The Hollow Man (Inactive)

Game Master trux


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Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5

Upon entering the barn, you see Rata propped up on a makeshift bed in the corner. Mak is sitting beside him, his head bowed in quiet conversation at first. bluff for words, not for feeling: 1d20 + 6 ⇒ (12) + 6 = 18

When he notices your arrival, he stands, apparently excited to see you. "Ah, just the mighty culls I sought! Here I was hoping I'd have the chance to defend the village all myself, but you've dashed that now, haven't you?" He greets each of you with a warm hug. "Karl, we had a sow eat her mate today. After the bird, I mean."

You can all can hear the penned bull bellow for a moment, the sound coming into the barn from out on the village green. "That jack, the one what-whose father died, Cian says he's a bit odd. He's been emptying the dead man's house all day. Hasn't said a word. Just brings the things out around the back and sets 'em in a pile." Mak shakes his head.
I'll remind you - Cian is the imaginary-friend paladin at this point.

"Had all the other fighting men at drills all day. Things I remember from the longhunters, I shared." He scratches his head. Then, speaking to Baron, "I am still not sure I understand the terms as you explained them to me, flyer. I've kept up my end of the bargain, regardless. These villagers, most of them have seen their hard knocks now. Enough to keep the four-legs at bay, anyhow."


Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

Laughing a bit.
"And here I thought running from a wild boar was hard work."

(Don't think Okrin ended up using any spells, so no need for a block of rest. Worst case he used 'animate rope,' but that's not a biggie to go into the next day short a spell.)


Male Dwarf Inquisitor 6 | HP 46/52 | AC 18 t 11 ff 17 | CMD 17 (21 vs trip/bullrush) | F+8 R+3 W +8 (+2 vs poison, spells) | Init +4 | Perc +10 | Spells 1st - 5 / 2nd - 2 | Judgements 2/2 | Bane 6/6 | DomainPwr 6/6

"Sounds like a right holiday to this soldier!" Morti replies to Kaerl, winking. "An', master Torb, keep at it and ye'll be captain o' the guard someday! ...Possibly the only guardsman, too, in a place this size."

same watch as tonight, sure

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

Torb keeps a close eye on your warhammer, Morti. He stays quiet and nods subserviently when you address him.

DC10 PerCeption Morti and others talking to Torb:
You hear Torb say, "By the gods, I was sure he was going to bust I in the knees!" He seems relieved when Morti turns away.

In the Barn
"I'll take first watch again. Why don't you fellows set up in the hay. Morti, I'll wake ye around midnight for second watch. If it's all the same, as soon as we're clear of hick sam's ears, maybe you can tell me how that tromping about went? Mak looks over his shoulder, but after glancing no children, seems satisfied that your party is alone.

We can opt to do a village exploration segment here or fast forward through if you like. If none of you have minor business in 12 hours, I will auto fast forward. I WILL GET US TO BARAKUS SOONISH! This I promise!


Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

Beyond chatting up villagers for possible leads, Okrin is good to go. No need to role play the details, but happy to if you wish.


Male Dwarf Inquisitor 6 | HP 46/52 | AC 18 t 11 ff 17 | CMD 17 (21 vs trip/bullrush) | F+8 R+3 W +8 (+2 vs poison, spells) | Init +4 | Perc +10 | Spells 1st - 5 / 2nd - 2 | Judgements 2/2 | Bane 6/6 | DomainPwr 6/6

percept: 1d20 + 4 ⇒ (3) + 4 = 7

Morti strides on past the villagers without waiting for a response, eager to catch up with Mak.

I'm happy to jump forward, and assume we've brain-dumped to Mak off-camera.

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

You all go to sleep, and get in a few winks,
when Mak's voice comes in, booming from outside. intimidate: 1d20 + 9 ⇒ (15) + 9 = 24
"Get up Sams! There's something on the edge of town!" He is at the barn entrance, the door is thrown open. He immediately takes off East toward 8.Levoca.

As you follow, you can hear a woman screaming ahead. She comes into sight, running towards you. She is 10ft away.

50ft ahead, there at the door to 8.Levoca, a towering & crooked thing lurches into view; a creature made of moldering briar, bone white parched branches, and polypore-infested tree trunks. It grips a cruelly bent scythe in one hand, the weapon hung with the corpses of countless animals, some of which seem to still twitch. The creature has no eyes, but it casts about as if looking for someone, and as it raises its formless head of aged wood, an idiot moan drones from it as it stares slowly around.

40ft ahead, one of the old men from the village lays on his back, struggling against an animated tangle of broken branches, twifs, and animal bones held by wire, rot, and anger. Its head is a moldering, eyeless sack ending in a flaccid sheep jaw, and its hands and spastic legs are bent branches that it uses to try and balance itself while pinning the man to the ground, like an injured spider embattled with prey.

Shade's will save: 1d20 + 3 ⇒ (8) + 3 = 11 Caramir, Shade tears off into the woods with a sharp meow.
Roll for initiative. Highest roll serves the party.

crooked creature initiative: 1d20 + 3 ⇒ (4) + 3 = 7
sackhead creature initiative: 1d20 + 0 ⇒ (5) + 0 = 5


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

Before@ jokingly, after mak's hug, karl checks his pouch (an old joke between the two). Its good to see you mak. We have been killing pigs

Now@ karl gets up, collects his gear and goes to see what going on

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

Karl, earlier at night: The last of the men seem to have wrapped up their dinner. They sit with simple pipes hanging from their mouths while they argue at who is the better fighter among the villagers. You see Anna step outside her mud-made hut, and call her children home for supper.

In the distance, the sun has sunk below the tree line, but each house has a torch at the door, casting warm red light and long shadows.


Male Dwarf Inquisitor 6 | HP 46/52 | AC 18 t 11 ff 17 | CMD 17 (21 vs trip/bullrush) | F+8 R+3 W +8 (+2 vs poison, spells) | Init +4 | Perc +10 | Spells 1st - 5 / 2nd - 2 | Judgements 2/2 | Bane 6/6 | DomainPwr 6/6

init: 1d20 + 2 ⇒ (18) + 2 = 20

At Mak's shout, the dwarf's eyes pop up and he reaches to either side to grasp hammer and shield as he sits up, looking out through the opened barn door and pausing for a beat to take in the scene.

...That escalated fast. And me caught in m' leathers, as usual. Don'know why I even bother hauling the heavy mail around.

"I'm on your heels, mak!" he calls, standing the rest of the way up and moving to the door to follow, habitually glancing around the interior of the barn on his way to ensure nothing of danger is closer by.

percept: 1d20 + 4 ⇒ (19) + 4 = 23
will save, presumably at some point soon: 1d20 + 3 ⇒ (13) + 3 = 16


Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

The night before.
"Good work to do after what I've seen around these parts. Keep it up Torb."
Perception: 1d20 + 8 ⇒ (6) + 8 = 14

That morning.
Rushing out the door to see what the disturbance is.
"I can't say I'm surprised, but I can say that I hope everyone is still alive."
Perception: 1d20 + 8 ⇒ (20) + 8 = 28
Initiative: 1d20 + 2 ⇒ (2) + 2 = 4

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

With Morti's 18+2 roll, you guys should be clearly prepared to act before the creatures for...ROUND ONE!
Will saves for animals only at this point.

It seems as though the barn was safe, no other dangers present themselves on your way to the trouble site.


Male HP: 11 (+5 non lethal)/16 | Init: +4 | Perception: +9 | AC: 13 Tch: 13 FF: 10 | Fort: +3 Ref: +5 Will: +2 | Ranger (Trapper) 1 / Wizard 1

"Shade..?" - Caramir whispers as the cat he had gotten used to having around suddenly dashes away, no doubt afraid of the monstrosities that now beset them.

trux, maybe I can try a Handle Animal - it is doubtful that I succeed though, will need to drop a skill point in that later on :/ Any bonuses from being my familiar.

Handle Animal?: 1d20 - 1 ⇒ (10) - 1 = 9

His mind still races at trying to recognize anything about the creatures apparently intent on wrecking havoc to Levoca, his long years as an elf coming into play.

Knowledge (Nature?): 1d20 + 9 ⇒ (14) + 9 = 23

None of this slows his momentum though, as the elf veers right towards the trees, intenting on climbing one of them, to reach a safer firing spot.


Male Dwarf Inquisitor 6 | HP 46/52 | AC 18 t 11 ff 17 | CMD 17 (21 vs trip/bullrush) | F+8 R+3 W +8 (+2 vs poison, spells) | Init +4 | Perc +10 | Spells 1st - 5 / 2nd - 2 | Judgements 2/2 | Bane 6/6 | DomainPwr 6/6

Round one:

Taking in the old man struggling against the sack-headed monstrosity, Morti leaps into action without pausing to think - "Get back, fiend!", charging to take the creature with a might swing.

charge / power attack warhammer: 1d20 + 5 ⇒ (20) + 5 = 25
warhammer damager: 1d8 + 4 ⇒ (3) + 4 = 7

crit - confirm chance?: 1d20 + 5 ⇒ (8) + 5 = 13
crit - addl damage?: 2d8 + 8 ⇒ (1, 1) + 8 = 10

AC = 13 this round, from charge

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

Okay, Caramir spends this round selecting a tree. You can go ahead and roll your climb for your round 2 action if you are set on that.

Morti, you crit the spindly wood ward for 17 damage!

Knowledge Nature:
You remember hearing tales of Wood Golems, built from elemental spirits. They have an immunity to most magics, and are very tough opponents. Feel free to pose further questions if you feel the need to know more here, Caramir.


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

initiative: 1d20 + 1 ⇒ (19) + 1 = 20

Karl stares for a second at the weird thing, then quickly casts a defensive spell.

shield


Male HP: 11 (+5 non lethal)/16 | Init: +4 | Perception: +9 | AC: 13 Tch: 13 FF: 10 | Fort: +3 Ref: +5 Will: +2 | Ranger (Trapper) 1 / Wizard 1

Trux:

Any vulnerability that Caramir can think of? Fire? Also, and this is only fluff - where would have he heard about them? ;)

Climb: 1d20 + 6 ⇒ (15) + 6 = 21

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4
Caramir wrote:

** spoiler omitted **

Climb: 1d20 + 6 ⇒ (6) + 6 = 12

C-baby:
Yep! Vulnerable to fire. Let's say that while you worked for a scout for the mercenary outift (Blackfinger's Devils, right?) you would bump around the various northern and eastern villages. From rangers in the towns, you would hear stories about all kinds of monsters they'd allegedly beaten down.

You make it up a tree! Caramir got high! It's super effective!


Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

Seeing Morti charge ahead, Okrin follows suit hoping to protect his friend.
Move action, double move if needed to stay within range of Morti. Otherwise, ready standard action to use Bodyguard feat to improve Morti's AC. Aid, Improve AC: 1d20 ⇒ 3 No help for Morti :-/

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

Karl:
Karl, I think you already used Shield today, didn't you? You should only have Vanish available. Mulligan?
DM Screen:
NPC AI: 1d20 ⇒ 4Mak takes a shot with his bow. Mak attack: 1d20 + 2 ⇒ (3) + 2 = 5

Mak pops off an arrow, but it goes wide. Montepierre charges up right behind you and attacks! Montepierre: 1d20 + 3 ⇒ (17) + 3 = 20dmg: 1d8 + 4 ⇒ (6) + 4 = 10 His spear takes away a chunk of the sackcloth creature's head. Something dark begins pouring out of the hole & onto the ground.

But the creature continues to moan as the wooden monstrosity walks itself over to where the man lays screaming. 1d20 ⇒ 20
It raises high the scythe overhead. On one end the tethered creatures animatedly jingle in a mockery of life as the blade plunges down, chopping off the old man's head and spraying blood across the scene. His screams are ended.

I don't actually have the enemy/weapon's stat block with me at work, but suffice it to say, the man has been inhumed.


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

Argh, you are right. Sorry, thought a day had past. Karl will just move out and look for the situation.

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

ROUND 2

The voice of the runaway woman splits the night, "Kostya!"

The larger creature, it gestures to Morti with a polypore-infested wooden arm. Party first, then the badguys again.


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

what is that thing? Is it undead?

Karl casts a spell and holds it on his staff (ray of frost) and steps forward towards the creature, spinning his staff. He strikes the creature.

quarterstaff: 1d20 + 5 ⇒ (19) + 5 = 24
damage: 1d6 + 2 + 1d3 ⇒ (3) + 2 + (3) = 8
3 points of cold


Male HP: 11 (+5 non lethal)/16 | Init: +4 | Perception: +9 | AC: 13 Tch: 13 FF: 10 | Fort: +3 Ref: +5 Will: +2 | Ranger (Trapper) 1 / Wizard 1

"I have heard stories about this kind of monstrosity" - Caramir informs his companions - "From rangers in the northern and eastern villages - I think they are Wood Golems, animated by elemental spirits. They have an immunity to most magics, and are very tough opponents, but we should be able to make a dent with fire" - he adds - "It won't be an easy fight"

He does shoot an arrow at the closest creature.

Longbow: 1d20 + 5 ⇒ (5) + 5 = 10
Damage if it hits: 1d8 + 1 ⇒ (5) + 1 = 6


Male Dwarf Inquisitor 6 | HP 46/52 | AC 18 t 11 ff 17 | CMD 17 (21 vs trip/bullrush) | F+8 R+3 W +8 (+2 vs poison, spells) | Init +4 | Perc +10 | Spells 1st - 5 / 2nd - 2 | Judgements 2/2 | Bane 6/6 | DomainPwr 6/6

are the two "creatures" generally the same size -- i.e. variants of the same pattern -- or is the one with the scythe clearly bigger and badder than the one I've hit?

Winding up for another swing at the damaged sackcloth-headed creature, Morti indicates the nearby house with a head feint -- "Okrin, the torch!"

warhammer power attack: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 1d8 + 4 ⇒ (3) + 4 = 7

AC back up to 15

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4
Morti Hearthstone wrote:
are the two "creatures" generally the same size -- i.e. variants of the same pattern -- or is the one with the scythe clearly bigger and badder than the one I've hit?

you have never seen the like of the taller, scythe wielding creature. The the one with the bag head looks like it's having a hard time keeping its balance. It moves like a spider but more closely resembles one of the wood wards -the scarecrows surrounding the village.


Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

Seeing Morti posed to defend himself, Okrin focuses a flurry of blows at the sackcloth creature.
Flurry, 1: 1d20 ⇒ 20, crit?: 1d20 ⇒ 10, dmg: 1d6 ⇒ 5; Flurry, 2: 1d20 ⇒ 17, dmg: 1d6 ⇒ 3.

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

Karl, I am going to assume you hit the bigger critter, not the little one. Sorry, I missed that earlier.

Together Okrin & Morti shred the wood ward into pieces. Twigs and bones fall on top of the old man's corpse in a wiry mass.

Karl, you watch as the skin of the greater monster effectively hardens when your enspelled attack hits it.

DM Scrrreen:
Cknowt: 1d20 ⇒ 17NPC AI: 1d20 ⇒ 10

Caramir:
Okay, I made a roll to see if I should share some further statistical info with you on this Big Bad. Mechanics can be important to know, not just lore! The roll went in your favor. So, you should know ice spells will actually heal the golem and give it temporary hit points. Any spell that has to pass spell resistance it is immune to, EXCEPT spells with the fire descriptor. Oh. Also, Dr5/adamantine.

Makirut casts grease DC12 underneath the larger monster, and moves up beside Karl.
Monster tries to save reflex: 1d20 + 5 ⇒ (8) + 5 = 13 Darn, guess it cleared it. ThIs CoUlD Go BaD.
Montepierre moves over the dead man to attack the remaining opponent. attack: 1d20 + 3 ⇒ (6) + 3 = 9 dmg: 1d8 + 4 ⇒ (8) + 4 = 12 His spearpoint bounces off the creature's barky skin.

The wood golem reels back it's free arm and slams it towards Mak. attack1: 1d20 + 12 ⇒ (1) + 12 = 13attack2: 1d20 + 12 ⇒ (10) + 12 = 22 damage1: 2d6 + 4 ⇒ (6, 4) + 4 = 14damage2: 2d6 + 4 ⇒ (6, 1) + 4 = 11
The second swipe almost takes him out, catching him across the pate. When Mak catches his balance, his face is covered in blood.

botch effect: 1d100 ⇒ 58 And nothing bad happens to it from the botch.


Male HP: 11 (+5 non lethal)/16 | Init: +4 | Perception: +9 | AC: 13 Tch: 13 FF: 10 | Fort: +3 Ref: +5 Will: +2 | Ranger (Trapper) 1 / Wizard 1

Trux:

Thanks for the mechanics info - should I have asked for it in particular? :D

"Damn friends, I should have warned you before - do not use cold against the creature - it will restore instead of damaging it! It is specially resistant to any spell which does not involve fire - others will most likely not function, and even the strongest weapons will be hard pressed to damage it unless made of adamantine" - he adds.

Tough MOFO I gotta say. Anyone has alchemical fire or something? I don't even have a torch... So:

Conjuring his newly found arcane powers, Caramir aims at strengthening his bow, to attempt and make it as effective as possible against the creature.

Casting Gravity Bow.


Male Dwarf Inquisitor 6 | HP 46/52 | AC 18 t 11 ff 17 | CMD 17 (21 vs trip/bullrush) | F+8 R+3 W +8 (+2 vs poison, spells) | Init +4 | Perc +10 | Spells 1st - 5 / 2nd - 2 | Judgements 2/2 | Bane 6/6 | DomainPwr 6/6

you noted there were torches burning in sconces at the door to every building tonight, right?

Taking in the power of the larger creature as his target drops, Morti moves to the nearest house, slipping his hammer into its loop on his back, and pulls the torch from its wall.

"The barn! Fall back and draw it to th' barn!"

um. unless there's another nearby building I'd know to not have people in it, since the goal here is to burn something down on it, and the barn has my good armor in it?

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

Caramir, don't worry about it. I'm just new to this whole thing.
Mak begins erratically running back toward the barn. Montepierre stays near the creature.

There are a few other houses on the map, Morti. You would probably assume each house housed a family-unit. The barn is probably the biggest structure overall, however.


Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

Okrin follows, falling back with the others.
"That's a shame. All I have prepared are spells that'll do no good."


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

Karl looks stunned
Cold doesn't hurt it? Damn!
Taking control of himself he with draws back to the barn.
Grab the torches. Burn it up!

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

Baron gets one more shot in before the creature withdraws into the woods north and east of town. spear: 1d20 + 3 ⇒ (1) + 3 = 4

botching: 1d100 ⇒ 45 no ill effects

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

You all retreat back to the barn, but your opponent does not pursue you from the scene. It hardly even seems to register you are there. The old woman from earlier continues to wail, and you see five or so village men standing at the door to Anna's barn. They have their weapons ready, but they look relieved to see you.

Suddenly, a light breeze brings an added chill and the scent of livestock. Darkness clings to the shadows stretched long at the villagers' feet. Beside your group, Mak runs unsteadily along back to the barn, but Montepierre is absent. He must have stayed near the golem as it started to withdraw.


Male HP: 11 (+5 non lethal)/16 | Init: +4 | Perception: +9 | AC: 13 Tch: 13 FF: 10 | Fort: +3 Ref: +5 Will: +2 | Ranger (Trapper) 1 / Wizard 1

Caramir would not retreat while at least one of his companions was still fighting the creature - he stood fast atop the tree as the creature drew away.

Montpierre is safe, right?

Once the monstrosity is a safe distance away, the elf jumps from his perch to check on the fallen man - "Is there anything we can do for him?" - he asks his clerical companion.


Male Dwarf Inquisitor 6 | HP 46/52 | AC 18 t 11 ff 17 | CMD 17 (21 vs trip/bullrush) | F+8 R+3 W +8 (+2 vs poison, spells) | Init +4 | Perc +10 | Spells 1st - 5 / 2nd - 2 | Judgements 2/2 | Bane 6/6 | DomainPwr 6/6

aye, did Caramir see where Montpierre went? Gave chase, carried off, mid-season cast change?

Raising an eyebrow at Caramir, softly, "His head's off -- don't think there's aught we can do for him, only for his family."

"You seem to know some of these things -- any thoughts on what brought it to us? And why it did not press us more? Could it have been comin' jus' for poor Kostya??"

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

Caramir, I'm going to say that you stayed in your tree watching Monetpierre, while the others pulled back to the barn.

DM Screen:
NPC AI: 1d20 ⇒ 12

Caramir watched as the creature scooped up the head from the dead man, then moved swiftly back out the north east end of town. Montepierre followed it to the edge of the wood, then stopped.


Male HP: 11 (+5 non lethal)/16 | Init: +4 | Perception: +9 | AC: 13 Tch: 13 FF: 10 | Fort: +3 Ref: +5 Will: +2 | Ranger (Trapper) 1 / Wizard 1

"I'm not sure" - Caramir retorts - "If I am correct, that was a construct, and constructs follow orders - this one must have its orders to carry something out, and I can't believe it to simply be coming here and killing random villagers... It took Kostya's head..."

Dashing close to Montpierre, he stares off into the woods - "We should follow it"

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

DM screen:
AI: 1d20 ⇒ 14

My thoughts exactly, but I'm a poor tracker. The cleric says.
Baron casts light on his spear, casting a holy pool of white light. Then he seems to make a quick incantation.
We'll have to hope for the a bit of divine luck. If I die, give my share of the gold to the family.

He takes off into the trees, empowered by Expeditious Retreat


Male HP: 11 (+5 non lethal)/16 | Init: +4 | Perception: +9 | AC: 13 Tch: 13 FF: 10 | Fort: +3 Ref: +5 Will: +2 | Ranger (Trapper) 1 / Wizard 1

"Wait!" - the elf shouts, the wisdom of a century of life making him ponder their next steps. In the end, companionship speaks stronger - "Come Morti! Where are the others?!" - he shouts - "The Baron is giving chase, we cannot let him go alone!" - he adds, taking off after Montpierre.


Male Dwarf Inquisitor 6 | HP 46/52 | AC 18 t 11 ff 17 | CMD 17 (21 vs trip/bullrush) | F+8 R+3 W +8 (+2 vs poison, spells) | Init +4 | Perc +10 | Spells 1st - 5 / 2nd - 2 | Judgements 2/2 | Bane 6/6 | DomainPwr 6/6

"Oh for th' love o'--" Morti shakes his head as Caramir sprints after the Baron. "Runnin' and more fightin' without real armor. Two things I'm right fond of. Let's go, lads." He pauses to grab a second torch from another house before trotting after his companions with a torch in each hand.


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

You want us to chase a construct in the dark? This is a great plan. Karl grouses as he casts light on his staff, and moves in pursuit.

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

Mak, of course, is back at the barn still.

Montepierre's Dex for running crazy fast: 1d20 + 2 ⇒ (4) + 2 = 6

I found it!
The light he's holding suddenly falls down out of sight.
OOF!
Up ahead, he is easy to find. Montepierre has successfully tripped on a root, while running at high speed.


Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

Following Karl's example, Okrin casts light and follows as fast as he can.

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

Montepierre stands up, and he appears to be fine, but dirtier than before.
"Let's go!
Perception rolls or survival for tracking, please.


Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

Looking Monti over.
"Are you OK?"
Perception: 1d20 + 8 ⇒ (4) + 8 = 12


Male HP: 11 (+5 non lethal)/16 | Init: +4 | Perception: +9 | AC: 13 Tch: 13 FF: 10 | Fort: +3 Ref: +5 Will: +2 | Ranger (Trapper) 1 / Wizard 1

Perception: 1d20 + 9 ⇒ (6) + 9 = 15

Dunno why, but I suddenly got a bad feeling, so:

Caramir sticks close to his companion, but not immediately so, leaving about 60 feet between the two of them, and trying to get a grasp if they are not being led to a trap or something simialr.


Male Dwarf Inquisitor 6 | HP 46/52 | AC 18 t 11 ff 17 | CMD 17 (21 vs trip/bullrush) | F+8 R+3 W +8 (+2 vs poison, spells) | Init +4 | Perc +10 | Spells 1st - 5 / 2nd - 2 | Judgements 2/2 | Bane 6/6 | DomainPwr 6/6

Morti hauls up next to Caramir after a few moments, trusting the elf's instinct, and scanning the ground and woods ahead of them.

perception: 1d20 + 6 ⇒ (20) + 6 = 26

"Montpierre, don't be a fool! You saw the strength o' that thing -- we can't go charging after it blindly!"

Sovereign Court

Male Flowing Monk| HP 9/12 AC 16 |PerC +6 |Init +4 F+3/R+6/W+4

Near where Montepierre tripped, you both see something.

Caramir,:
you notice a pig as you travel by. Its skull is caved in, the corpse lies among the tree roots.
Caramir, in the dark forest you stray that far away from the party, but then you lose sight of everyone! That's going to be Survival DC15 to find everyone in the dark.

Morti,:
You are in a hurry, but you see a domesticated pig as you go. Its skull is caved in, the corpse lies among the tree roots. This kill is fresh, possibly an hour old.

Just past that area, Caramir splits off from the party to scout out trouble.

Baron hollers back, "I'll be fine, but we can't let it take the man's head!"

The rest of the party continues close behind Montepierre's trail thanks to Morti's excellent tracking. Every so often Montepierre waits for the group to catch up. Party can roll perception to see if they notice further items of interest. Will need another successful survival roll to proceed at this brisk clip.

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