Tyrian Conspiracy (Inactive)

Game Master Cronax

A campaign set in the Dark Sun Setting.


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Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

"Gideon, you and Rennoc advise upstream. Unless Chumani wants downstream like I do and we are split, it's up we go.. I have greater investment in decisive action than being seen to be "right", especially where my expertise is wanting - my intuition is all I follow here - it is not backed up by experience, nor knowledge - merely supposition ..."


Male Human Rogue (sniper) 6; HP 23/52; AC 16, 14, 12; F+4 R+9 W+3; init+4; CMD 17; Per+7

"Very well, and should it lead back to the pit we should be able to return quickly enough, guards make check here, but we will have the advantage. Let us go quickly."


Male Half-Giant Psychic Warrior 6th; HP 37/51 DR 0; AC 16/ T 11/ FF 15; Init +4; Per +12; CMB +8, CMD 19; Spd 30 ft; PP 16/29

"Good point, I'm good with the groups decision. If you all wish I'll lead since I still have resources left."

Chumani will manifest Thicken Skin for 1pp as the group gets moving.
+1 Natural AC / Duration: 30 min


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

Let us flee, if we come across any who would bar are passage they will die...


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Upstream it is then. Dai will pass the torch to Chumani, or if he wants hands free will follow Chumani with the torch in hand...


You make your way upstream. The first hour is not so bad by the light of your torch, but once it sputters and goes out, you find yourself floundering in the darkness. You can still follow the stream by its sound and touch, but its much slower going now. The cavern twists and turns. You hit your head more than a few times on stalagmites. Echoing behind you some ways in the distance, you hear the occasional curse and crack of a whip, someone is following.

Random Encounter Chance: 1d100 ⇒ 67 No encounter

You have traveled for 8 hours. If you wish, you can continue going, but it will require a DC 10 constitution check against fatigue. Each extra 8 hours you continue traveling without a rest will require more such checks, each with another cumulative +1 to the DC.

If you do decide to rest, are watches (listens?) being taken? If so, who is on 1st/2nd/3rd/4th?

While thirst is no problem as long as you follow the stream, you are starting to get hungry. In about another 28 hours, you start to suffer penalties from hunger. Foraging can be attempted, but it will halve your speed (which is already reduced for being blind). The base Survival DC is 15 down here. Each increment of 5 you succeed by feeds one more person.


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

"I say we push on and hope diminishing returns force our pursuers to give up on us. Either that or we find a suitable ambush spot, rest and take them unawares..."


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

I am all for ambushing them...


Male Half-Giant Psychic Warrior 6th; HP 37/51 DR 0; AC 16/ T 11/ FF 15; Init +4; Per +12; CMB +8, CMD 19; Spd 30 ft; PP 16/29

"Agreed, fighting on our terms will be better."


Male Human Rogue (sniper) 6; HP 23/52; AC 16, 14, 12; F+4 R+9 W+3; init+4; CMD 17; Per+7

"Indeed, let us find a good location to wait, should they be guards we should gain better equipment to help us survive."


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

We push on until we find a suitable ambush point to rest in. By feel, and scraped and bumped heads.

Perception: 1d20 + 8 ⇒ (13) + 8 = 21 for ambush/rest site

Survival: 1d20 + 7 ⇒ (16) + 7 = 23 to forage for food at ambush rest site

Con check: 1d20 + 1 ⇒ (4) + 1 = 5 fatigue check


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

con1d20 + 3 ⇒ (20) + 3 = 23


So assuming Daishata’s plan is not disputed, everyone who hasn’t yet needs to make a DC 10 constitution check or suffer fatigue. On the plus side, your pursuers will be making the same check. You may also attempt a Survival check to find additional food (although this will be resolved after the battle).
pursuer constitution: 1d20 ⇒ 1
pursuer constitution: 1d20 ⇒ 14
pursuer constitution: 1d20 + 2 ⇒ (17) + 2 = 19
pursuer constitution: 1d20 + 6 ⇒ (14) + 6 = 20

By touch and listening to the echoes, you find what you think to be a side cavern off of the main tunnel containing the stream. You may not be able to see anything in the dark, but they are making so much noise that you can’t help but hear them coming. A gruff voice shouts “They went this way boy? Stupid meat, they can run but they can’t hide! Sick em!” The shuffle of boots is accentuated by the raspy bellow of a large reptilian creature.

It is pitch black at the moment. All the rules for Darkness apply.
For the purpose of locating your foes, the Perception DC is 0 to determine general direction and thus 20 to find an exact square.
The initiative DC is 11. If you get at least that, you can act before your foes (now). Remember that fatigue affects dexterity, and thus your initiative bonus.
I’m going to forgo posting a map until one of you has a means to see.


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

perception1d20 - 4 ⇒ (9) - 4 = 5

Initiative1d20 + 7 ⇒ (11) + 7 = 18

taking forth his blue lens Rennoc speaks, My allies it is time for light, as for my enemies it is time for you all to burn!

Intimidate1d20 + 10 ⇒ (12) + 10 = 22

Rennoc speaks a word of power and ten feet ahead of him he conjures forth an aura of fire torn from the Cerulean Storm itself...

converting Frostfall in Firefall with admixture, that should provide some light


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Dai finally makes her tired way into the side-cavern and throws herself down on the sand and rock. It took all of her strength, endurance and concentration to locate the place, and now it seems there is no time to rest before the planned confrontation.

Initiative: 1d20 + 5 ⇒ (13) + 5 = 18


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

As Rennoc unleashes the mystic power of the lens Dai produces her own feral yell that reverberates throughout the caverns:

Aid Another: Intimidate: 1d20 + 8 ⇒ (4) + 8 = 12


Male Half-Giant Psychic Warrior 6th; HP 37/51 DR 0; AC 16/ T 11/ FF 15; Init +4; Per +12; CMB +8, CMD 19; Spd 30 ft; PP 16/29

Chumani trudges along with the others, trying to not bang his head on low ceilings, or his shoulders in to suddenly turning walls.

Fatigue Check: 1d20 + 2 ⇒ (13) + 2 = 15

Do we have any time to prep before our pursuers show up, and if so how many rounds?

Initiative: 1d20 + 4 ⇒ (10) + 4 = 14


You detect them as they detect you. It looks like you beat their initiative, so you can take a turn before they do. A map will be up when I advance the turn (Either after Gideon posts or 24 hours since my last real post, whichever comes first).


Male Half-Giant Psychic Warrior 6th; HP 37/51 DR 0; AC 16/ T 11/ FF 15; Init +4; Per +12; CMB +8, CMD 19; Spd 30 ft; PP 16/29

Tired, but ready to get this fight off his back so he can get some sleep, Chumani shields his eyes as Rennoc calls out and then prepares the charge the closest target he can see, swinging the maul wildly as he closes.

Charge: 1d20 + 7 + 2 - 1 ⇒ (5) + 7 + 2 - 1 = 13
Damage: 3d6 + 9 ⇒ (6, 2, 2) + 9 = 19

AC will be 13 till my next turn due to charge.


Male Human Rogue (sniper) 6; HP 23/52; AC 16, 14, 12; F+4 R+9 W+3; init+4; CMD 17; Per+7

After trudging and suffering through the darkness Gideon isn't too tired, he lies in wait for his the pursuers.

fatigue check: 1d20 + 2 ⇒ (19) + 2 = 21
initiative: 1d20 + 4 ⇒ (1) + 4 = 5

but his reaction time is terrible


The Map

Rennoc’s inferno reveals the advancing slavers with a flickering light. A couple sport a few fresh scratches on their exposed skin. One, who looks the worst for wear among them thrusts a torch into the blaze, lighting it. The others rush towards you. Leaping through flames is a snarling reptilian beast of formidable proportions, somewhat resembling a smiling bulldog with thick, wrinkly, scaled hide. It dodges under Chumani’s swing, then its jaws snap at at the big man’s ankles, narrowly missing the half giant. The other two attack with whips, trying to subdue Rennoc and Gideon.

Knowledge: Nature 11 or higher:

This appears to be a very large (medium sized) jhakar specimen. Much like the wolves on some other planet, their preferred tactic is to bite, then wrench their jaws, tripping their foes.

16 or higher:

You notice some tell tale signs that particular jhakar has been domesticated as it is closely following the commands of the mul. Because of this, you think it is capable of more complex tactics as long as he is directing it.

Jhakar vs Chumani: 1d20 + 6 ⇒ (6) + 6 = 12
damage: 1d6 + 4 ⇒ (2) + 4 = 6trip: 1d20 + 6 ⇒ (3) + 6 = 9dirty trick: 1d20 + 6 ⇒ (17) + 6 = 23
Guard vs Gideon: 1d20 + 5 ⇒ (12) + 5 = 17
miss chance: 1d100 ⇒ 32damage: 1d3 + 2 ⇒ (1) + 2 = 3
Graftcrush vs Rennoc: 1d20 + 8 ⇒ (4) + 8 = 12
damage: 1d4 + 4 ⇒ (4) + 4 = 8

Gideon takes 3 nonlethal damage
Rennoc takes 8 nonlethal damage

The mul’s fighting technique is rather unusual. Although his whip is barbed, his blows seem to be more painful and less permanent than you would have expected.

Light is emanating from both Guard 1 and the fire fall. Creatures within 20’ of either of those can be seen normally. Creatures between 20’ and 40’ can be seen with concealment (20% miss) and creatures beyond that are in darkness. Low light vision doubles these ranges.
Enemy status:
Guard 1: (AC 11 FF 11 Touch 8 CMD 13) 1 damage, looks ill, fatigued
Guard 2: (AC 13 FF 13 Touch 10 CMD 15)
Jhakar: (AC 18 FF 14 Touch 14 CMD 20)
Warden Graftcrush: (AC 18 FF 18 Touch 10) 1 damage


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

As the whip hit his chest Rennoc is engulfed in purple lightning and he bellows out a word in a language that you don't even want to understand... From his outstretched hand Rennoc unleashes a blast of purple lightning and he speaks.

For that Mul scum I will not kill you, no for that I will cut out your tongue and gouge out your eyes! Then I will watch gleefully as you suffer pain and torment in this world!

Ray of Fire, lightning style attack1d20 + 3 ⇒ (17) + 3 = 20, damage4d6 ⇒ (5, 6, 6, 6) = 23


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Knowledge: 1d20 + 6 ⇒ (19) + 6 = 25

Dai momentarily considers running around the half-giant to get at Graftcrush, but in the end the simplest course wins out - she moves up next to Chumani at the edge of the light and bashes at the jhakar with her shovel-club.

5' step to Q10.

Standard Action:

Down boy!: 1d20 + 3 ⇒ (2) + 3 = 5 [+2 BAB, + 1 Strength]
Spok!: 1d6 + 1 ⇒ (3) + 1 = 4

Did the Intimidate have any effect?


Male Human Rogue (sniper) 6; HP 23/52; AC 16, 14, 12; F+4 R+9 W+3; init+4; CMD 17; Per+7

Also seeing that running around the to the warden would not quite be worth the trouble Gideon moves to attack the reptilian monstrosity.

5' to Q11

standard action:
attack roll: 1d20 + 4 ⇒ (11) + 4 = 15

His attack being deflcted off of the creatures tough hide.


Male Half-Giant Psychic Warrior 6th; HP 37/51 DR 0; AC 16/ T 11/ FF 15; Init +4; Per +12; CMB +8, CMD 19; Spd 30 ft; PP 16/29

Glancing to his right, Chumani is glad to see his new companions joining the fight.

He continues to put all the power he can into his swing at the creature.

Power Attack: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26 Crit Threat
Confirm: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26 Confirmed
Damage: 3d6 + 9 ⇒ (3, 6, 5) + 9 = 23
Crit Damage: 3d6 + 9 + 3d6 + 9 ⇒ (4, 3, 5) + 9 + (3, 1, 6) + 9 = 40

Total Damage: 63

The maul comes crashing down on the creatures back just behind its head, slamming in to its neck and spine.


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Ermagherd. Nice hit and confirmation roll!


Updated map

The mul bellows as the lightning strikes him dead in the chest. “You’ll pay for that ru-” His thought is interrupted as the jhakar is flattened into the stone floor with a sickening crunch. Only a bloody stain reveals that the creature was ever there. The mul’s eyes go wide and he begins shaking with rage. “Kill him! kill that sonuva kank!” He drops his whip and draws a stout cudgel, focusing all his fury upon Chumani. The rear guard fumbles to draw a crossbow and takes a potshot at Daishata while his compatriot draws a short handled spear and gang up on the half-giant.

Guard vs Daishata: 1d20 ⇒ 8damage: 1d8 ⇒ 7
Guard vs Chumani: 1d20 + 5 ⇒ (18) + 5 = 23damage: 1d6 + 2 ⇒ (2) + 2 = 4
Graftcrush vs Chumani: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20damage: 1d8 + 2 + 5 ⇒ (6) + 2 + 5 = 13

Chumani takes 17 damage. (I believe that leave him standing with 3 hp remaining)

Light is emanating only from the torch in L9 now. Creatures within 20’ can be seen normally. Creatures between 20’ and 40’ can be seen with concealment (20% miss) and creatures beyond that are in darkness. Low light vision doubles these ranges.
Enemy status:
Guard 1: (AC 11 FF 11 Touch 8 CMD 13) 1 damage, looks ill, fatigued
Guard 2: (AC 13 FF 13 Touch 10 CMD 15)
Jhakar: (AC 18 FF 14 Touch 14 CMD 20) splattered.
Warden Graftcrush: (AC 18 FF 18 Touch 10) 24 damage, bloodied, shaken, -2 AC and CMD against everyone except Chumani


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

It is time to finish this pathetic charade...

Rennoc speaks a slightly altered word of power and creates an area of bone chilling energy torn from the Storm itself...

Frostfall in the following squares, O9, O10, P9 and P10 if I read the spell description correctly...


Male Human Rogue (sniper) 6; HP 23/52; AC 16, 14, 12; F+4 R+9 W+3; init+4; CMD 17; Per+7

Gideon, now with the beast but a stain, moves to flank the warden. Dancing at the edge of his enemies reach.

Move to O9, acrobatics to avoid the Attacks of opportunity, moving around guard 2, not attempting to move through his space.
acrobatics: 1d20 + 10 ⇒ (6) + 10 = 16

standard action to attack the warden from the new flanking position(assuming the Attack of opportunity from the warden doesn't deal 27.
Sneak Attack!: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d4 + 1 ⇒ (2) + 1 = 3
Sneak Attack Damage: 2d6 ⇒ (1, 6) = 7


Male Half-Giant Psychic Warrior 6th; HP 37/51 DR 0; AC 16/ T 11/ FF 15; Init +4; Per +12; CMB +8, CMD 19; Spd 30 ft; PP 16/29

Chumani grins at the Mul, taking his and the guards strikes with a wince, but does not cry out. Not wanting to miss he keeps his swing in check aiming for the Mul.

Attack: 1d20 + 7 ⇒ (18) + 7 = 25
damage: 3d6 + 6 ⇒ (4, 3, 6) + 6 = 19

Chumani's grin gets bigger as the maul slams in to the warden.


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Dai invokes divine judgment with a scream and strikes at Graftcrush attempting to bring him down and thus crush the slavers' spirit...

Swift Action: Judgment - Justice

Standard Action
Shovelcrush: 1d20 + 2 + 1 + 1 ⇒ (7) + 2 + 1 + 1 = 11 [BAB, Str, Judgment]
Bokk!: 1d6 + 1 ⇒ (3) + 1 = 4 [Str]

(If just out of the light: Miss Chance:
Poor light: 1d100 ⇒ 48)


Updated map

Didn’t Dai already use her judgement in the first fight?
Since Gideon is trying to avoid both the guard and the warden’s AoO, he needs to make 2 acrobatics checks, the second one at DC +2 (mitigated by the warden’s CMD penalty against non-Chumani foes). I’ll go ahead and roll his second one here to move things along.

Gideon Acrobatics: 1d20 + 10 ⇒ (17) + 10 = 27
Graftcrush AoO: 1d20 + 7 ⇒ (3) + 7 = 10damage: 1d8 + 2 ⇒ (5) + 2 = 7

Frost Fall: 2d6 + 1 + 1d6 ⇒ (2, 2) + 1 + (6) = 11
staggered save: 1d20 + 3 ⇒ (19) + 3 = 22
secondary damage save: 1d20 + 3 ⇒ (14) + 3 = 17

Biting frost, a knife in the back and one final hammer blow lay the big mul low. His subordinates fight on in a daze, desperately trying to avenge their taskmaster. The guards form up, fighting back to back. They thrust with their spears in unison. One stab skewers Chumani, the other leaves a shallow gash in Gideon’s shoulder.

Attack vs Chumani: 1d20 + 5 ⇒ (10) + 5 = 15damage: 1d6 + 2 ⇒ (5) + 2 = 7
Attack vs Gideon: 1d20 + 4 ⇒ (14) + 4 = 18damage: 1d6 + 1 ⇒ (6) + 1 = 7

Gideon takes 7 damage.
Chumani takes 7 damage and falls unconscious.
Unless someone else stabilizes him with the heal skill or some kind of ability, Chumani must make either a DC 10 constitution check with a -4 penalty or a DC 15 autohypnosis check.

Enemy status:
Guard 1: (AC 12 FF 12 Touch 8 CMD 13) 1 damage, looks ill, fatigued
Guard 2: (AC 14 FF 14 Touch 10 CMD 15) 11 damage, bloodied
Jhakar: splattered.
Warden Graftcrush: down.


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Ooops. You are right! That's why I didn't use it in the first round...;)

Also just remembered Fatigue, so take Str bonus off, and Dai's AC should now be 10 due to Dex loss

Dai sees both Chumani and Graftcrush go down. Redoubling her efforts, she again batters at the wounded guard nearest to her, her own fatigue making her attack less adept...

Standard Action:
Attack Guard 2 -

Shovelgouge: 1d20 + 2 ⇒ (10) + 2 = 12 [BAB]
Splok!: 1d6 ⇒ 4

Grrrrrrrrr! Damn! ;)


Male Human Rogue (sniper) 6; HP 23/52; AC 16, 14, 12; F+4 R+9 W+3; init+4; CMD 17; Per+7

The warden down and the remaining enemies weak and scared, Gideon moves to attack the tired one and prepare for future flanking.
5' step to N10
Standard action to attack guard #1
stab: 1d20 + 4 ⇒ (20) + 4 = 24
confirmation: 1d20 + 4 ⇒ (8) + 4 = 12
damage: 1d4 + 1 ⇒ (2) + 1 = 3
critical damage: 1d4 + 1 ⇒ (2) + 1 = 3
6 damage total


Male Half-Giant Psychic Warrior 6th; HP 37/51 DR 0; AC 16/ T 11/ FF 15; Init +4; Per +12; CMB +8, CMD 19; Spd 30 ft; PP 16/29

Chumani's grin breaks in to a smile as the mul goes down under the onslaught by he and his companions, the smile doesn't fade even as he takes the spear to the gut and falls to the ground.

Autohypnosis: 1d20 + 7 ⇒ (15) + 7 = 22


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

Rennoc looks at the two men and says with a tone of finality, Die!

Rennoc unleashes a ray of biting cold at the healthiest guard, he trusted that the weaker one would be finished off by the cold beneath him...

attack1d20 + 2 ⇒ (12) + 2 = 14, damage1d3 ⇒ 3


Updated map

Heartened by the felling of the half giant, the guards lash out once again, hoping to repeat their success. The first stab goes wide, the second once more draws blood from the would be vigilante.

Attack vs Daishata: 1d20 + 4 ⇒ (5) + 4 = 9damage: 1d6 + 1 ⇒ (4) + 1 = 5
Attack vs Gideon: 1d20 + 5 ⇒ (19) + 5 = 24damage: 1d6 + 2 ⇒ (2) + 2 = 4

Rennoc, I rolled both the initial and secondary damage for the frost fall in the previous post. You are level 3 so the area only lasts 1 round. Also, FYI, you do still have your bonded item charged for the day.

Chumani is now stabilized at -4 HP.
Enemy status:
Guard 1: (AC 12 FF 12 Touch 8 CMD 13) 11 damage, looks ill, fatigued, bloodied
Guard 2: (AC 14 FF 14 Touch 10 CMD 15) 11 damage, bloodied
Jhakar: splattered.
Warden Graftcrush: down.


Male Human Rogue (sniper) 6; HP 23/52; AC 16, 14, 12; F+4 R+9 W+3; init+4; CMD 17; Per+7

Annoyed at the persistence of these two Gideon takes another stab at the guard, hoping to down him quickly.

Standard action to attack Guard #1
attack: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d4 + 1 ⇒ (3) + 1 = 4


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Dai grunts and shifts to prevent the weapon from scoring her bare skin. She moves to attack the less protected guard.

5 ft step to P9

Standard Action - attack guard 1

Strike!: 1d20 + 2 ⇒ (16) + 2 = 18 [BAB]
Pakk!: 1d6 ⇒ 2


Battered between his two foes, the harried slaver crumples to the ground.

That finishes off Guard 1. Guard 2's normal and flat footed AC drop back down by 1 now that he doesn't have any backup.


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Just curious why that is? Feats?


As his compatriot falls, the final slaver’s nerve breaks. Frantically, he flees into the darkness.

I’m not going to bother with a map this round. Guard 2 takes a withdraw action to E10. He provokes an AoO from Gideon. The torch is lying on the ground at L9 so he has concealment at the end of his movement (20% miss chance). 6 more damage will drop him. If you don’t pursue, this combat is over.

A search of the cavern and bodies reveals the following:
lit torch
unlit torch
2 light crossbows
masterwork heavy crossbow
20 bolts
shortspear
whip
heavy mace
masterwork scorpion whip
buckler
masterwork buckler
leather armor
masterwork braxat shell breastplate
tortoise shell necklace
2 rations
3 ceramic pieces
50’ of giant hair rope
pouch containing:
a lemon
a raspberry
11 silver pieces

If guard 2 is dispatched:

Add the following:
ration
shortspear
9 bolts
whip
buckler
leather armor
3 ceramic pieces

Daishata is able to gather enough edible roots and mushrooms to provide two people with food today via foraging. Unlike the rations, these won’t keep fresh and should be eaten immediately.
(Result of earlier Survival check)

Assuming you would like to rest now, do you take watches or make any other preparations?
Did you want to continue following the river after you rest?


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

A raspberry!!! Best part of the treasure!!!

Dai sends a wave of confusion after the fleeing slaver.

Move Action: Follow up to 30' if necessary.

Standard Action:

Cast daze [Will save, DC 13]


Male Human Rogue (sniper) 6; HP 23/52; AC 16, 14, 12; F+4 R+9 W+3; init+4; CMD 17; Per+7

I prefer the lemon but ok, also i realized something, I was adding the wrong number for my attack rolls, its +6, not +4 (bab 2+ dex 4)
Attack of opportunity
Aoo: 1d20 + 6 ⇒ (6) + 6 = 12
damage: 1d4 + 1 ⇒ (1) + 1 = 2

Gideon takes a stab at the fleeing guard, failing to hit.


Will Save: 1d20 + 1 ⇒ (6) + 1 = 7

The guard stumbles (1 more round to attempt to take him down if you want.)


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Waiting on Rennoc and Gideon's round actions...

Dai winces as Gideon misses, then smiles in appreciation as her glamour cause the guard to falter...

"Don't let him get away!!!"


Male Human Rogue (sniper) 6; HP 23/52; AC 16, 14, 12; F+4 R+9 W+3; init+4; CMD 17; Per+7

Gideon charges at the guard, aiming to down him quickly
charge: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 1d4 + 1 ⇒ (4) + 1 = 5

allowing Rennoc to go before I take another stab from enemy being dazed


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

Rennoc will fire another ray of ice

attack1d20 + 1 ⇒ (11) + 1 = 12, damage1d3 ⇒ 1


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Dai gives chase, battering at the last guard.

Shovel: 1d20 + 2 ⇒ (6) + 2 = 8 [BAB]
Pakk: 1d6 ⇒ 6


With a wheeze and a shudder, the last guard falls. The crackling of a torch on the rock and the trickle of water to the north sooth you as you come down from the adrenaline rush of battle.

The last guard is down.
Now that that is done, several questions need to be sorted out:
Do you rest for the night?
Do you take watches?
Do you continue along the river?
Do you attempt to forage as you go?
Is there anything else you want to do now or as you travel?

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