camp's apothecary, and as such, can offer you some potions for use while in the Desolation. Most of her spells are nature based (i.e. control and influence animals, barkskin, etc.). She does reiterate her desire to see her cousins, who live somewhere behind the walls of Tsar, brought low. Regrettably, she does not remember much of the layout of the city, however. She never entered any buildings "Many were already occupied, and few like to see such a beautiful, powerful woman as myself," Grim states at one point. Also, it has been at least a couple of decades since she had been there. "...long before that terrible tar dragon made its home here," she notes.

Survival Check, DC 20: 1d20 + 15 ⇒ (2) + 15 = 17

It is as she starts telling you about how terrible the dragon really is, when you start to feel something scrape against your skin. You swipe at it as the wind starts to pick up, and realize you have scraped powdered bone off of your cheek, some of the powder having jagged, rough edges to the crystals. You hear a few people start to scream "Bone-storm! Get to shelter!" The formerly clear skies are shrouded now, looking almost like a fog is rolling in. You see a horse, looking bedraggled already, clopping in from the north, when it starts to get buffeted by the winds and powder. It whinnies and is visibly pushed to its right along the road.

What do you guys Not already tracking do at this point?

The Exchange

Human Bard 1/Paladin 4;
Status:
HP 62/62; AC 17/13/14; CMD 22; Fort +11, Ref +11, Will +10; Init +3; Perc -1

Survival: 1d20 - 1 ⇒ (1) - 1 = 0

Numair is almost as good at noticing things as the rocks he walks on.


male minotaur cleric of Baphomet 6 | HP64/64 | AC19/18/11 | Init:+1 | Perception:+3 | Lowlight/Darkvision | Fort:+9 Ref+4 Will+9
Resources:
Channel 4/4 | Fury 6/6 | Ferocious Strike 6/6
Active Buffs:

Ruul's eyes go wide.

"Back to the Benderhouse. Go. Now!"


Female Elf Magus 1 | HP 9/9 {effects: none} | AC 15 (T15 FF10) | F+3 R+4 W+1 | Init +4 | low-light vision, perception +1

How much time has passed before this begins? Would Kalli still be hanging with Digory at this point?


Female Elf Witch (Winter Witch) 3 / Cleric VMC | HP 21/21 | AC:14, T:13, F:11 | CMD:13, CMB:0 | Save (F+2, R+4, W+4) | Init:+3 | Perc: +8 (-2 without familiar)

Would Enforced Environment help? If so, Elen will spend a full-round action to cast it, giving up Blindness/Deafness to cast. She will target herself and yell for everyone to stay within 30 feet of her. Is it possible to get to the horse? It might be significant, such as belonging to the caravan that was destroyed. Or it just might be a random horse, but even so no reason to leave it to be killed by a bone-dust storm.


Male Drow Noble Accountant 12/Monk 10
Kallistiel Illuiadlara wrote:
How much time has passed before this begins? Would Kalli still be hanging with Digory at this point?

About 10-15 minutes after you finished getting dressed, planted a kiss on Digory's cheek, gave him another full flash, you offering to sit in his lap...oh wait, that was Digory talking, sorry...Honestly, about 10-15 minutes after the job was done.

Dark Archive

M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14

Those who wish to return to the inn with my help come to me. The wizard says loudly. Imbukar immediately repeats this to the party telepathically. I can carry you as well Mama Grim, if you wish it.

Azaraunt can carry two others with him but can make more than one trip if need be.


Male Drow Noble Accountant 12/Monk 10
Elen Emerwen wrote:
Would Enforced Environment help? If so, Elen will spend a full-round action to cast it, giving up Blindness/Deafness to cast. She will target herself and yell for everyone to stay within 30 feet of her. Is it possible to get to the horse? It might be significant, such as belonging to the caravan that was destroyed. Or it just might be a random horse, but even so no reason to leave it to be killed by a bone-dust storm.

It will protect from most of the effects, there is some minor damage for remaining within the storm, that cannot be prevented by this spell. As for the horse, you will have to pull it towards you to get within the spell's radius. It will require a handle animal check by someone, DC 16 (weakened condition, high winds).


Azaraunt wrote:

Those who wish to return to the inn with my help come to me. The wizard says loudly. Imbukar immediately repeats this to the party telepathically. I can carry you as well Mama Grim, if you wish it.

Azaraunt can carry two others with him but can make more than one trip if need be.

Mama Grim says thanks, but the inn is too small, not so much for her (although it is), but for her bears. She trundles slowly back to her hole in the ground.

Land speed is now 1/2. The equivalent of 4 rounds has passed for determining the effects of the storm.

Visibility: 1d2 ⇒ 1 Visibility is down to 15' atm. Quickly dropping to 5'.


Female Elf Magus 1 | HP 9/9 {effects: none} | AC 15 (T15 FF10) | F+3 R+4 W+1 | Init +4 | low-light vision, perception +1

Ok. Then Kalli's still at the in since the rest had just completed setting up giant-sized tents (and she would have avoided any possibility of that kind of manual labour).


male minotaur cleric of Baphomet 6 | HP64/64 | AC19/18/11 | Init:+1 | Perception:+3 | Lowlight/Darkvision | Fort:+9 Ref+4 Will+9
Resources:
Channel 4/4 | Fury 6/6 | Ferocious Strike 6/6
Active Buffs:

"Lavinia and Elen, take Azaunt's spell back to the house. I will make it back on my own", Ruul says while shielding his eyes from the growing storm.


Male Drow Noble Accountant 12/Monk 10
Kallistiel Illuiadlara wrote:
Ok. Then Kalli's still at the in since the rest had just completed setting up giant-sized tents (and she would have avoided any possibility of that kind of manual labour).

LOL fair enough. You can hear the winds howl outside, but no damage is being done at this point yet.


Female Elf Witch (Winter Witch) 3 / Cleric VMC | HP 21/21 | AC:14, T:13, F:11 | CMD:13, CMB:0 | Save (F+2, R+4, W+4) | Init:+3 | Perc: +8 (-2 without familiar)

If 4 rounds have passed, can Elen cast another Enforced Environment on Ruul during the 2nd round, giving up Hold Person?

Elen tries to coax the horse to come to them so as to be within the Enforced environment bubble.
Handle Animal (She has 1 rank but a -1 from Cha): 1d20 ⇒ 17

Shadow Lodge

Male Half-Orc Ftr1/Ranger lvl7 | HP 68 | AC 22 FF 16 T17 | Saves +11/+13/+6 | Init + 7 (+9 in Favored Terrain) | Per. +12

Oh boy...


male minotaur cleric of Baphomet 6 | HP64/64 | AC19/18/11 | Init:+1 | Perception:+3 | Lowlight/Darkvision | Fort:+9 Ref+4 Will+9
Resources:
Channel 4/4 | Fury 6/6 | Ferocious Strike 6/6
Active Buffs:

Ruul nods as Elen's spell washes over him.

"Thank you. Now go. No more magic. Azaruant, take them to safety."


Female Elf Witch (Winter Witch) 3 / Cleric VMC | HP 21/21 | AC:14, T:13, F:11 | CMD:13, CMB:0 | Save (F+2, R+4, W+4) | Init:+3 | Perc: +8 (-2 without familiar)

Waiting to see if the horse is going to make it to safety. Elen won't abandon it. Are the stables near the Inn?


Male Drow Noble Accountant 12/Monk 10
Elen Emerwen wrote:

If 4 rounds have passed, can Elen cast another Enforced Environment on Ruul during the 2nd round, giving up Hold Person?

Elen tries to coax the horse to come to them so as to be within the Enforced environment bubble.
[dice=Handle Animal (She has 1 rank but a -1 from Cha)]1d20

You did make it on the skill check, and the horse comes with you, especially once it is under your EE spell. The stables are about 120' from the inn.


Male Drow Noble Accountant 12/Monk 10

The Traveling Trio

You have made it about a mile beyond the perimeter of the camp. It is cold, but not frigid, and the trail that the hill giant left is still there, although no longer 'fresh.' The three of you are trudging along, making small talk, when you happen to turn around, trying to gauge your distance back to the camp. The camp is no longer there! You see some kind of fog or something covering it over. You start to turn around, when you see that same fog (dust?) coming towards you from the east. You feel something bite your cheek and you go to wipe it instinctively. You come away with a white, chalk-like substance on your hand; the small crystals have sharp, jagged edges to them. It takes you a few seconds to realize that what is on your hand is bone dust.

You spot a small ravine about 150' in front of you just before the dust cloud hits, it looks big enough to cover the three of you, but the dust is thick enough that getting to it will take a moment.

What do you three do?

Also, please make Survival checks, DC 25. This is to determine ways to mitigate the issues of the storm.


Male Fetchling Ninja

"Let's take cover in that ravine." Macavity yells over the storm.

Survival: 1d20 + 4 ⇒ (8) + 4 = 12

The Exchange

Human Bard 1/Paladin 4;
Status:
HP 62/62; AC 17/13/14; CMD 22; Fort +11, Ref +11, Will +10; Init +3; Perc -1

"Agreed. That is some nasty looking dust. Not like any sandstorm I've ever seen."

Survi -- ahem. Blind Luck: 1d20 - 1 ⇒ (19) - 1 = 18 Ooh! Close!

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