Core #10-2: Bones of Biting Ants (Inactive)

Game Master Z...D...

Empathy Points: 8

Perception:

[dice=Anwar]d20+18[/dice]
[dice=Mirage]d20+6[/dice]
[dice=August]d20+15[/dice]
[dice=D'lack]d20+7[/dice]
[dice=Brak]d20+12[/dice]
[dice=Khellek]d20-2[/dice]

Initiative:

[dice=Anwar]d20+8[/dice]
[dice=August]d20+2[/dice]
[dice=D'lack]d20+4[/dice]
[dice=Brak]d20+1[/dice]
[dice=Khellek]d20+1[/dice]


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Grand Lodge

HP: 46/74 | AC: 21, Touch: 11, FF: 20, CMD 22 | FORT: +9, REF: +4, WILL +4 (Dwarf Resistances, Bravery +1) | CMB: +12, CMD: 23 Fighter 7 (CORE) | Initiative: +1 | Perception +12 (Darkvision 60')

Brak isn't much for talking, but he's definitely one for working with his hands. He tries to help put everything back into its place Engineering: 1d20 + 4 ⇒ (7) + 4 = 11

The Exchange

N Male Human Druid 9 Init +7 | HP 84/84 | AC29 T11 FF28 | Fort +13, Reflex +7, Will +15, +4 vs fey and plant, Immune Poison | CMD 19 | Perception +25 | Sense Motive +21
Buffs:
Longstrider, Wild Shape
Resources:
Reroll: Unused
Conditions:

Its a long trip, I dont mind devting a couple of level 1 spell slots to it, 1st level druid spells arent that important at 7th.


Knowledge Checks -Sky Key Solution Aid Token

Since Stuinvolk is maxed out on diplomacy and you crush the survival by taking 10 to keep from turning back into Mzali territory. I will just go ahead and skip that part from now on

The group once more gets Stuinvolk to open up about his friends and the times they shared exploring. Another two empathy points

Another two nights pass, and with each night, the animal with screaming cry comes back, but never approaches to close enough to be seen.

On the third night after leaving the gravemarker, Stuinvolk eyes the fire worriedly. "I can not help to think, that this thing is after me. The screams keep coming in clearer and I am beginning to here my name called out in them."

Grand Lodge

HP: 46/74 | AC: 21, Touch: 11, FF: 20, CMD 22 | FORT: +9, REF: +4, WILL +4 (Dwarf Resistances, Bravery +1) | CMB: +12, CMD: 23 Fighter 7 (CORE) | Initiative: +1 | Perception +12 (Darkvision 60')

"Do you think your name is called through magic, or through the scars of your experience?"

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

Strange...

Says D'lack who after a short silence says.

But don't worry, we will protect you.

He tries to remember anything about a creature that could do that.

Know. (arcana): 1d20 + 8 ⇒ (12) + 8 = 20

The Exchange

N Male Human Druid 9 Init +7 | HP 84/84 | AC29 T11 FF28 | Fort +13, Reflex +7, Will +15, +4 vs fey and plant, Immune Poison | CMD 19 | Perception +25 | Sense Motive +21
Buffs:
Longstrider, Wild Shape
Resources:
Reroll: Unused
Conditions:

Given the pattern of events Anwar will shift his wild shape regime. He can stay in small air elemental form for 14 hours per day. Normally he uses this during the day and reverts at night. Now he will start making sure he is wild shaped at night. He also offers to stand guard all night. He is always clearing away fatigue with lesser restoration and an aerial guard may be useful. Druids dont need a rest period to recover his spells. Its not something he would normally do but Stuinvol seems to think this thing is stalking him it seems appropriate.

Approaching the man he asks, Do you have any sort of idea what this thing might be? Do any of us? I am afraid my knowledge is limited to the natural world and this thing doesnt seem natural.

Does Khellek have lore master yet?

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Unfortunately not, just a regular 4th level bard with maxed out ranks, int and skill focuses :-(

As the third night closes in, Khellek slips into his tent with an irritated look on his face.

"This cat or whatever is certainly making me lose my sleep. I wish it would just go away. "

He glowers at the darkness, shivers once in spite of the heat and then asks Stuinvolk. "Do you recall any encounters with a big cat on your last trip?"


Knowledge Checks -Sky Key Solution Aid Token

Answering Khellek, "No not like this. I mean night time predators yes, but they didn't sound like this thing."

He then turns to Anwar, "No idea."

Are there any objections to Anwar's plan? And if everyone please place themselves where they want to be on the map

The Exchange

N Male Human Druid 9 Init +7 | HP 84/84 | AC29 T11 FF28 | Fort +13, Reflex +7, Will +15, +4 vs fey and plant, Immune Poison | CMD 19 | Perception +25 | Sense Motive +21
Buffs:
Longstrider, Wild Shape
Resources:
Reroll: Unused
Conditions:

Anwar will be above the centre of the camp floating about 30' up. Others are also welcome to keep watches but I dont have the level 2 spell slots for everyone to be awake all night. I will have Mirage sleep near to Stuinvolk.

The Exchange

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

Plan sounds good to me.

August settles in to get some rest, but the hairs on the back of his neck tell him he should not expect a great night's sleep tonight.

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

Before sleeping D'lack will cast mage armor on himself.

Used to the jungle's noises, D'lack sleep almost immediately.

I'm good where I am

Grand Lodge

HP: 46/74 | AC: 21, Touch: 11, FF: 20, CMD 22 | FORT: +9, REF: +4, WILL +4 (Dwarf Resistances, Bravery +1) | CMB: +12, CMD: 23 Fighter 7 (CORE) | Initiative: +1 | Perception +12 (Darkvision 60')

Brak is comfortable where he is.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Khellek is pretty happy being in his tent/bedroll.

So the map looks okay to me.


Knowledge Checks -Sky Key Solution Aid Token

GM:

Stealth: 1d20 + 22 ⇒ (13) + 22 = 35

perception:

Anwar: 1d20 + 18 ⇒ (2) + 18 = 20
Mirage: 1d20 + 6 ⇒ (10) + 6 = 16
August: 1d20 + 15 ⇒ (12) + 15 = 27
D'lack: 1d20 + 7 ⇒ (16) + 7 = 23
Brak: 1d20 + 12 ⇒ (15) + 12 = 27
Khellek: 1d20 - 2 ⇒ (13) - 2 = 11

For some reason, when I played the GM thought we were sleeping, but the scenario made no mention of it and when I check the boards, it is for debate if you would be sleeping or not. Since, it does not call out to wait for you all to be asleep, I am not going to put you at that much of a disadvantage.

Again, as the party settles around the fire, the creature that has been stalking them begins its growls and roars on one side of the camp. Then it moves to the other side. The third set of cries doesn't come. A rustling comes from the west, but it's too late. Before you can react you see a large black cat creature pounce.

Initiative:

Anwar: 1d20 + 8 ⇒ (7) + 8 = 15
August: 1d20 + 2 ⇒ (11) + 2 = 13
D'lack: 1d20 + 4 ⇒ (14) + 4 = 18
Brak: 1d20 + 1 ⇒ (7) + 1 = 8
Khellek: 1d20 + 1 ⇒ (1) + 1 = 2
GM: 1d20 ⇒ 16

GM:

bite: 1d20 + 19 ⇒ (13) + 19 = 322d6 + 8 ⇒ (1, 5) + 8 = 14
grab: 1d20 + 25 ⇒ (11) + 25 = 36
claw #1: 1d20 + 20 ⇒ (5) + 20 = 251d8 + 9 ⇒ (4) + 9 = 13
claw #2: 1d20 + 20 ⇒ (6) + 20 = 261d8 + 9 ⇒ (3) + 9 = 12
rake #1: 1d20 + 20 ⇒ (16) + 20 = 361d8 + 9 ⇒ (8) + 9 = 17
rake #2: 1d20 + 20 ⇒ (10) + 20 = 301d8 + 9 ⇒ (5) + 9 = 14
bleed damage: 1d4 + 4 ⇒ (2) + 4 = 6

bite: 1d20 + 17 ⇒ (16) + 17 = 332d6 + 8 ⇒ (5, 4) + 8 = 17
grab: 1d20 + 23 ⇒ (4) + 23 = 27

Surprise round
It makes a b-line towards Stuinvolk, but realizes a large cat in its way, and focuses on it instead. It instant fells the tiger. Tiger took 70 damage w/o counting before the 6 bleed damage next round

Normal round
With the cat out of its way, it moves in on Stuinvolk. It grabs hold of Stuinvolk with its maw and doesn't let go.

GM:

Stuinvolk-17 damage + grappled + cowering

Party is up


Knowledge Checks -Sky Key Solution Aid Token

Now that you have eyes on the beast. You can make another knowledge check

knowledge Arcana DC 18:
It is a Mngwa. You get one question + one additional for every 5 you beat the DC.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

In combat so rolling the know check this time
arcana: 1d20 + 15 ⇒ (16) + 15 = 31
"It is a Mngwa!" shouts out the scholar in fear.

Will take immunities, resistances and special attacks

"Traditionally the tribesmen of the Mwangi have handled these from a distance..."

Starts inspire courage, +1 to hit and +1 to damage

Then he sees about fitting a bolt into Bessie.


Knowledge Checks -Sky Key Solution Aid Token

For me, immunities also gets its weaknesses. So it is immune to disease and poisons, and its weakness is powerless in sunlight. No elemental resistances. As for special attacks, it has murderous claws, which deal bleed damage on its claw and rake attacks. It also has pounce and rake.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

"Ahh, a night hunter who is powerless under the light of the sun. Beware the claws, for they will draw forth your blood as water gushes from a spring.."

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

Seeing that Snuivok is grappled by the beast, D'lack knows that he's safe from the beast, at least for now...

He gets up, take a 5ft. step back and calls for his ancestry to burn the beast!

BURN!

RTA (Scorching Ray): 1d20 + 6 + 1 + 1 ⇒ (18) + 6 + 1 + 1 = 26
Fire Damages: 4d6 + 4 + 1 + 1 ⇒ (2, 6, 5, 4) + 4 + 1 + 1 = 23

Know. (arcana): 1d20 + 8 ⇒ (16) + 8 = 24 All questions I want to ask already answered.

D'lack also recognize a Mngwa.


Knowledge Checks -Sky Key Solution Aid Token

I'll go ahead and giver you DR/ ? magic. It also has spell like abilities that are constant feather step, as well as at will chameleon stride and pass without trace.

D'lack sends a ray of fire at the large cat and scorches off a bit of its mane, but still keeps it jaws locked around it.

GM:

Mngwa-80/103

Anwar, August and Brak still to act.

The Exchange

N Male Human Druid 9 Init +7 | HP 84/84 | AC29 T11 FF28 | Fort +13, Reflex +7, Will +15, +4 vs fey and plant, Immune Poison | CMD 19 | Perception +25 | Sense Motive +21
Buffs:
Longstrider, Wild Shape
Resources:
Reroll: Unused
Conditions:

From above the camp comes a wailing howl of despair and fury, like a storm unleashed. From far above a coolumn of fire illuminates the darkness and engulfs the monstrosity in searing holy flames.

Casting flame strike at the thing, dealing 7d6 ⇒ (4, 5, 6, 6, 2, 4, 1) = 28 damage, half fire, half untyped holy damage. DC21 reflex save for half.

Grand Lodge

HP: 46/74 | AC: 21, Touch: 11, FF: 20, CMD 22 | FORT: +9, REF: +4, WILL +4 (Dwarf Resistances, Bravery +1) | CMB: +12, CMD: 23 Fighter 7 (CORE) | Initiative: +1 | Perception +12 (Darkvision 60')

"What in the bloody 'ell!" The dwarf sizes up the situation. "Anyone got a big light spell?"

Stepping in front of D'Lack, Brak swings his axe!

Power Attack, Vital Strike
ATK: 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 31 for DMG: 2d12 + 18 + 1 ⇒ (8, 1) + 18 + 1 = 28


Knowledge Checks -Sky Key Solution Aid Token

GM:

reflex: 1d20 + 12 ⇒ (20) + 12 = 32
Mngwa=64/103

The Mngwa manages to dodges some of the damage.

August and Brak to act

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

@Brack don't forget Khellek Inspire Courage bonus!
And your bonus to damage seems off with power attack. Don't they must be +18 rather than +8?

Grand Lodge

HP: 46/74 | AC: 21, Touch: 11, FF: 20, CMD 22 | FORT: +9, REF: +4, WILL +4 (Dwarf Resistances, Bravery +1) | CMB: +12, CMD: 23 Fighter 7 (CORE) | Initiative: +1 | Perception +12 (Darkvision 60')

Thank you! That's what I get for posting in haste. I edited my post above GM.


Knowledge Checks -Sky Key Solution Aid Token

GM:

Mngwa: 36/103

Brak finally gets to hit something and makes it count with a solid blow to the beast's ribs. It snarls with a mouth full of Stuinvolk, not quite ready to let go of its quarry.

August may act

The Exchange

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

August shakes his head to clear his vision from the onslaught of spells thrown! Still, he is quick and sees Stuinvolk in trouble, and rushes to his side. Actually, apparently already there!

With a flurry of punches and kicks, August tries to convince the beast to release its hold on the man.

Attack, inspired, power: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Damage: 1d8 + 12 + 1 ⇒ (8) + 12 + 1 = 21

2nd Attack, inspired, power: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Damage: 1d8 + 12 + 1 ⇒ (4) + 12 + 1 = 17

1 ki for addition Attack, inspired, power: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Damage: 1d8 + 12 + 1 ⇒ (6) + 12 + 1 = 19

Using amulet of mighty fists +1 in case you need to know that.


Knowledge Checks -Sky Key Solution Aid Token

August, taking advantage of the Mngwa's disadvantage, takes two quick shots to the head and neck.

The creature slumps to the ground, burying Stuinvolk underneath of him.

Out of combat

It takes a bit, but Stuinvolk finally comes out of it and is able to stop the bleeding by using a cure spell.

He goes to stand by the fire and finally speaks, "What was that thing? And why is it after me."

D'lack and Khellek:

Since you beat the DC by 5 or more
You know that this mngwa is unique in that it’s not just a curse from spirits of the Mwangi Expanse, but it is also an externalized projection of Stuinvolk’s survivor’s guilt.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Khellek looks at the cat and then at Stuinvolk.

"Well... these types of creatures...They normally exist to hunt a particular prey. However this one is a little different. I think this one however seems... tied to you. "

He stops and considers things for a little.

"I think that actually this cat was created subconsciously by you. I think as a way to punish your self for surviving when your companions did not. "

He sighs. "Just as we are products of our envrionment... so sometimes is our envrionment the product of ourselves."

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

Thinking D'lack confirms Khellek's intuition

Yes. I know these beasts. I fear it comes directly from your guilt. A unique form of Nightmare coming to life.

The Exchange

N Male Human Druid 9 Init +7 | HP 84/84 | AC29 T11 FF28 | Fort +13, Reflex +7, Will +15, +4 vs fey and plant, Immune Poison | CMD 19 | Perception +25 | Sense Motive +21
Buffs:
Longstrider, Wild Shape
Resources:
Reroll: Unused
Conditions:

Anwar drops from the sky utterly oblivious to Stuinvolk He gently cradles Mirages great head in his arms and weeps tears of mist as he strokes her bloodied fur.

After several minutes he looks up at the group. Tomorrow you must go on without me, Mirage and I have been together for many years and now I must leave her behind. I shall buy her here in the savannah so that her spirit might hunt the great plains beasts. I will catch up with you later...

Grand Lodge

HP: 46/74 | AC: 21, Touch: 11, FF: 20, CMD 22 | FORT: +9, REF: +4, WILL +4 (Dwarf Resistances, Bravery +1) | CMB: +12, CMD: 23 Fighter 7 (CORE) | Initiative: +1 | Perception +12 (Darkvision 60')

Brak stares at the more erudite Pathfinders and nods. He then turns to Anwar, "It's a terrible thing lad. A terrible thing. I'll help."

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

I'm sorry for your loss my friend. What Mother Nature give, mother nature can take.

Says D'lack realizing the loss of Anwar.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Khellek peers through his glasses, polishing them a bit while he tries to work out what happened to the mighty Mirages.

"I think we can probably all wait a day." he suggests.

"The attack that fell her would have taken any one of us.." he adds, with a note of alarm in his voice.


Knowledge Checks -Sky Key Solution Aid Token

"Morning a lost soul is what got my team killed. But, I will not rush your rituals and practice. " With that said, Stuinvolk moves to the other side of camp and prepares for bed.

The next day

The sun rises and the body of the Mngwa is nowhere to be located. It is almost as it has vanished into thin air.

Stuinvolk looks to where the Mngwa was and shakes his head, "It is not over. I just got this feeling, that it is not finished."

While traveling during the day, you get a chance to influence Stuinvolk.

Analysis #1:

Stuinvolk gains perspective on his trauma by reflecting on his travel experiences before the disaster in the Mwangi Expanse, and a conversation involving Knowledge (geography) helps.

Analysis #2:

Lingering trauma is something that trained healers study, and a Heal check can influence him.

Analysis #3:

He appreciates a good (albeit dry) joke, and as an Ulfen he respects epic poetry; Perform (comedy or oratory) checks help transform his experiences into dark humor or potential material for a saga

Analysis #4:

Simply talking him through his trigger events, whether sincerely (via Diplomacy) or pretending to care (via Bluff) can influence him.

Strength:

Stuinvolk learned early in therapy that his trauma doesn’t make him weak, and that he shouldn’t be ashamed when issues arise. PCs attempting to use guilt, shame, or similar tactics when influencing him incur a –4 penalty.

Weakness #1::

While Stuinvolk has mostly come to terms with his disfigurement, deep down it embarrasses him, and he hasn’t visited his family or homeland in years. A conversation in Skald abates his homesickness a touch. If you attempt to influence Stuinvolk in skald, you gain a +2 to the check

Weakness #2:

The constant suppurating pus from his curse scar disgusts him, but the flow can be slowed and dried with certain herbal poultices. Assisting him in finding these herbs earns his gratitude. By finding these herbs, you gain a +2 circumstance bonus to influence him

The Exchange

N Male Human Druid 9 Init +7 | HP 84/84 | AC29 T11 FF28 | Fort +13, Reflex +7, Will +15, +4 vs fey and plant, Immune Poison | CMD 19 | Perception +25 | Sense Motive +21
Buffs:
Longstrider, Wild Shape
Resources:
Reroll: Unused
Conditions:

Anwar spends the day in preparations and ritual. He begins by cleaning Mirage's body to prepare her for burial, gently removing and stowing her armour.

He clears away a section of grasses, providing bare ground over which he intones the first of his rituals, soaking it with sacred water. Intoning again he transforms the earth into soft, yieling mud into which her body sinks.

May the water of life sustain your spirit in the life that comes after

The sun will bake this rock hard soon enough

He then spends several hours hunting for rocks and stones, which he uses to build a cairn over her body. Intoning another spell he melds the rocks together, shaping and carving the stone with his bare hands, crafting an image of her into the flat surface of the stone.

May the earth protect and guard you in the life that comes after

With this no carrion beast will disturb your rest old friend.

Onto the sacred stones he builds a pyre of grasses and branches from what few trees can be found on the savannah. With a cry he calls down lightning from the cloudless sky, igniting the pyre.

May this pyre light your way in the life that comes after!

As the smoke rises he flies into the midst of it and transforms himself into a whirlwind, scattering the smoke across the savannah.

May the holy winds of Gozreh lead your soul back to our homeland in the life that comes after

Finished, he lands in the midst of the dying flames, his head sinks and he remains there meditating for what seems like hours. As the sun dips below the horizon he raises his head at the sound of rustling in the grasses...

GM, calling a new animal companion takes a day long ritual, hopefully this suffices?

Mechanics for those interested:

Anwar uses a combination of create water, soften earth and stone, stone shape, call lightning, resist energy and the whirlwind ability from elemental wild shape for Mirage's funeral.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Khellek watches the ritual with a great deal of interest, taking copious notes as he does so. Once or twice he is tempted to interrupt to ask the meaning.... but even the sometimes calous historian sences the grief in the druid and manages to restrain himself.

During the "boring bits", he continues to talk with Stuinvolk, working on his northern dialect as he does so.

Takes 10 for 27, or 29 with the language bonus


Knowledge Checks -Sky Key Solution Aid Token

Ok, unlike before this social encounter allows for a second round of influence. Just to help speed us along this part, I will assume Khelleck takes another 10 to succeed once more.

After discussing things with Khellek, Stuinvolk has an epiphany. "I must be the one to kill the beast. If you say is true, that my subconscious created the Mngwa, then I must be the one to deliver the killing blow." He then looks down at his feet. "Hopefully next time we encounter it, I can do more than cower in fear."

Two nights pass without any night time disturbances, other than the bugs buzzing. On the third night after the attack, the PC's and Stuinvolk may camp in a sandy stretch earth along the river. The map they use does not really fit well in this scenario..

Please place yourselves where you wish to be for the next encounter.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

"That cat is formidable. If we must fight it again and again, it may kill us again and again... does anyone know how to make traps or other guards that may help protect us from it?"

The Exchange

N Male Human Druid 9 Init +7 | HP 84/84 | AC29 T11 FF28 | Fort +13, Reflex +7, Will +15, +4 vs fey and plant, Immune Poison | CMD 19 | Perception +25 | Sense Motive +21
Buffs:
Longstrider, Wild Shape
Resources:
Reroll: Unused
Conditions:

I have access to a variety of spells which might help protect our camp but I have a few questions. First, am I able to call a new animal companion? Secondly, instead of camping near to the river can we find a campsite which is either rocky ground or one which has an amount of brush and/or trees nearby? I am contemplating casting either plant growth or spike stones surrounding our camp to negate the pounce charge of extreme death. I will probably also cast a snare spell around the camp. I also suggest we surround the camp with light so we can see it coming, torches, light spells, whatever we have available

I will post an amended spell list for preparation purposes when we know what sort of camp we can find.


Knowledge Checks -Sky Key Solution Aid Token

It can be technically where every you want it to be, but the map really can not change. I was just going off of the description of the map that was provided. I have no problem skinning it to help you guys. I would probably say grass and brush, but not rocky terrain.

You advised you were doing a ceremony to call a new animal companion. Depending on the type of animal companion you wish to call would be restricted to something you would find in Mwangi. So another big cat, if you like. However, training it would be a no go. Since most tricks require a week worth of work per trick. So you would need to push the animal to do what you want.

With spells, you have more than enough time to prepare and then cast them around your camp for the night

The Exchange

N Male Human Druid 9 Init +7 | HP 84/84 | AC29 T11 FF28 | Fort +13, Reflex +7, Will +15, +4 vs fey and plant, Immune Poison | CMD 19 | Perception +25 | Sense Motive +21
Buffs:
Longstrider, Wild Shape
Resources:
Reroll: Unused
Conditions:

I plan to call a velociraptor if that is OK. I believe new companions arrive with their bonus tricks from level so it should start with 3


Knowledge Checks -Sky Key Solution Aid Token

A character of mine has been chased by a t-rex in the Mwangi...so I'll allow it

The Exchange

N Male Human Druid 9 Init +7 | HP 84/84 | AC29 T11 FF28 | Fort +13, Reflex +7, Will +15, +4 vs fey and plant, Immune Poison | CMD 19 | Perception +25 | Sense Motive +21
Buffs:
Longstrider, Wild Shape
Resources:
Reroll: Unused
Conditions:

Mine too, best chase scene they have ever done!


Large Animal Init +4 | HP 76|76 | AC30, Touch 13, FF26 | Fortitude +10, Reflex +10, Will +7, Evasion, +4 vs Enchantments | CMD 28 | Perception +7 scent
Buffs:
Greater Magic Fang (+1 to all), Mage Armour, Longstrider, Barkskin, FoM
| Conditions: Freeom of Movement

From out of the surrounding grasses comes a curious chirruping noise. Into the clearing steps a brightly scaled lizard like creature. It cocks its head to one side and gives a short barking sound.

Scarab Sages

Sorcerer 6
Spoiler:
HP 32/32 | AC23 (11FF, 14T) | Perception +7, Sense Motive -1 | +4 Init | Fort +3, Ref +6, Will +4 | Spell 1 : 7/7 Spell 2 : 5/5

Unfortunately I'm don't know any spell that could help.

I'm good where I am, and D'lack will casts mage armor on himself.

Grand Lodge

HP: 46/74 | AC: 21, Touch: 11, FF: 20, CMD 22 | FORT: +9, REF: +4, WILL +4 (Dwarf Resistances, Bravery +1) | CMB: +12, CMD: 23 Fighter 7 (CORE) | Initiative: +1 | Perception +12 (Darkvision 60')

Agreed on that chase scene being the best one!

Brak lets the others do the talking and soothing. He spends his time being vigilant for threats... Placed.

The Exchange

Male Human Monk 4 / Rogue 4| HP: 55/55| AC: 23 (19 Tch, 19 Fl) | CMD: 28/30 vs grapple | F: +7, R: +12, W: +10/+12 Ench | Init: +2 | Perc: +16/18, SM: +17 | Active conditions: Mage armor, heroism, relic +1, inspired +2

"What? Everyone spread out and see if we can scare this creature off!"

August was a little shocked at the sudden appearance of the lizard creature.

The Exchange

N Male Human Druid 9 Init +7 | HP 84/84 | AC29 T11 FF28 | Fort +13, Reflex +7, Will +15, +4 vs fey and plant, Immune Poison | CMD 19 | Perception +25 | Sense Motive +21
Buffs:
Longstrider, Wild Shape
Resources:
Reroll: Unused
Conditions:

Anwar grins as he strokes his new companions snout. Calm yourself, this is my new companion, Gozreh provides.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Khellek, unsuprirsed at the creatures arrival from havnig watched the ritual, continues to take notes of it. "I have no real ability to help set traps, although I can provide light and advice once the cat arrives." he offers.

And if our friend or anyone else is still injured, Khellek will have spent some time healing them.

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