Tundran's Tide of.. Series (Inactive)

Game Master heavydisking

Maps


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Merisiel stands up in a daze. Theophilus hurls a dagger which misses the archer and winds up stuck in a sappy tree trunk behind her.

The archer lets loose at Garren, since he has demanded her attention.

attack: 1d20 + 4 ⇒ (6) + 4 = 10
damage: 1d6 + 1 ⇒ (6) + 1 = 7

She is no better at aiming than Theo however.

Theo
Merisiel 5/10

archer
Abdul shield
Itami
Min
BP longstrider
Garren

The party is up!


MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

Merisiel, still injured, climbs back up onto the log behind Theo... Sometimes a longer range weapon is desirable... I'll let those who have one take the lead on this.

Dark Archive

HP 55/55; AC 14, T 14, FF 10; CMD 16; Init +4, Perc +1; F +6, R+9, W+8

Min snarls again and sends a toppling magic missile at the tree man! Force damage!: 3d4 + 3 + 1 ⇒ (4, 3, 2) + 3 + 1 = 13 damage and Trip attempt: 1d20 + 9 ⇒ (2) + 9 = 11 He then moves 30' closer to the tree-man!


The archer female actually falls under a barrage of force missiles!

COMBAT OVER!

Searching her body, the party finds 4 scrolls of cure light wounds, 17 silver arrows, leather armor, buckler, scimitar, masterwork composite longbow (+1 Strength), and 20 mundane arrows. When they look around a little further, they find that the three arrows she had fired were all silver. She was clearly convinced that the bestial members of the party were in fact lycanthropes.

Heal or whatever else you would like to do here.

The adventurers cross the bridge and proceed forward and presently discover what they were looking for.

Briar Henge is a bristling fortress. The compound is roughly circular and approximately 100 feet across. The walls are made of tangled thorn bushes twelve feet high, although the compound does not appear to have a roof. The only break in the prickly wall is a gap five feet wide and eight feet high. Hanging ivy covers this doorway and blocks the view of the interior of the compound.

There may be other ways in if you choose to discover them. Once you have entered the perimeter I will post a map.


MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

Merisiel will check the area around the ivy curtain and the curtain itself for traps.

perc: 1d20 + 8 ⇒ (1) + 8 = 9

... but she seems a little confused by the greenery and such....

Dark Archive

HP 55/55; AC 14, T 14, FF 10; CMD 16; Init +4, Perc +1; F +6, R+9, W+8

Min grunts and shuffles along on his knuckles and feet. "We must... SCREE! kill them soon or this damnable HOO HOO HOO change will be permanent."

Silver Crusade

Old Lady Tengu Cleric 2 | 20/20 HP | 16 (17 with meteor hammer) AC 10 T 16 FF | 13 CMD | F +5 R +0 W +5 (+2 vs charm, compulsion) | Init +0 | Perc +10 | SM +2 | Spells: 1st: 4/4 | Channel energy DC 12 1d6 5/5 | Active conditions:

Bitter Plum snags one of the scrolls off the hunter and casts from it to heal Merisiel’s wounds. “Hold still, dear, this will only take a moment,” she chides as she magically knits the rest of the elf’s injuries. One scroll proves wanting, so she spends a second one as well.

---

Though the tengu is old, her eyes are still sharp. She helps Merisiel search the opening for traps, not wanting to get snatched up by vines, or a thorn in the eye. “These druids are proving to be a real pain. With all this beast nonsense, do you think they’re agents of Lamashtu?” she asks with deadly seriousness. “The fey were a nuisance last time, but this could be more sinister.”

---

Cure Light Wounds scroll: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds scroll: 1d8 + 1 ⇒ (5) + 1 = 6

Perception: 1d20 + 10 ⇒ (20) + 10 = 30

The Exchange

Free | Male Humanoid (Varisian) CG Gunslinger 2 | HP 18/18 | AC 19, T 15, FF 14, | CMD 16 | F +3 R +7 W +2 | Init +4 | Per +6, SM +2 | Speed 30 ft | Grit 2/2 | Active Conditions: None | Re-Roll (+1) 1/1

Ever growling under his breath Garren approaches the domicile and looks around "First we get changed Grrr.... then were being hunted grufff.. now we're here. What might we find? "

Perception: 1d20 + 6 ⇒ (13) + 6 = 19

-Posted with Wayfinder


MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

"thanks for the healing... I feel fine now." Merisiel whispers... and waits a moment to hear if anyone else spots something she missed.

The Exchange

Male Human (Varisian) Kineticist (Telekinetic) 4 | HP 39/39 (THP 6/6, NL 4) | Burn 1/7 | AC 18, T 14, FF 14 | F +8, R +8, W +2 | Init +6 | Perc +8

The big thing is that there's at least two sides to this aside from ours. Plenty of chances to make deals if they're more chatty than our arboreal assassin.

Perception: 1d20 + 6 ⇒ (9) + 6 = 15

Dark Archive

Kitsune Sorcerer 5.0| HP: 27/27 | AC: 13 T: 13 FF: 10 CMD: 13 | F+3 R+5 W+6 +2 vs mind/poison | Init +3 | Perception +1, Low-Light Vision
Tracked Resources:
Spells: 1st 8/8; 2nd 5/5; Vanishing 10/10; Extend 3/3

Straight through the front without a second thought? Pah! "An alternative entrance is likely in a miserable excuse for a shelter like this. I'll circle the perimeter." Itami then does his best to stealthily scope out the perimeter of the fortress for other possible entrances to the compound.
________

Rolls:

Stealth: 1d20 + 8 ⇒ (13) + 8 = 21
Perception: 1d20 + 1 ⇒ (20) + 1 = 21

If at any point he becomes aware that someone has spotted him and intends to give chase, he will become invisible and run straight for the party.


Merisiel and Bitter Plum watch the main entrance while some of the others scout around the perimeter of the briar walls. The two ladies observe a wolfhound which appears to be patrolling but no signs of traps otherwise.

Between them, Garren, Itami, and Theophilus are able to discern lots of helpful information.

All of the walls of Briar Henge are 12 feet tall. The thorny walls are particularly dangerous; any character pushed into the walls takes 1d6 points of piercing damage.

PCs can climb the thorny walls by using the thorns as handholds and footholds. However, this method deals 2d6 points of damage to any creature attempting it, or half this amount with a successful DC 15 Climb check.

A PC may push through the thorn walls at any point, but this is particularly dangerous given the tight growth of thorns. This method deals 4d6 points of piercing damage to any creature attempting to do so, or half this amount with a DC 20 Escape Artist check.

One wall section at the southwest of the compound is particularly thin. Pushing through this thin section of wall is much easier than anywhere else in the structure, and the thorns here deal only 1d6 points of piercing damage (DC 15 Escape Artist check for half).

So what will it be? Face the wolfhound at the main entrance? Climb over? or squeeze through the thinner section of the wall? Make your rolls!

The Exchange

Free | Male Humanoid (Varisian) CG Gunslinger 2 | HP 18/18 | AC 19, T 15, FF 14, | CMD 16 | F +3 R +7 W +2 | Init +4 | Per +6, SM +2 | Speed 30 ft | Grit 2/2 | Active Conditions: None | Re-Roll (+1) 1/1

Whispering to the group "Anyone able to 'talk' with the hound?"

Garren Sniffs the air with out second thought noticing the rather powerful musk of a few of his traveling companions.

Dark Archive

Kitsune Sorcerer 5.0| HP: 27/27 | AC: 13 T: 13 FF: 10 CMD: 13 | F+3 R+5 W+6 +2 vs mind/poison | Init +3 | Perception +1, Low-Light Vision
Tracked Resources:
Spells: 1st 8/8; 2nd 5/5; Vanishing 10/10; Extend 3/3

I have the crippling urge to smell it, but no way to really communicate with it. This is a horrific transformation. I have no desire to become a filthy dog. "No," Itami says shortly. "Charge through or draw them out? Druids in their preferred terrain are not to be trifled with."
________
I have no desire to go through the walls with that much damage on the line at this level. Want to blitz the dog? Approach peacefully? Other ideas?

Dark Archive

HP 55/55; AC 14, T 14, FF 10; CMD 16; Init +4, Perc +1; F +6, R+9, W+8

"I can GRRR kill it. That's all the ROWWR communication it desires."

The Exchange

Male Human (Varisian) Kineticist (Telekinetic) 4 | HP 39/39 (THP 6/6, NL 4) | Burn 1/7 | AC 18, T 14, FF 14 | F +8, R +8, W +2 | Init +6 | Perc +8

Theophilus smiles, but his eyes remain cold, Hey, pooches are great, but if this one's in the way... He shrugs 'helplessly.'

Silver Crusade

Old Lady Tengu Cleric 2 | 20/20 HP | 16 (17 with meteor hammer) AC 10 T 16 FF | 13 CMD | F +5 R +0 W +5 (+2 vs charm, compulsion) | Init +0 | Perc +10 | SM +2 | Spells: 1st: 4/4 | Channel energy DC 12 1d6 5/5 | Active conditions:

Bitter Plum shakes her head. “Unless some of our more… altered companions can suddenly interpret barking, I don’t see a way to communicate with that hound,” she admits. Likely it is loyal to the druids here. A straightforward approach seems best, given these pokey fortifications.”[/b]

“Garren, Theo, think you could hit it from out here?” Bitter Plum asks the two ranged specialists. We may be able to drive it off or at least soften it up before it decides to attack us proper,” she suggests, taking out her own sling as well.

---

For our level 1 companions, these options are are a bit too damaging. I have no clever solutions, and although the hound could be fierce it is not guaranteed to harm us. We could launch a ranged volley to open with perhaps.


MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

grr... iconics and their lack of equipment, lol

"Anyone got any jerky to offer it? maybe it would be placated by some food." She doesn't approach the wolfhound herself.

The Exchange

Male Human (Varisian) Kineticist (Telekinetic) 4 | HP 39/39 (THP 6/6, NL 4) | Burn 1/7 | AC 18, T 14, FF 14 | F +8, R +8, W +2 | Init +6 | Perc +8

Theophilus creeps off to a safe distance from the hound 120' and prepares to put the dog down.

Forbearing rolling in case this isn't a surprise round situation

The Exchange

Free | Male Humanoid (Varisian) CG Gunslinger 2 | HP 18/18 | AC 19, T 15, FF 14, | CMD 16 | F +3 R +7 W +2 | Init +4 | Per +6, SM +2 | Speed 30 ft | Grit 2/2 | Active Conditions: None | Re-Roll (+1) 1/1

Whispering to the group "I am willing to try but I need to get close." Garren sneaks up close getting to about 40 paces while staying down wind.
Stealth: 1d20 + 4 ⇒ (13) + 4 = 17
Getting in position Garren waits for the signal.

-Posted with Wayfinder


New map!

wolfhound perc: 1d20 + 8 ⇒ (19) + 8 = 27
a perc: 1d20 + 7 ⇒ (10) + 7 = 17

Unfortunately, Garren's attempt to sneak around the dog's flank doesn't go unnoticed. The wolfhound starts barking and looks ready to charge!

wolfhound init: 1d20 + 2 ⇒ (6) + 2 = 8
a init: 1d20 + 7 ⇒ (8) + 7 = 15

Minmaximus init: 1d20 + 1 ⇒ (10) + 1 = 11
Garren init: 1d20 + 4 ⇒ (1) + 4 = 5
Theophilus init: 1d20 + 6 ⇒ (20) + 6 = 26
Itami init: 1d20 + 3 ⇒ (14) + 3 = 17
Abdul init: 1d20 + 2 ⇒ (10) + 2 = 12
Bitter Plum init: 1d20 ⇒ 11
Merisiel init: 1d20 + 4 ⇒ (14) + 4 = 18

Out of nowhere, a tiny faerie appears next to Minmaximus. "Surprise!" she whispers before tapping his shoulder.

The faerie was patrolling invisibly with the dog so it gets surprise on you guys. DC 15 Fort save needed.

Round 1
Theo
Merisiel
Itami

faerie
Abdul
Min DC 15 Fort save
BP
wolfhound
Garren

Theophilus, Merisiel, and Itami are up!

Dark Archive

Kitsune Sorcerer 5.0| HP: 27/27 | AC: 13 T: 13 FF: 10 CMD: 13 | F+3 R+5 W+6 +2 vs mind/poison | Init +3 | Perception +1, Low-Light Vision
Tracked Resources:
Spells: 1st 8/8; 2nd 5/5; Vanishing 10/10; Extend 3/3

Reflexively, Itami conjures a ball of acid into his hand and throws it at the faerie that appeared on Min's shoulder. "Begone GGRRRRRRRRR uncivilized creature!" he shouts at it.
________

Rolls:

Acid Splash vs Faerie (Touch): 1d20 + 3 ⇒ (14) + 3 = 171d3 ⇒ 2

Dark Archive

HP 55/55; AC 14, T 14, FF 10; CMD 16; Init +4, Perc +1; F +6, R+9, W+8

Fort: 1d20 + 3 ⇒ (7) + 3 = 10


MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

Merisiel moves next to Min and thrusts with her rapier at the faerie... "That wasn't nice!"

to hit: 1d20 + 4 ⇒ (17) + 4 = 21
dmg if hits: 1d6 + 2 ⇒ (2) + 2 = 4

The Exchange

Male Human (Varisian) Kineticist (Telekinetic) 4 | HP 39/39 (THP 6/6, NL 4) | Burn 1/7 | AC 18, T 14, FF 14 | F +8, R +8, W +2 | Init +6 | Perc +8

With a loud thrum, and a pulse that scatters small objects away from him, Theophilus sends a blade rocketing towards the hound, but is entirely caught of guard by Minmaximus's surprise, and fumbles the shot.

Telekinetic Blast: 1d20 + 5 ⇒ (1) + 5 = 6
Piercing: 1d6 + 3 ⇒ (5) + 3 = 8


Min finds his name becoming all too true when the faerie taps him. Is he shrinking or the world becoming larger???

Reduce person. I never noticed Min, but you don't have your race listed on your sheet. Human I presume?

The group turns when the faerie minimizes Min. Itami dissolves her with acid and Merisiel stabs her as best her mundane rapier can manage.

Damage resistance.

Meanwhile, Theo launches at the dog but is too distracted.

The faerie, surprised by all the immediate attention, turns invisible again and flies... somewhere.

Merisiel, Min, Itami, and BP can all make attacks of opportunity when she uses her SLA to turn invisible.

Theo
Merisiel
Itami
faerie -4 HP
Abdul
Min reduced
BP

wolfhound
Garren

Abdul, Minminimus, and Bitter Plum are up!

Silver Crusade

Old Lady Tengu Cleric 2 | 20/20 HP | 16 (17 with meteor hammer) AC 10 T 16 FF | 13 CMD | F +5 R +0 W +5 (+2 vs charm, compulsion) | Init +0 | Perc +10 | SM +2 | Spells: 1st: 4/4 | Channel energy DC 12 1d6 5/5 | Active conditions:

Caught with only a loaded sling, Bitter Plum finds herself unprepared to deal with the faerie when it appears. She squawks in surprise and as the fey tries to flee she cannot get her sword out in time to use the proper tool - so instead she just pecks at it.

“Hm, figures there would be more of those to deal with…” she grumbles. In any case, she follows through with her plan, stepping forward and slinging a bullet at the barking hound. As it arcs toward the dog, she pulls a cold iron katana from its sheath in one fluid motion, flashing in the light.

---

Bite AoO: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d3 + 1 ⇒ (2) + 1 = 3

Five foot step forward, standard to sling at the dog, move action to draw the katana.

Sling: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d4 + 2 ⇒ (4) + 2 = 6


MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

aoo to hit: 1d20 + 4 ⇒ (19) + 4 = 23
dmg if hits: 1d6 + 2 ⇒ (5) + 2 = 7

aoo to confirm crit: 1d20 + 4 ⇒ (8) + 4 = 12
extra dmg if crits: 1d6 + 2 ⇒ (3) + 2 = 5

Dark Archive

HP 55/55; AC 14, T 14, FF 10; CMD 16; Init +4, Perc +1; F +6, R+9, W+8

Tiny Min (yes, human!) growls and spits with tiny rage, punctuated by growls and tiny roars. "Vile cretin! Worthless faerie! I will wear YOUR TEETH AS A NECKLACE!"

No melee weapon, but Min casts SEE INVISIBILITY on himself!

Dark Archive

Kitsune Sorcerer 5.0| HP: 27/27 | AC: 13 T: 13 FF: 10 CMD: 13 | F+3 R+5 W+6 +2 vs mind/poison | Init +3 | Perception +1, Low-Light Vision
Tracked Resources:
Spells: 1st 8/8; 2nd 5/5; Vanishing 10/10; Extend 3/3

Quarterstaff: 1d20 - 2 ⇒ (10) - 2 = 81d6 - 2 ⇒ (1) - 2 = -1 hehehe...

Scarab Sages

Male Half-Orc Bloodrager 2 - HP 20/20|AC 23, T 12, FF 21|F: +5, R: +2, W: -1|CMD 18, FCMD 16|Sp 30'|Perc. +6|Init. +2
Tracked Resources:
Controlled Bloodrage 7/9

Adbul channels his magical reserves to increase his muscles once more (controlled bloodrage: +4 Str). He charges at the hound to try to cleave it in two.

Attack: 1d20 + 7 + 2 + 2 ⇒ (8) + 7 + 2 + 2 = 19
Damage: 2d4 + 6 + 3 ⇒ (4, 2) + 6 + 3 = 15


The poor faerie doesn't even get a chance to escape and taunt the interlopers. She falls in a tiny heap.

Her trusty mutt soon follows as Abdul splits it cleanly in half from snout to tail.

COMBAT OVER!

Once the guards are dispatched, the party is able to easily push the vines aside and enter. Once inside Briar Henge, they find three branching paths leading deeper into the thicket.

Map updated. Which way?

The Exchange

Male Human (Varisian) Kineticist (Telekinetic) 4 | HP 39/39 (THP 6/6, NL 4) | Burn 1/7 | AC 18, T 14, FF 14 | F +8, R +8, W +2 | Init +6 | Perc +8

Perception: 1d20 + 6 ⇒ (14) + 6 = 20

Theophilus quickly scans the paths hoping to see signs of passage, Unless its more damned fliers.

He looks back over his shoulder at Itami and Minmaximus, Either of you grow enough of a schnozz to sniff out a trail?

Dark Archive

Kitsune Sorcerer 5.0| HP: 27/27 | AC: 13 T: 13 FF: 10 CMD: 13 | F+3 R+5 W+6 +2 vs mind/poison | Init +3 | Perception +1, Low-Light Vision
Tracked Resources:
Spells: 1st 8/8; 2nd 5/5; Vanishing 10/10; Extend 3/3

"GGRRrrrrrrrr, you have a poor sense of humor," he snaps irritably. "The thinner wall is that way," he says as he points to the southern path. "I'll discover what lies within."

Itami turns invisible and begins to delve deeper into the compound.
________

Rolls:

Perception: 1d20 + 1 ⇒ (12) + 1 = 13
Stealth (Invisible): 1d20 + 9 + 20 ⇒ (13) + 9 + 20 = 42

Itami will scout out the path on the left. He has 5 rounds of invisibility and will do his best to be where he believes it to be safe when he is out of rounds. Most likely this would involve doubling back at some point.

Dark Archive

HP 55/55; AC 14, T 14, FF 10; CMD 16; Init +4, Perc +1; F +6, R+9, W+8

Can Mini-Min spot anything invisible other than Itami?


Min^2 sees Itami go invisible and nothing else.

Itami sneaks down the northern path into a clearing. This long, wide area is partially roofed by a sheet of woven bark. Under the bark sheet rest several casks, boxes, and simple pieces of furniture. Gourds dangle from the thorny walls as though hung on hooks. Three breaks in the bramble walls lead west, south, and east.

Perception DC 18:
Searching through the stored goods, you find a large leaf folded around a dozen goodberries.

Now what?

Scarab Sages

Male Half-Orc Bloodrager 2 - HP 20/20|AC 23, T 12, FF 21|F: +5, R: +2, W: -1|CMD 18, FCMD 16|Sp 30'|Perc. +6|Init. +2
Tracked Resources:
Controlled Bloodrage 7/9

Perception: 1d20 + 6 ⇒ (13) + 6 = 19

Found some berries, might be good if your hungry. Personally I could go for a fine steak, rare. I'm not much of a hunter, perhaps one of you can look for signs of recent activity?

Dark Archive

Kitsune Sorcerer 5.0| HP: 27/27 | AC: 13 T: 13 FF: 10 CMD: 13 | F+3 R+5 W+6 +2 vs mind/poison | Init +3 | Perception +1, Low-Light Vision
Tracked Resources:
Spells: 1st 8/8; 2nd 5/5; Vanishing 10/10; Extend 3/3

Seeing the random assortment of sundries, Itami scoffs and keeps scouting. He takes the passage towards the center of the area. Looks as though it circles back. Check one more place out, then report. Can't let savages catch me weak.
________

Rolls:

Perception: 1d20 + 1 ⇒ (16) + 1 = 17
Stealth (Invisibility): 1d20 + 9 + 20 ⇒ (1) + 9 + 20 = 30

I was thinking the other side, but this works too! I count 2 rounds of invisibility used up. I drew a little scribble for his intended return path.

Silver Crusade

Old Lady Tengu Cleric 2 | 20/20 HP | 16 (17 with meteor hammer) AC 10 T 16 FF | 13 CMD | F +5 R +0 W +5 (+2 vs charm, compulsion) | Init +0 | Perc +10 | SM +2 | Spells: 1st: 4/4 | Channel energy DC 12 1d6 5/5 | Active conditions:

“Desna’s fortune favors the lost traveler,” Bitter Plum says cryptically at the juncture, smiling mischievously. She gestures toward the central path, thinking it best to get right to the heart of the hedge maze, or at least to get lost boldly.

---

I vote we go down the center path, unless Itami invisibly discovers a good reason not to.

Dark Archive

HP 55/55; AC 14, T 14, FF 10; CMD 16; Init +4, Perc +1; F +6, R+9, W+8

Perception: 1d20 + 1 ⇒ (12) + 1 = 13

"I don't SNARL see anything else that hides YAWP invisibly. CURSE THIS ACCURSED PLACE!" Mini-Min suddenly howls!

The Exchange

Free | Male Humanoid (Varisian) CG Gunslinger 2 | HP 18/18 | AC 19, T 15, FF 14, | CMD 16 | F +3 R +7 W +2 | Init +4 | Per +6, SM +2 | Speed 30 ft | Grit 2/2 | Active Conditions: None | Re-Roll (+1) 1/1

"Way to grrr announce our presence there Mini-Min."

Garren draws his pistol and loads a cold iron shot while he waits for Itami to return.

-Posted with Wayfinder

The Exchange

Male Human (Varisian) Kineticist (Telekinetic) 4 | HP 39/39 (THP 6/6, NL 4) | Burn 1/7 | AC 18, T 14, FF 14 | F +8, R +8, W +2 | Init +6 | Perc +8

Theophilus nods to Bitter Plum, Like Beaksy says, "Hey diddle diddle, straight up the middle."

Dark Archive

HP 55/55; AC 14, T 14, FF 10; CMD 16; Init +4, Perc +1; F +6, R+9, W+8

"I AM THREE FEET TALL <snarl> AND I WIELD THE POWER TO STOP SUNS <rowr>. I hate you all right now."


Sorry Itami, wasn't sure if you meant the left on the map or the character's left as you came in.

Itami sneaks his way to the center of Briar Henge. This open space is roughly oblong, with three gaps in the thorny walls to the south, west, and north. To the east is a rough wooden table with a leather satchel lying atop it. The table is surrounded by six cut logs planed flat and turned endwise to serve as stools. Two stiff linen banners hang on stands placed along northwest and southwest walls, carefully placed a few inches away from the thorns to prevent tearing.

The leather satchel contains a wax tablet with a crude map of this area of the Verduran Forest. The map is marked with overlapping circles radiating outward from Briar Henge in no discernible pattern. The logging camp and Wispil are both clearly indicated on the map. Various unintelligible symbols also dot the map, but there is no key on the tablet to indicate what the symbols mean.

The two tapestries are coarse linen saturated with beeswax and then dried to render the linen waterproof.

The banner between the north exit and the west exit contains a skillfully painted image. The left side of the picture depicts several dejected humans crowded by buildings (mills, inns, houses, and similar structures). On the right side, as though stepping out from the claustrophobic alleys on the left, are several bestial humanoids, standing tall and proud in an open meadow surrounded by blooming vegetation. This painting has been defaced by someone who scrawled a trio of cavorting stick-figure twig jacks in the background of the meadow.

The banner between the west exit and the south exit depicts a complicated lunar calendar. The calendar is covered with symbols that depict phases throughout the lunar year.

DC 13 Linguistics check or Druidic or Sylvan:
You are able to correctly match the banner’s symbols to the symbols on the wax tablet map. Together, the two pieces present a specific timeline for the ritual’s effect. In the first few weeks, the ritual expands slowly out from Briar Henge. In the last few weeks, it expands to encompass nearby logging communities (including the lumber camp the PCs passed through on their way to Briar Henge). In the final day, the ritual is powerful enough to affect residents of Wispil.

Dark Archive

Kitsune Sorcerer 5.0| HP: 27/27 | AC: 13 T: 13 FF: 10 CMD: 13 | F+3 R+5 W+6 +2 vs mind/poison | Init +3 | Perception +1, Low-Light Vision
Tracked Resources:
Spells: 1st 8/8; 2nd 5/5; Vanishing 10/10; Extend 3/3

With his invisibility running out, he returns to the group. "Sundries abound. Only thing of note is the map and calendar they have hung up. Indicates the effects of their barbaric ritual. I think they believe they are freeing people from the shackles of civilization, or some other misguided druid nonsense," he explains. He also provides the lay out as best he can.

"Ready to head in together?" And finally end this madness.


MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

"Sure, let's do this!"

The Exchange

Male Human (Varisian) Kineticist (Telekinetic) 4 | HP 39/39 (THP 6/6, NL 4) | Burn 1/7 | AC 18, T 14, FF 14 | F +8, R +8, W +2 | Init +6 | Perc +8

Works for me.

He pauses to glance at Merisiel, If you still need to be healed from that croc bite, I'm sure we can set up some sort of installment plan from your share of the spoils.

It isn't in Theo's bailiwick to give away valuable, hard to find resources like CLW charges, but it's well within mine to have him forget to get repaid if you'd like to heal up.

The Exchange

Free | Male Humanoid (Varisian) CG Gunslinger 2 | HP 18/18 | AC 19, T 15, FF 14, | CMD 16 | F +3 R +7 W +2 | Init +4 | Per +6, SM +2 | Speed 30 ft | Grit 2/2 | Active Conditions: None | Re-Roll (+1) 1/1

Whispering to the group "Aye, if you get me to tha lunar chart I bet i could make the gist of it."

linguistic for the win. Gm could I take 10 on my linguistics once we get there? Would be a total of 14 on the check.

-Posted with Wayfinder


The group proceeds through the two clearings Itami has already explored. Abdul finds the goodberries and Garren is able to decipher the assorted banners.

@Garren: That's fine with me.

Now there are two remaining areas within Briar Henge for the group to explore. They must be very close to finding the druids!

Which way?


MERISIEL HP 10/10; AC 17, t 14, ff 13; f 2, r 6, w 1; bab 0, melee +0/4, ranged +4; cmb 2, cmd 16; perc +7; init +4 | elf rogue / 1
skills:
Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7, Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight of Hand +8, Stealth +7

yes...healing would be great

"Thank you, a little healing would be great... I've got some nasty tooth marks here"

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