The Outpost

Game Master vonklinen

Campaign beginning with 2nd level multi-class PC's. Takes place in a wasteland. PC's are asked to provide security for a caravan heading to an industrial and trade center. Homebrew to follow RAW as closely as possible. I am an inexperienced GM, so looking for patient adventurers. Unique and exciting characters will be given preference.

25 point buy, medium XP track, mythic tiers after level 5.


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Current map

Ibrah blasts 4 gallons of water in a ten foot radius around him creating wet sand, but nothing more.

Verrin concentrates as everyone stands as still as possible and hears nothing in the chamber and a faint clicking noise down the right tunnel.


M Human Pistolero 1/ Oracle 3 /Lore Warden 2 AC 19/14/14 HP 4 /43 INIT +6; PER+8, F7;R7;W1

Thaane begins to pick through the dead dwarf's stuff. He disregards the crossbow, w arhammer and chain shirt to grab the pouch instead. He finds one potion that he gives to Khartelosch, a small sack with 20 gp and a large key that seems to correspond with the keyhole in the metal door.


Male Elf Rogue 1| AC 17 FF 14 Touch 13| HP 7/11 | F +0 R +5 W +1 | Init +3 | Perc +7

Silvash had moved to 11.3 to look down the right corridor with his detect magic.


Male HO BBN 3/ORA 3 Init +3, Perc +9, hp -15/47, AC 17/14/17, Save 5/5/4 | Rage hp 23/59, AC 15/12/15, saves 7/5/6

Khartelosch lays the unconscious dwarf down in a comfortable position and slowly searches him for belongings as he recovers from the fatigue of raging. He adds any that need identifying to the potion handed him by Thaane and attempts to identify them together by detecting magic.

For potion: Perception take 10 for 17.

If that fails to elicit an answer then add it to anything else needing identification.

Spellcraft: 1d20 + 5 ⇒ (7) + 5 = 12

"My rage still courses through my veins and I am unable to concentrate. Someone else must determine what this stuff is."


Current map

Almost at the end of his field of detection, Silvash detects something there.

Khartelosch finds nearly the same thing as Thaane minus the keys. The dwarf labors to breathe but does not possess consciousness or the will to fight the search. The search yields a chain shirt, crossbow, warhammer, 20 gp and another potion which appears to be a healing potion as the one that Thaane handed him just seconds earlier.


Male Elf Rogue 1| AC 17 FF 14 Touch 13| HP 7/11 | F +0 R +5 W +1 | Init +3 | Perc +7

Silvash waves his arms at the rest of the group and when they look at him he points down the right tunnel.


M Human Pistolero 1/ Oracle 3 /Lore Warden 2 AC 19/14/14 HP 4 /43 INIT +6; PER+8, F7;R7;W1

Thaane grabs his stuff and carefully walks towards Silvash.


Male HO BBN 3/ORA 3 Init +3, Perc +9, hp -15/47, AC 17/14/17, Save 5/5/4 | Rage hp 23/59, AC 15/12/15, saves 7/5/6

Khartelosch gives the unconscious dwarf a fist in the face to make sure he stays under, then he grabs his weapon and follows Thaane on padded feet.


- INACTIVE (GM abandoned game) -

Ooh, nonlethal coup-de-grace.

Ibrah moves over to stand next to Silvash. With a murmur and a gesture, he sends countless small jets of water down the tunnel.

Standard action to cast Create Water.


Male HO BBN 3/ORA 3 Init +3, Perc +9, hp -15/47, AC 17/14/17, Save 5/5/4 | Rage hp 23/59, AC 15/12/15, saves 7/5/6

Ha. I considered that, but didn't want to use the full-round action!


Current map

The water pools and then runs slowly through the sand down the slight incline of the tunnel floor. Standing at the entrance, Ibrah can make out that the tunnel turns to the right about 60 feet ahead. Occasionally, a clicking can be heard, but in no regular rhythm. The air is stale and musty with a slight chill in it.


Male Elf Rogue 1| AC 17 FF 14 Touch 13| HP 7/11 | F +0 R +5 W +1 | Init +3 | Perc +7

Silvash motions to Ibrah to stop and points way down the corridor, much further than his water is going. He then concentrates to try and get an exact fix on the magic.


Current map

The aura emission seems to slowly, but steadily move at the end of the corridor until it comes to a complete stop.


Male Oni-Spawn Tiefling Magus (Kensai) 4/Monk (Flowing Monk) 2; HP 43/43; Init +2;Perception +14; AC 22 (touch 20, flat-footed 15); Fort +8, Ref +6, Will +10

Verrin speaks a few abyssal words under his breath and joins Silvash in his detections readying a few handfuls of old dried dung to hurl at any seeming targets.
moving to a few squares to the side of Silvash and casting detect magic, so we can hopefully triangulate.


Current map

Are you moving down the right tunnel?


Male Elf Rogue 1| AC 17 FF 14 Touch 13| HP 7/11 | F +0 R +5 W +1 | Init +3 | Perc +7

Silvash slowly moves 30' down the corridor looking for the "dwarf".


Male HO BBN 3/ORA 3 Init +3, Perc +9, hp -15/47, AC 17/14/17, Save 5/5/4 | Rage hp 23/59, AC 15/12/15, saves 7/5/6

Sand? Khartelosch is heard mumbling to the air at his right and gesturing down the tunnel. Weapon in hand, he also moves down the tunnel looking for tracks and the unseen creature.

Survival: 1d20 + 5 ⇒ (8) + 5 = 13
Perception: 1d20 + 7 ⇒ (19) + 7 = 26 +2 more to detect invisible creatures


Current map

Crude Right tunnel map


Male HO BBN 3/ORA 3 Init +3, Perc +9, hp -15/47, AC 17/14/17, Save 5/5/4 | Rage hp 23/59, AC 15/12/15, saves 7/5/6

Khartelosch's movement would put him near Silvash, say 6.6. Are there any tracks in the sand to follow? Is an invisible creature standing nearby with spirit beings swirling around it?


Current map

Tracks are washed out and replaced with a gully of wet sand that runs gently downed the center of the corridor. Nothing is detected yet except for a faint indication from up ahead.


M Human Pistolero 1/ Oracle 3 /Lore Warden 2 AC 19/14/14 HP 4 /43 INIT +6; PER+8, F7;R7;W1

Thaane follows the group to the right tunnel, but hesitates at the mouth to check the rear. Hand on pistol, Thaane looks carefully around hoping not to have to fire the thunderous thing in the cavern.


- INACTIVE (GM abandoned game) -

Ibrah murmurs something else again, then quietly follows Silvash down the tunnel.

Crunch:
Standard action to activate Bit of Luck for another round. Move action to go down the tunnel, at a reduced speed for stealth. I think 15' feet.

Stealth: 1d20 + 10 ⇒ (1) + 10 = 11
Stealth: 1d20 + 10 ⇒ (16) + 10 = 26

Perception: 1d20 + 10 ⇒ (15) + 10 = 25
Perception: 1d20 + 10 ⇒ (13) + 10 = 23


Current map

There seems to be a faint aura at the end of the tunnel and a stronger one right behind it.
Faint aura coming from 9.2


- INACTIVE (GM abandoned game) -

Is the aura visible to the naked eye, or is it only visible via magic means? What does it look like?


Current map
Ibrah Narishtahir wrote:
Is the aura visible to the naked eye, or is it only visible via magic means? What does it look like?

Visible only to detect magic


Current map

What is the marching order?


Male Oni-Spawn Tiefling Magus (Kensai) 4/Monk (Flowing Monk) 2; HP 43/43; Init +2;Perception +14; AC 22 (touch 20, flat-footed 15); Fort +8, Ref +6, Will +10

I will take the front.

As I attempt to slide in front of silvash (7.6) I will whirl and hurt chunks of dried dung at the aura. Hoping that even a miss will cause a cloud of foul smelling debris. Maybe it will anger it, maybe it will start coughing, something to betray its presence.

attack: 1d20 + 2 ⇒ (9) + 2 = 11
attack: 1d20 + 2 ⇒ (5) + 2 = 7


Male HO BBN 3/ORA 3 Init +3, Perc +9, hp -15/47, AC 17/14/17, Save 5/5/4 | Rage hp 23/59, AC 15/12/15, saves 7/5/6

Khartelosch will follow Verrin, with his reach weapon in hand. "That's a load of manure, you have," he observes, wryly.


- INACTIVE (GM abandoned game) -

Looks like the order is Verrin, Khart, Silvash, Ibrah... Thaane?


Current map

Verrin leads the quiet procession hurling sung about as the soft musty smell transforms into an air of a stable. The enclosed space offers little ventilation from such a pungent odor that even Thaane is starting to struggle to breath. The party moves slowly toward the end of the tunnel until they determine that it turns sharply to the right. The faint aura grows stronger with an even larger aura straight ahead. (What appears to be the other side of the wall.) Meanwhile,their boots are enduring a mess of wet sand and newly moistened dung as they traverse the slight descent carefully.


Male HO BBN 3/ORA 3 Init +3, Perc +9, hp -15/47, AC 17/14/17, Save 5/5/4 | Rage hp 23/59, AC 15/12/15, saves 7/5/6

"Reminds me of home." Khartelosch muses quietly while keeping an eye out.


Current map

Verrin, when you get to 8.3 do you turn the corner?


Male Oni-Spawn Tiefling Magus (Kensai) 4/Monk (Flowing Monk) 2; HP 43/43; Init +2;Perception +14; AC 22 (touch 20, flat-footed 15); Fort +8, Ref +6, Will +10

Verrin goes into sneaky mode when he realizes the aura he saw was just leakage from another source. He will continue around the corner carefully as the creature may be leading the group in to a trap or ambush.

perception: 1d20 + 10 ⇒ (20) + 10 = 30
stealth: 1d20 + 6 ⇒ (14) + 6 = 20


Current map

Verrin turns the corner to see a potion bottle sitting in the middle of the passageway floor. Up ahead about 15 feet is what appears to be an opening to a cavern, very dimly lit by more glowing fungus.


Male Oni-Spawn Tiefling Magus (Kensai) 4/Monk (Flowing Monk) 2; HP 43/43; Init +2;Perception +14; AC 22 (touch 20, flat-footed 15); Fort +8, Ref +6, Will +10

Aha, that is a good trick, I shall have to remember it. He left the potion to confuse our magical senses. I suspect there is a larger chamber ahead. Onward?

Assuming no one objects, he continues his cautious movement to the next cavern, leaving the potion for someone else to handle.


Current map

As Verrin enters the cavern, immediately to his left he notices the injured dwarf who has him his crossbow drawn squarely upon him. Quickly, he smiles as he shifts focus and shoots a large bug-like creature mulling about near the entrance.

The creature squeals in pain and turns his focus upon Verrin as the dwarf disappears again.


Khartelosch initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Silvash initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Verrin Kord Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Ibrah initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Thaane initiative: 1d20 + 6 ⇒ (16) + 6 = 22
B3 initiative: 1d20 - 1 ⇒ (7) - 1 = 6
Bug Behemoth: 1d20 + 1 ⇒ (7) + 1 = 8


Current map

Round 1

Thaane

Ibrah

Bug Behemoth

Invisible Dwarf

Silvash

Khartelosch

Verrin


M Human Pistolero 1/ Oracle 3 /Lore Warden 2 AC 19/14/14 HP 4 /43 INIT +6; PER+8, F7;R7;W1

Being behind the group and having no information about what is happening up front, Thaane quickly checks the rear and then invokes the concealment of his shadowy cloak which always seems to appear from thin air. The orc head on a spear is placed into the ground as he readies for action.


- INACTIVE (GM abandoned game) -

Ibrah murmurs a few words, making a holy gesture as he does so. I'll be right behind you. He says to those in front.

Standard Action to cast Divine Favor. Readied move action to follow whoever goes out first. He will try to take up a flanking position if their move allows him to do so.


Current map

The bug behemoth is close enough to reach Verrin with his giant mandible and does such.

Rolls:

ATTACK: 1d20 + 8 ⇒ (6) + 8 = 14

Damage: 2d8 ⇒ (8, 5) = 13

The razor-sharp mandible snaps loudly startling Verrin in its ferocity, but missing as his reflexes cause him to duck.


Current map

The invisible dwarf appears again with a crossbow from farther away.

rolls:

Attack: 1d20 + 3 ⇒ (6) + 3 = 9

Damage: 1d10 ⇒ 3

The bolt sails by Verrin as the angry gray dwarf curses and tries to reload again.

Silvash's turn.


Male Oni-Spawn Tiefling Magus (Kensai) 4/Monk (Flowing Monk) 2; HP 43/43; Init +2;Perception +14; AC 22 (touch 20, flat-footed 15); Fort +8, Ref +6, Will +10

I will deal with this creature, stop that scheming dwarf.
Cursing in abyssal Verrin, his blade glows a faint red.

attack: 1d20 + 6 ⇒ (6) + 6 = 12
damage: 1d8 + 6 ⇒ (3) + 6 = 9

attack: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 1d8 + 6 ⇒ (7) + 6 = 13


Male Elf Rogue 1| AC 17 FF 14 Touch 13| HP 7/11 | F +0 R +5 W +1 | Init +3 | Perc +7

Silvash gets to where he can see the dwarf and fires an arrow at him.

Mwk. Composite Shortbow (Str +2): 1d20 + 7 ⇒ (7) + 7 = 14 Damage: 1d6 + 2 ⇒ (4) + 2 = 6


Current map

Silvash finishes the pesky dwarf off for good with his arrow, but there is much more to be concerned with.


Current map

Verrin's first slice bounces off of the hard shell, but his second slice finds the creases of flesh between shell that is sliced open by the sharp blade to release the dark ochre onto the cavern floor and screeches a high-pitched squeal alerting the next chitinous creature to join the fray.


M Human Pistolero 1/ Oracle 3 /Lore Warden 2 AC 19/14/14 HP 4 /43 INIT +6; PER+8, F7;R7;W1

Thaane takes careful aim realizing the detriment of firing in a closed in space like this, but the target is just too big to resist.

Attack: 1d20 + 3 ⇒ (2) + 3 = 5

Damage: 2d8 ⇒ (6, 4) = 10

Fifteen he grimaces as both chambers fly passing the buganoid.


Current map

Round 2

Ibrah

Bug

Silvash

Khartelosch

Verrin

New bug


Male HO BBN 3/ORA 3 Init +3, Perc +9, hp -15/47, AC 17/14/17, Save 5/5/4 | Rage hp 23/59, AC 15/12/15, saves 7/5/6

Sorry about the delay, all.

When Khartelosch breaks out of his stupor, he realizes he is too close to the big critter to cast. He goes into rage and attacks it using power attack, assuming it must surely be the source of all this dung.

lucern hammer: 1d20 + 8 ⇒ (4) + 8 = 12 dmg: 1d12 + 10 ⇒ (4) + 10 = 14

The fumes, however, have disoriented him.


- INACTIVE (GM abandoned game) -

I don't quite follow where everyone is, but if someone is attacking shouldn't my readied move action have triggered for me to be flanking?

Ibrah calls out advice to his companions as he adjusts his position to allow more allies to flank the bug.

Standard action to begin giving advice. +1 competence bonus on attack and damage rolls. +1 on saves vs. Fear and charm. Move action to adjust position if necessary. Please roll Acrobatics for any provoked AoOs

-Posted with Wayfinder

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