Tales of the Nalbrin (Table 2) (Inactive)

Game Master sarpadian

Regional Map
Tactical Map

Initiative:

Rannock
Falgard
Riuk
Enemy
Morg
Mattock
Quingrin


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HP- 18/18 ; AC 16, touch15, flat-footed 13 // F 4 R 4 W 6 // Today's Resistance Fire 5 // Sense Motive 6, Perception 6

"Gods of iron! He's hard to hurt!"

The dwarf's ax swings into an apex above his head and he drives it at the thing again.

Battle Ax: 1d20 + 2 ⇒ (16) + 2 = 18..... damge: 1d8 + 1 ⇒ (3) + 1 = 4


Quingrin:
You can get into range to heal Falgard if you're willing cut through the creature's threat range and provoke an AoO; if you go around, it'll be next turn before you're in range.


Statistics:
Str 16, Dex 16, Con 14, Int 12, Wis 16, Cha 5 || Acrobatics +11, Climb +7, Perception +8, Sense Motive +8, Stealth +7 || Inventory
HP 23/23 || AC 20 / T 16 / FF 17 || Fort +6 / Ref +5 / Will +5 || Perception +8 || Init +4

GM:
Oh, sure, I didn't think it was CR 2, but I'd nonetheless assumed it was a reasonable encounter. I suppose I know better now.

Also, Falgard doesn't know the meaning of "run", so either he gets healed or he dies swinging. Thus is his way.

Liberty's Edge

skills/hp:
{HP:21}{Init +6}; .;{Percep+9};;{SenceM+8};{Doplom+2};{K(Dungeon)+4};{K(Nature)+4};{K;Stealth +8};{Survival+8}
Inquisitor 1(Sacred Huntsmaster)1/Monk {zen Archer}1
AC/saves:
AC;19/T;16/FF;16, { F:6}/{R:5}/{W:7}

why can anyone tumble why!!!


HP- 18/18 ; AC 16, touch15, flat-footed 13 // F 4 R 4 W 6 // Today's Resistance Fire 5 // Sense Motive 6, Perception 6
Quingrin Ironbar wrote:

Is Quin close enough to provide heal for Falgard? Waiting on answer before Quin takes an action.

Quingrin shouts at his comrades, "Holy or precious weapons will harm this creature. Anyone have silver weapons?"

Mattock recovers from his swing and shouts back. "I might have an answer but it will take me a few moments to ready it. Can any of you use an axe?"

Was ninja'd by this post and just saw it. I've got 2 scrolls of magic weapon. Mattock's thinking fancy up his ax and hand it to someone. Who's a heavy hitter? (Other options possible.)

Edit: I just looked, magic weapon works on unarmed strike. We're in business! Who's got our best attack?

Magic Weapon:
Magic Weapon

School transmutation; Level cleric 1, paladin 1, sorcerer/wizard 1

Casting Time 1 standard action

Components V, S, DF

Range touch

Target weapon touched

Duration 1 min./level

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.

You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell.


Male Dwarf Sacred Priest 2
Stats:
HP 21/23

Very typical of a dwarf, Quingrin begins to lose his cool. "Yooo...you stupid thing...come and taste me. I'm much better tasting than me friend there." Quingrin tries to grab the attention of the creature and performs a left-right combo.
Flurry1, MW Kunckle: 1d20 + 3 ⇒ (14) + 3 = 17
Flurry2, MW Kunckle: 1d20 + 3 ⇒ (16) + 3 = 19

Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Damage: 1d6 + 2 ⇒ (1) + 2 = 3


HP- 18/18 ; AC 16, touch15, flat-footed 13 // F 4 R 4 W 6 // Today's Resistance Fire 5 // Sense Motive 6, Perception 6
Riuk Blood wrote:
why can anyone tumble why!!!

Mattock's got +6 on Acrobatics. If the mage can do it....


Since I can tell that my attempt to separate IC terminology and OOC terminology is causing confusion, I'll mention that what Quingrin quoted was the IC information I gave him. The OOC clarification was that it meant DR 5/good or silver. Magic Weapon won't--you'll have to pardon the expression--cut it.


Rannock moves towards the creature, drawing his silver warhammer and exhorting his comrades all the while. The creature takes a step back and pulls his forearms together in front of his face with a look of complete concentration on his face. After a couple of seconds, he disappears. A burst of flame jets out in all directions from his former location, washing over Falgard, Mattock, Quingrin, and Rannock.
Falgard and Quingrin take 7 fire damage; Mattock and Rannock take 3 fire damage. (Mattock's fire resistance reduces it to 0 damage for him.)

GM Rolls:
cast defense: 1d20 + 4 ⇒ (18) + 4 = 22 damage: 2d6 ⇒ (5, 2) = 7 Mattock Reflex: 1d20 + 8 ⇒ (17) + 8 = 25 Reflex (Falgard): 1d20 + 5 ⇒ (2) + 5 = 7 Reflex (Quingrin): 1d20 + 6 ⇒ (6) + 6 = 12, Rannock Refflex: 1d20 + 9 ⇒ (12) + 9 = 21 Rannock Spellcraft: 1d20 + 5 ⇒ (9) + 5 = 14 Mattock: 1d20 + 7 ⇒ (13) + 7 = 20

Mattock:
The creature used an innate ability similar to a spell you have heard called damnation stride, but not as powerful

You've forced it off, which counts as victory. 200 XP apiece.


HP- 18/18 ; AC 16, touch15, flat-footed 13 // F 4 R 4 W 6 // Today's Resistance Fire 5 // Sense Motive 6, Perception 6

Mattock lunges back from the flames reflexively. His left arm covers his face, while his right raises the ax for another blow. He looks at the empty spot where the enemy was. Then spins around to scan the glade.

The ax head drops to the ground and he leans on it while he looks for the foe to reappear.

"Someone tend to Falgard."

A quick detect magic to look for auras.

Once the area's clear, he mutters, "It used something like damnation stride there to get away. Maybe it was some sort of minor demon. " The flask slides out from behind his steel belly-warmer, and he takes a deep draught.

I make us at 467 XP.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

That was... emasculating.


Statistics:
Str 16, Dex 16, Con 14, Int 12, Wis 16, Cha 5 || Acrobatics +11, Climb +7, Perception +8, Sense Motive +8, Stealth +7 || Inventory
HP 23/23 || AC 20 / T 16 / FF 17 || Fort +6 / Ref +5 / Will +5 || Perception +8 || Init +4

I'm not dead!

In case I don't get healed:

Stabilization:
Stabilize (-3): 1d20 - 1 ⇒ (8) - 1 = 7
Stabilize (-4): 1d20 - 2 ⇒ (4) - 2 = 2
Stabilize (-5): 1d20 - 3 ⇒ (17) - 3 = 14

So if I don't get magical healing or a DC 15 heal check, I'll manage to stabilize at -5 hp after 3 rounds


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Tis but a flesh wound...


Dwarf Cleric 1 :: HP: 11 | AC:15 (with Shield) | Str: +1 ; Dex: - ; Con: +2P ; Int: - ; Wis: +2P ; Cha: - | Darkvision 120' | Deity: Grunnundergön

Rannock approaches the wounded Rannock - "What tha heck was that thing?" - he grumbles - "Almost tore us apart"

Kneeling down before his companion, he begins tending to his woounds - "Tis not yet yer time Falgard"

Heal: 1d20 + 8 ⇒ (20) + 8 = 28

Liberty's Edge

skills/hp:
{HP:21}{Init +6}; .;{Percep+9};;{SenceM+8};{Doplom+2};{K(Dungeon)+4};{K(Nature)+4};{K;Stealth +8};{Survival+8}
Inquisitor 1(Sacred Huntsmaster)1/Monk {zen Archer}1
AC/saves:
AC;19/T;16/FF;16, { F:6}/{R:5}/{W:7}

@ gm you said we are going back a few rounds... so what round are we in, what attacks counted and all that kind of confused over here


Male Dwarf Sacred Priest 2
Stats:
HP 21/23

Quingrin approaches Falgard. "Irori is please with your work. Your work in this world is not done here." Falgard feels a warmth wash over his body.
Fevor on Falgard: 1d6 ⇒ 2
Cure Light Wounds on Falgard: 1d8 + 2 ⇒ (3) + 2 = 5

Fevor on Quingrin: 1d6 ⇒ 5


Statistics:
Str 16, Dex 16, Con 14, Int 12, Wis 16, Cha 5 || Acrobatics +11, Climb +7, Perception +8, Sense Motive +8, Stealth +7 || Inventory
HP 23/23 || AC 20 / T 16 / FF 17 || Fort +6 / Ref +5 / Will +5 || Perception +8 || Init +4

Falgard grunts in pain as he slowly brings himself to his feet. He's past the worst of it, but it's clear that he's in no condition to keep marching. Not yet, anyways.

"'tis been too long since I've been on the field of battle" he says, looking at his wounds and burns. "I've gotten sloppy in my age"

He claps his hand on Quingrin's shoulder. "But I ain't done yet. If Irori deems me worthy of a second chance, who am I to refuse? Endure and Renew."

I'll see ye again soon enough, Morivak. But not today.


Male Dwarf Sacred Priest 2
Stats:
HP 21/23

Quin stares at his brass knuckles, "Blah, these things were practically useless. We be needing some silver weapons. I want another match with that creature....send him back to where he be spawning from"

Quin looks at his new friends, "What say ye all? We stay and rest? I can use me allotted divine powers today to get Falgard close to good health. Then I would need to rest to replenish."


HP- 18/18 ; AC 16, touch15, flat-footed 13 // F 4 R 4 W 6 // Today's Resistance Fire 5 // Sense Motive 6, Perception 6

"We were led here to an ambush. And that thing knows where we are. We need to keep moving, maybe just an hour. Put some distance between us and that thing."


Statistics:
Str 16, Dex 16, Con 14, Int 12, Wis 16, Cha 5 || Acrobatics +11, Climb +7, Perception +8, Sense Motive +8, Stealth +7 || Inventory
HP 23/23 || AC 20 / T 16 / FF 17 || Fort +6 / Ref +5 / Will +5 || Perception +8 || Init +4

"Aye, the drunk shows some sense for once. We at least ought to get out o' these accursed woods, if'n we can"

Falgard starts walking, but grimaces as his scorched armor rubs against his burned skin.

"That being said, a rest would be wise once we're clear o' the area. Let's move"


Dwarf Cleric 1 :: HP: 11 | AC:15 (with Shield) | Str: +1 ; Dex: - ; Con: +2P ; Int: - ; Wis: +2P ; Cha: - | Darkvision 120' | Deity: Grunnundergön

"Not just yet Falgard, ye are still too hurt" - Rannock adds, laying a hand on his companion's shoulder, the divine healing magic taking effect.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7

Can't do much more for now :/


Male Dwarf Sacred Priest 2
Stats:
HP 21/23

Willing to use up all of the Fevor heals on Falgard but playing it safe, we may need incase there is another encounter.


The only things that changed were Morg's last attack and the AoO it provoked. When Morg said he was willing to provoke an AoO I went ahead and resolved his turn, not realizing he wasn't up.

Mattock casts a minor spell, and his eyes become white, pupil-less orbs.

Mattock:
The presence of magic innundates your senses as the spell takes effect. Concentrating for a few more seconds, you are able to determine that there are four auras and that all of them are dim in strength, since their source has dissapated. All the auras are located where the creature was. Two of the auras are simple divination auras; in fact, you rather suspect the very spell you are using created one of them. One of the others is a conjuration aura. The last aura remains a mystery to you.
Knowledge (arcana)x4: 4d20 ⇒ (14, 12, 1, 7) = 34With your modifier of +8, only the 1 fails.

Rannock, didn't you only have one CLW memorized? If so, the one you just rolled would need to be a charge off the party's wand. I had you use CLW on yourself when I botted you.


Statistics:
Str 16, Dex 16, Con 14, Int 12, Wis 16, Cha 5 || Acrobatics +11, Climb +7, Perception +8, Sense Motive +8, Stealth +7 || Inventory
HP 23/23 || AC 20 / T 16 / FF 17 || Fort +6 / Ref +5 / Will +5 || Perception +8 || Init +4

Don't waste Fervor healing me. Buffing yourself as a swift action is way more important than healing 1d6 health. Only use Fervor to heal when it's the end of the day or you're out of spells (or it's an emergency).

Also wait we have a wand of CLW?! And to think I was afraid of dying


HP- 18/18 ; AC 16, touch15, flat-footed 13 // F 4 R 4 W 6 // Today's Resistance Fire 5 // Sense Motive 6, Perception 6

Mattock glowers back at Falgard. "It's a mental lubricant and emotional salve. Keeps me sharp as a hammer and level as a -- a column."

DM Sarpadian:
Cool. I was planning to detect magic anyway. And a couple more times on the next leg in case it trails us. Can I localize the mystery aura?


Mattock:
It's in the same place as the other three, but you failed the check to ID the school.


Dwarf Cleric 1 :: HP: 11 | AC:15 (with Shield) | Str: +1 ; Dex: - ; Con: +2P ; Int: - ; Wis: +2P ; Cha: - | Darkvision 120' | Deity: Grunnundergön

"We cannot bear ta have ya wounded Falgard - let us make sure yer at your best" - Rannock adds, remembering the healing wand in his pack, and touching it to his companion's forehead once, and then twice.

CLW Falgard: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Falgard: 1d8 + 1 ⇒ (7) + 1 = 8

BOOM! ;)


Male Dwarf Sacred Priest 2
Stats:
HP 21/23

After tending to Falgard, Quingrin will help Mattock in the detection of magic. Casting Detect Magic to aid.


Quingrin:
By the time you're done with Falgard there are no magical auras.

Rannock:
It would be helpful for you to have your HP with your sermonic performance (which should be 2/4, btw, I continued it as part of your action the round that the creature disappeared) and the wand charges. I have you at 3/20.

Liberty's Edge

skills/hp:
{HP:21}{Init +6}; .;{Percep+9};;{SenceM+8};{Doplom+2};{K(Dungeon)+4};{K(Nature)+4};{K;Stealth +8};{Survival+8}
Inquisitor 1(Sacred Huntsmaster)1/Monk {zen Archer}1
AC/saves:
AC;19/T;16/FF;16, { F:6}/{R:5}/{W:7}

Riuk pets his bagger and feeds her a bit of food "Awe rite it seems we waur able tae chase it aff, a' fowk still livin' guid. it woods be best if we move awa' frae haur afair we sit up fur th' nicht as 'at hin' micht try tae lat at us again...oh an' dornt forgit abit those drinks ye owe me Morg."

"Dammit it was as if 'at hin' was warded against mah arrows as most ay th' coods nae burst their mark."


Dwarf Cleric 1 :: HP: 11 | AC:15 (with Shield) | Str: +1 ; Dex: - ; Con: +2P ; Int: - ; Wis: +2P ; Cha: - | Darkvision 120' | Deity: Grunnundergön

Sarpadian:

Done

Looking around his companions, and his own bloody vestments, Rannock shakes his head - "Sorry lads, me head was somewhere else - let me take care of ye wounds" - he finishes, approaching first Morg, and touching him with the healing wand, then taking care of his own wounds.

Wand CLW Mattock: 1d8 + 1 ⇒ (1) + 1 = 2
Wand CLW Mattock: 1d8 + 1 ⇒ (2) + 1 = 3

Wand CLW Rannock: 1d8 + 1 ⇒ (7) + 1 = 8
Wand CLW Rannock: 1d8 + 1 ⇒ (4) + 1 = 5
Wand CLW Rannock: 1d8 + 1 ⇒ (4) + 1 = 5

"Ye're right Riuk - thing was resistant as heck!" - the priest pipes in - "And yeah, we should get movin' and prepare fer the evenin'


HP- 18/18 ; AC 16, touch15, flat-footed 13 // F 4 R 4 W 6 // Today's Resistance Fire 5 // Sense Motive 6, Perception 6

Mattock shoulders his pack, ready to follow Riuk and the others when the march resumes.


Dwarf Cleric 1 :: HP: 11 | AC:15 (with Shield) | Str: +1 ; Dex: - ; Con: +2P ; Int: - ; Wis: +2P ; Cha: - | Darkvision 120' | Deity: Grunnundergön

Good to go.


The party makes their way towards what they think is the southeast. After two hours, however, they return to the site of their battle; the ground singed by the creature's exit and the remnants of the trap that caught Riuk make it blindingly obvious that the party has been traveling in circles. Taking a moment to regroup, Riuk tries again, and apparently gets it right this time. Five hours later, as the day's travel is winding down, the forest thins out somewhat as they begin to climb a steep grade. About a mile in front of them a sheer rock face rises about 200 feet above their current elevation.

You have one hour of overland movement left for today, if you want to use it.

GM Rolls:
Survival 1: 1d20 + 9 ⇒ (8) + 9 = 17 Survival: 1d20 + 9 ⇒ (2) + 9 = 11 direction: 1d8 ⇒ 8 Survival 3: 1d20 + 9 ⇒ (8) + 9 = 17 Survival 4: 1d20 + 9 ⇒ (8) + 9 = 17 Survival 5: 1d20 + 9 ⇒ (18) + 9 = 27 Know (geo): 1d20 + 7 ⇒ (5) + 7 = 12

Liberty's Edge

skills/hp:
{HP:21}{Init +6}; .;{Percep+9};;{SenceM+8};{Doplom+2};{K(Dungeon)+4};{K(Nature)+4};{K;Stealth +8};{Survival+8}
Inquisitor 1(Sacred Huntsmaster)1/Monk {zen Archer}1
AC/saves:
AC;19/T;16/FF;16, { F:6}/{R:5}/{W:7}

Awe rite Ah hink we shoods sit up fur th' nicht 'en men, its bin a lang day.:
ok I think we should set up for the night then men, its been a long day
Riuk said as he looked for a place to set up


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

And frustrating...

Morg checks with everyone else, before starting to set camp.


The night passes uneventfully. The next morning, after packing up, the party discusses their next course of action.

Mark off a day of rations. Do y'all want to try climbing the rock face or try finding a way around?

GM Rolls:
random encounters: 4d6 ⇒ (3, 6, 2, 4) = 15


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Morg suggests finding a way around.

perception: 1d20 + 8 ⇒ (7) + 8 = 15
survival: 1d20 + 8 ⇒ (13) + 8 = 21


HP- 18/18 ; AC 16, touch15, flat-footed 13 // F 4 R 4 W 6 // Today's Resistance Fire 5 // Sense Motive 6, Perception 6

Mattock agrees with the younger dwarf. "We've too much gear and it'll be a long climb. Looks like trouble. And we don't want to drift too far east too soon. Let's turn south or west. and follow it until we can find an easier climb."

I think I've 17 days of rations left. And Mattock is out of "heavy encumbrance" wearing his pack!


Dwarf Cleric 1 :: HP: 11 | AC:15 (with Shield) | Str: +1 ; Dex: - ; Con: +2P ; Int: - ; Wis: +2P ; Cha: - | Darkvision 120' | Deity: Grunnundergön

"Ye're still hurt lad - Lemme take care o'that" - Rannock approaches Morg, zapping him with the healing wand.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

----

"Climbin's not really ma thing, though I'll give it a try if ye lads are up to it - methinks we should go around though"


Male Dwarf Sacred Priest 2
Stats:
HP 21/23

"Not me thing either. I'm for finding our way around."


Statistics:
Str 16, Dex 16, Con 14, Int 12, Wis 16, Cha 5 || Acrobatics +11, Climb +7, Perception +8, Sense Motive +8, Stealth +7 || Inventory
HP 23/23 || AC 20 / T 16 / FF 17 || Fort +6 / Ref +5 / Will +5 || Perception +8 || Init +4

Falgard looks at the sheer rock wall dominating the sky

"Methinks we could climb it, if only it weren't so damned high..."

I have 50ft of rope and can form the Any-Tool into a grappling hook (allowing for a DC 5 climb up), but unless there are ledges to stand on every 50ft I'm not sure that plan will work. If that's not an option, then I'm fine going around


Your choices for going around are NE and SW. Since Mattock suggested S or W, I'm going to have you go SW until somebody says differently.

Making their way towards the rock wall, the party winds up descending into a small valley between the ridge on which they camped and the taller ridge that dominates the skyline. By lunchtime the party has traveled several miles along this valley with no sign of an easier climb.

Mattock:
You recognize that the tall ridge must be Nagara's Rocks. The Rocks are the edge of the plateau that occupies a large portion of the area north of the Teeth. If you follow the Rocks far enough SW, you should come to a place where you can bear back SE without having to climb onto the plateau. I'm working on redoing the map with more details. Your Knowledge (geography) check was high enough to get several details; I just have to settle on them first :)

GM Rolls:
Knowledge(geo): 1d20 + 7 ⇒ (11) + 7 = 18


HP- 18/18 ; AC 16, touch15, flat-footed 13 // F 4 R 4 W 6 // Today's Resistance Fire 5 // Sense Motive 6, Perception 6

At lunch

Mattock takes a small sip from the flask tucked behind his belly warmer. He stares consideringly at the flask before capping it and sliding it back into place.

"I think these are Nagara's rocks. If we continue on we'll be able to round them and strike to the south east again."


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Sounds like a plan... Let's get on with it.

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