The Rift (Inactive)

Game Master Nicos

Initiative order


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In the northern part of the world, a small caravan of travelers is crossing a hilly terrain. It is early winter, the sun is low on the horizon and a there is a light and silent snowfall. The final destination of the travelers is many leagues away, but with a steady pace they surely will reach it before the worst of winter is upon them.

From the elevated terrain, they see they see their next stop on their journey. In the valley below, the small town of leafhaven, a typical stopping place for people travelling these roads.

The caravan hurries to reach shelter before sunset, but alas, they are 20 minutes late.

Mom, what are those lights?- say a little boy while pointing a direction with his finger
oh, those should the northern lights - reply his mother.

This exchange of words happens minutes before entering the town, making everyone around, you included, to look at what they boy is pointing out. You see, at a show of reddish lights flashing low on the horizon, just above the tree canopy.

Knowledge nature DC 15:
There is something atypical in this particular aurora boreal, but you can't pinpoint exactly what at the moment.

But there is no time to waste and the travelers soon forgot about the lights and concentrate on their immediate goal of having a roof avobe them and a hot meal at their hands.

=====================================

You enter town, and find lodging in the smoking pipe inn. Some hours later most people have gone to sleep, but you have stayed a little while around the fire in the communal salon.


Blacksmith 3 HP: /38 AC: 26 FF: 25 Touch: 16 CMD: 17|Init: +1|Fort +8, Ref +3, Will +5 [+2 Saves vs Magic/Poison]|Sense Motive +0, Perception +6, Stonecunning, Darkvision

Durivig swishes his ale around in a tankard idly, fingering the last of his silver pieces on the table.

"Hrmmmm... Ah'll need ta take on some profitable work soon. I dinnae wish ta grovel fer coins anytime soon." He says to no one in particular.


M HP 13/13 Init +6 AC 17 Touch 11 FF 16 CMD 13 Perception +3 Fort +4 Ref +2 Will +6 Mount: HP 24/24 AC 14 CMD 13 (+4 vs trip) Fort +5 Ref +5 Will +2 Inquisitor 2

Daverion leaves his wolf mount outside, better not to try to stable the beast, he thinks, and enters.

He swaggers over to the par, hopping atop a stool and ordering a wine, or barring that, a mead.

"Hrm, I've not been this far north before! So much to see, so much to do! Greeting, greetings all! My name is Daverion Nacklo, of the Great Forest. Who has a tale to tell me tonight?"

Knowledge Nature: 1d20 + 7 ⇒ (14) + 7 = 21


Channel:
[dice=2d8[/dice]
Quarterstaff:
[dice=Attack]1d20+2[/dice][dice=Damage]1d4[/dice]
Gnome Priest lvl 3 {AC/T/F:15/11/15}{HP: 27/27}{F/R/W:5/0/7}{Init+0 Perc+6 Low Light}{AB:+1CMB:+0CMD:10}Channel 7/7 CLW 50/50

Aimai walks his way into the Inn and says to the barkeep. "Can't a girl get a drink around here?"

"I am Aimai of the tavern god Cayden Cailean, There are many tales that this humble follower can tell." He looks around at the audience. "What would you request of this girl?"

K.Nature: 1d20 ⇒ 9


| Condition: | Male Half-elf magus 3 | HP 25 | AC 15 | Touch 11 | Flatfooted 18 |CMD 17 |Initiative +1 | Fort +5|Ref +2 | Will +2| Perception [ low-light vision] +3 | Sense Motive +1|

The tall half-elf walks into the inn, looks around and lifts the sword from shoulder with a sigh as though weighs a thousand pounds. Wrapping the belt around the blade he carries it over to the bar. "When you have time, I will take a bowl of what ever I have been smelling since we arrived, and something to cleanse the dust from my mouth."


Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7

A Clank and clatter of pots can be heard as Jean pushes open the door of the inn, An Oversized man with a kettle strapped to his back, and a chicken under one arm, He has been an seasonal patron of the smoking inn several times over the years

"Hey good fellows, You folks seen that hulkin wolf outside? The one with the saddle!? Hope he doesn't go and try to eat Brenda here."

He said, Chuckling and patting his fowl on the head, lumbering over to the counter

"Whatever you have on the pot please, Smells fine."

Nature: 1d20 + 9 ⇒ (8) + 9 = 17


M HP 13/13 Init +6 AC 17 Touch 11 FF 16 CMD 13 Perception +3 Fort +4 Ref +2 Will +6 Mount: HP 24/24 AC 14 CMD 13 (+4 vs trip) Fort +5 Ref +5 Will +2 Inquisitor 2

"I can assure you the wolf won't eat anyone! He's a gentle beast. . . unless I tell him not to be, of course. But I'll keep him away from Brenda. Good to meet yee."


Blacksmith 3 HP: /38 AC: 26 FF: 25 Touch: 16 CMD: 17|Init: +1|Fort +8, Ref +3, Will +5 [+2 Saves vs Magic/Poison]|Sense Motive +0, Perception +6, Stonecunning, Darkvision

"Thas a fine hen ye have there. If'n the wolf doesn't get to her mayhaps I'll have a bite meself. Har har har!" Durivig lets out a hearty laugh after his half-joke and draws a deck of cards that has clearly seen better days.

"Anyone up fer a friendly game. No stakes on account of me lack of coin."


Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7

Holds out a weathered hand to each of the dimutive chaps.

"Ha ha! Sadly Brenda' not for eatin, This pretty lady has seen me through some rough times, anyway... Name's Jean my friends, Nice to meet you both, And a game sounds a pleasant distractions"


-Lemmy is yet to post, but let's move the story a little

Another person enters almost at the same time that Jean. A tall and elderly man. His attire very rustic but it is tinted to be skyblue in color. He silently sits and wait.

Minutes later, the inn wench (a forty-something, slightly chubby and smiling woman named Hanne) serves the meal. After all the travelling and cold, you find that the food is good and warm and the Beer is strong.

- Oh, good to see you accepted the invitation father Olav - The woman say to the old man.
- Gozreh is a demanding god, but I can eat a civilized meal from time to time - he replies with a smile.

You have plenty of time to eat, drink and spend a time chatting, telling stories and playing cards until you find that silence have taken over the place and the idea of a warm bed seduces you.

**thumps at the door**

Who can be at this time? - The woman go an open the door, an action that almost got unnoticed by you in the general drowsy state that have invaded the room, until the scream of the woman wakes you up.

He rushes inside Hugging in her arms a girl of around ten. The girl almost can't walk by herself, have a vacant stare and her skin is deadly pale. She is at the point of collapsing and You all notice that three of her right hand fingers are missing, like chopped by a wild animal.

Father Olave rushes to stop the bleeding and closes the wound (so, no need for you to use a healing spell/item), but her condition is still bad as she is exhausted and almost frozen.


Blacksmith 3 HP: /38 AC: 26 FF: 25 Touch: 16 CMD: 17|Init: +1|Fort +8, Ref +3, Will +5 [+2 Saves vs Magic/Poison]|Sense Motive +0, Perception +6, Stonecunning, Darkvision

Durivig rushes over pulling his fur cloak off and wraps it around her.

"Get 'er closer to the fire, the lass is half-dead from the frost alone!"

"Are ye still with us girl?" The dwarf speaks with a gentle tone before calling on a bit o' magic to warm the cloak around the girl more.


Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7

Rises from where he sat, Wobbling a tiny bit from tonight's drink.

"Is something the ma... By the gods that girl! What happened? What did this to her?"


M HP 13/13 Init +6 AC 17 Touch 11 FF 16 CMD 13 Perception +3 Fort +4 Ref +2 Will +6 Mount: HP 24/24 AC 14 CMD 13 (+4 vs trip) Fort +5 Ref +5 Will +2 Inquisitor 2

Daverion rises and walks over to inspect the scene.

"Was this beast or man what did this? Either way, shall we gather a hunting party to track the culprit down?"


Channel:
[dice=2d8[/dice]
Quarterstaff:
[dice=Attack]1d20+2[/dice][dice=Damage]1d4[/dice]
Gnome Priest lvl 3 {AC/T/F:15/11/15}{HP: 27/27}{F/R/W:5/0/7}{Init+0 Perc+6 Low Light}{AB:+1CMB:+0CMD:10}Channel 7/7 CLW 50/50

Aimai smiles as the old man says his blasphemy "All Gods can be trying. But, without them, our lives would be more trying."

Seeing the girl come in, Aimai moves close to her and smiles. "All will be alright." Aimai quickly checks to see if she is hurt.
Heal: 1d20 + 4 ⇒ (17) + 4 = 21
She is worn out. Let her warmup. Then she can tell us what happened.

Sorry it took me a little bit, but I think Aimai is now 100% done.


Daverion Nacklo wrote:


"Was this beast or man what did this? "

After examination Aimai can tell that the injury was not done by a weapon and it looks like a single bite that severed the three fingers and a small portion of the hand.

===============================

With the warm of the fire and care given to her, the girl starts recovering sense. But she is frightened, almost delusional

Girl: mama!, papa!the wolf took Anhi! - The barmaid tries to soothe her, but how to explain a little girl she just lost half a hand?.

Olav, the Gozreh priest: I know her, I know her family. The Johansen live half a mile from here. Anders Johansen, the father of the girl, is a woodcutter. To be outside the house at this hour, in this season is something people here don't do. - He says ominously.


M HP 13/13 Init +6 AC 17 Touch 11 FF 16 CMD 13 Perception +3 Fort +4 Ref +2 Will +6 Mount: HP 24/24 AC 14 CMD 13 (+4 vs trip) Fort +5 Ref +5 Will +2 Inquisitor 2

"why is it not done? If I can ask?"


Olav: Because it is unwise. Even in early winter It is freezing outside. In a clouded night it gets very dark, if you move away from home and lost your light you are dead. Heck, even with bright torch it's not hard to get lost. And you can't never be sure there would not be wild beasts around. No, people here board up doors and windows and enclose themselves at dusk and will not leave until dawn.


Blacksmith 3 HP: /38 AC: 26 FF: 25 Touch: 16 CMD: 17|Init: +1|Fort +8, Ref +3, Will +5 [+2 Saves vs Magic/Poison]|Sense Motive +0, Perception +6, Stonecunning, Darkvision

"Tha' should be obvious laddie. Proper folk don't go out at night. Thar're right and proper reasons ta fear in tha' dark." Durivig grunts a response and frowns while rubbing his beard.

"But wots all this 'bout a wolf? Wolves don't attack folks...not unless they're starvin'."


Channel:
[dice=2d8[/dice]
Quarterstaff:
[dice=Attack]1d20+2[/dice][dice=Damage]1d4[/dice]
Gnome Priest lvl 3 {AC/T/F:15/11/15}{HP: 27/27}{F/R/W:5/0/7}{Init+0 Perc+6 Low Light}{AB:+1CMB:+0CMD:10}Channel 7/7 CLW 50/50

Aimai sadly smiles. "I'll go after the wolf." She looks around at the others an the room. "Would any of you be willing to join this ragged man as he goes to attack a wolf and hopefully get the other kid back?"

Knowledge Nature: 1d20 ⇒ 8 What can you tell me about the wolves in this area? Oh, its like a dog but somewhat bigger.

He taps the end of his quarterstaff and produces light.


Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7

"Trodding around in the dark..."

He sighs a little, Reaching up to wrap his wooly scarf around his face, and reaches up his sleeve to pull out a sunrod, cracking it so it glows.

"Leafhaven are good people, We can't let one of them kids get nabbed, You have my support."

He holds out a few more Sunrods to anyone who will take them.

K.Nature: 1d20 + 9 ⇒ (17) + 9 = 26 Jean also pulls upon his knowledge of the local wildlife to help in hunting down this best.


| Condition: | Male Half-elf magus 3 | HP 25 | AC 15 | Touch 11 | Flatfooted 18 |CMD 17 |Initiative +1 | Fort +5|Ref +2 | Will +2| Perception [ low-light vision] +3 | Sense Motive +1|

Luc holds up a hand at the offered Sunrod, and with an eldritch word casts light onto the pommel of one of his daggers. "Thank you for the offer. He drapes his baldric back over a shoulder and heads to the door.

"Lets us go"


M HP 13/13 Init +6 AC 17 Touch 11 FF 16 CMD 13 Perception +3 Fort +4 Ref +2 Will +6 Mount: HP 24/24 AC 14 CMD 13 (+4 vs trip) Fort +5 Ref +5 Will +2 Inquisitor 2

"I do not believe it could have been a wolf! Wolves are friendly creatures of the forest, not rabid beasts! My pet wolf and I clearly must join this hunt to ensure the good name of wolfkind is not unfairly impugned!"


Blacksmith 3 HP: /38 AC: 26 FF: 25 Touch: 16 CMD: 17|Init: +1|Fort +8, Ref +3, Will +5 [+2 Saves vs Magic/Poison]|Sense Motive +0, Perception +6, Stonecunning, Darkvision

"Ye'll catch yer deaths out there, but I 'spose someone ought to watch yer backs." Durivig pounds back the rest of his warm drink and follows the others. He'll pick up a Sunrod since it's a little better than a Light spell and he doesn't need the hand.

"I dinnae need ta light, but ye ne'er know wots out thar'."


The barmaid:If you are to go out, you will need some protection form the cold. Wait a moment - She leaves and return a couple of minutes later with some cold outfit for anyone that didn't already have one.

Outfit, Cold-Weather :

This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.

Olav: In my younger days I would volunteer myself, but as now I would be just a hindrance. Though I can heal a group of people if needed, and can also cast other support spells.

You are informed of the general direction of the Johansen's home, it seems to be a survival check, DC 15 to avoid getting lost and get straight to the house.

Also, The footprints of the girl are fresh. It is a DC 12 to follow the trail, 9 if you have darkvision.

It's a very dark night, with little moonlight. I count two sunrods, two light spells and one party member with darkvision.


M HP 13/13 Init +6 AC 17 Touch 11 FF 16 CMD 13 Perception +3 Fort +4 Ref +2 Will +6 Mount: HP 24/24 AC 14 CMD 13 (+4 vs trip) Fort +5 Ref +5 Will +2 Inquisitor 2

Daverion graciously accepts and dons the winter clothing before venturing out.

Survival: 1d20 + 8 ⇒ (19) + 8 = 27


| Condition: | Male Half-elf magus 3 | HP 25 | AC 15 | Touch 11 | Flatfooted 18 |CMD 17 |Initiative +1 | Fort +5|Ref +2 | Will +2| Perception [ low-light vision] +3 | Sense Motive +1|

Luc will gladly accept the clod weather gear and after mounting follow Daverion


With that 27, Daeverion, you can follow the trail or go to the house. You find that the two paths diverge, you can follow one or the other. What do you people choose to follow, the girl footprint or the direction of the Girl's house?


M HP 13/13 Init +6 AC 17 Touch 11 FF 16 CMD 13 Perception +3 Fort +4 Ref +2 Will +6 Mount: HP 24/24 AC 14 CMD 13 (+4 vs trip) Fort +5 Ref +5 Will +2 Inquisitor 2

"Eh, these split off here- one trail leads towards her house, the other off somewhere else- let's check her house first, eh?"

Unless anyone has strong feeling otherwise, I follow them towards the house first. I have been leading my wolf up to now, but mount at this point as we continue.


Blacksmith 3 HP: /38 AC: 26 FF: 25 Touch: 16 CMD: 17|Init: +1|Fort +8, Ref +3, Will +5 [+2 Saves vs Magic/Poison]|Sense Motive +0, Perception +6, Stonecunning, Darkvision

"If'n the trail leads ta the house, the girl probably got away. We ought ta follow the trail that leads off ta find the culprit."


Seems to be a disagreement. Anyone else have an opinion?


Channel:
[dice=2d8[/dice]
Quarterstaff:
[dice=Attack]1d20+2[/dice][dice=Damage]1d4[/dice]
Gnome Priest lvl 3 {AC/T/F:15/11/15}{HP: 27/27}{F/R/W:5/0/7}{Init+0 Perc+6 Low Light}{AB:+1CMB:+0CMD:10}Channel 7/7 CLW 50/50

Aimai looks at the ground. ”If the girl got home and is fine, then there is nothing we can do. But if the boy is still with the wolves, the clock is ticking. We should go after the wolves.”

Looking at Daverion’s wolf, ”If your mount is fast, check and gat back to us should be quick, right?


M HP 13/13 Init +6 AC 17 Touch 11 FF 16 CMD 13 Perception +3 Fort +4 Ref +2 Will +6 Mount: HP 24/24 AC 14 CMD 13 (+4 vs trip) Fort +5 Ref +5 Will +2 Inquisitor 2

"aye."

I quickly follow the tracks to the house to check that everything is OK there, then have my wolf run to catch up as the others start following the tracks the other way.


Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7

"If you can that'll be best, Catch up with us as soon as possible friend."

Jean will travel with the rest of the group.


@It seems I forgot to answer Jeans Knowledge roll above. There is indeed wolves in the zone, but they don't come near the human settlement

The group splits, with Daveerion swiftly moving toward the house while the other follow the trail.

@The main group

The group advance through the irregular terrain of this silent forest. You only hear your footstep and your breathing. It's a dark night, and in contrast to that darkness, the red lights of the aurora boreal to the east shines spectrally.

The trail leads you to a big splatter of blood. Something definitely was murdered here. You don't have a good feelig about this.

Perception DC 10:
You find, partially covered by snow, a severed foot still donned in leather footwear. It seems of the size of an adult

Perception DC 12:
There are footprints of animals, they look like wolves footprintes

Perception DC 14:
There were two wolves involved. The trail is fresh, the wolves must be around still. Your lights may reveal your presence.

@Daverion

What light source are you using?

You move quickly until you see the Johansen house. It's a small wooden house, just fit for a family to live.

From the outside, there are several that hit you at frist sight. The first thing you notice is that the fence is broken at one point. The Door to the house is shattered. The interior of the house is deprived of illumination.

Your wolf seems uneasy and growls.

Perception DC 10:
There are footprints moving toward the house trhough the hole in the fence. They are strange. The trails was not done by creatures that use footwear

Survival DC 14:
It seems the footprints were made by *small* bipedal creatures, several of them. The creature's hinds legs are clawed. Whatever did this, it seems they use their arms for support while moving, like a gorilla would do. But, obviously, no gorilla have this kind of claws.


M HP 13/13 Init +6 AC 17 Touch 11 FF 16 CMD 13 Perception +3 Fort +4 Ref +2 Will +6 Mount: HP 24/24 AC 14 CMD 13 (+4 vs trip) Fort +5 Ref +5 Will +2 Inquisitor 2

i cast light on my gauntlet and use that as my light source.

perception: 1d20 + 3 ⇒ (11) + 3 = 14

survival: 1d20 + 8 ⇒ (19) + 8 = 27

I urge my wolf to continue through the hole in the fence and into the open door of the house, drawing my sword as I go.

handle animal: 1d20 + 4 ⇒ (10) + 4 = 14


Channel:
[dice=2d8[/dice]
Quarterstaff:
[dice=Attack]1d20+2[/dice][dice=Damage]1d4[/dice]
Gnome Priest lvl 3 {AC/T/F:15/11/15}{HP: 27/27}{F/R/W:5/0/7}{Init+0 Perc+6 Low Light}{AB:+1CMB:+0CMD:10}Channel 7/7 CLW 50/50

perception: 1d20 + 4 ⇒ (19) + 4 = 23

Looking down Aimai sees the paw prints in the snow. There is fresh blood... The wolves may still be around... thinking for a moment. Can any of you see without light?


Human Male Witch 3 | HP 17/17 | AC 12 | Touch 12 | Flatfooted 10 |CMD 13 |Initiative +2 | Fort +2|Ref +3 | Will +4 | Perception +1 | Sense Motive +1| Base Hex Save DC: 16| Concentration Bonus +7

Perception: 1d20 + 1 ⇒ (5) + 1 = 6

Narrows his eyes at where Aimai looks, it's far too dark for his old eyes to easily make out what is there.

"Can't go trudging around in this dark without no light, Not without a hand to hold, Even Ol'Brenda here has better eyes than me I'm afraid." he said patting the chicken.


Blacksmith 3 HP: /38 AC: 26 FF: 25 Touch: 16 CMD: 17|Init: +1|Fort +8, Ref +3, Will +5 [+2 Saves vs Magic/Poison]|Sense Motive +0, Perception +6, Stonecunning, Darkvision

Taking 10 on Perception unless otherwise stated.

"Aye lass, I can. But whoever's foot this belongs ta... They'll be long gone 'afore we can do anything about it. Wot say we regroup with that funny feller and his wolf. Even if'n thar are more wolves about, nothing a few good bear traps can't solve. A bit o' bait and snow coverin and we'll have those wolves outta these folkses hair." Durivig picks up a bit of the blood stained snow and rubs it between his fingers.

"Wolves fresh off'n tha kill are that much more dangerous too. I dun like tha looks of them red lights off'n tha distance. Somethin' eerie. The forest is too quiet."

Durivig works quickly and sets out two bear traps around the severed foot and hides them with snow.

"Let's get back ta Daverion. Name's Durivig by the by."


@ Daverion

I think Daverion have two skill points unspent

You, sword in hand, go through the fence unopposed. Your wolf clearly restless don't oppose your command. You move cautiously toward the door when your sensitive eyes (low light vision) detect the presence of an small but horrible creature.

You don't have the relevant knowledge skill, but I'll let you roll a related skill just for Daeverion to have a feeling of what he is seeing

Religion DC 17:
It's a Demon!

The monster just a step beyond the door and it is busy gnawing a femur. You have a surprise round if you wish.

@ The rest

Aima is missing her perception bonus on the alias min-stats

DM Rolls:
Durivig, Jean, Aimai, Luc

Perception: 1d20 + 5 ⇒ (16) + 5 = 211d20 + 1 ⇒ (4) + 1 = 51d20 + 6 ⇒ (9) + 6 = 151d20 + 1 ⇒ (18) + 1 = 19

Wolf 1,2 and 3: 1d20 + 8 ⇒ (3) + 8 = 111d20 + 8 ⇒ (12) + 8 = 201d20 + 8 ⇒ (19) + 8 = 27

You exchange some words about what to do when some of you; Durivig, Aimai and Luc, detect a sound that put them on later. 40 feet away you detect the wolves, but they don't seem like normal wolves. Luc can't discern details (no low light vision), but for Durivig and Aimai the wolves look somewhat mishappen and definitely malicious, not like a natural creature.

Kn (planes) DC 11 , no taking 10:
They are creatures of the lower planes. A mockery of the natural animals. Fiendish wolves

They are three of them, and two of them seems to notice you.

Surprise round for Luc, Durivig and Aimai. You can go first.


Channel:
[dice=2d8[/dice]
Quarterstaff:
[dice=Attack]1d20+2[/dice][dice=Damage]1d4[/dice]
Gnome Priest lvl 3 {AC/T/F:15/11/15}{HP: 27/27}{F/R/W:5/0/7}{Init+0 Perc+6 Low Light}{AB:+1CMB:+0CMD:10}Channel 7/7 CLW 50/50

Aimai moves up to Luc and Durivig and casts Guidance on them.

Fiendish Wolves, Stab them with the pointy end.

Fixed minibar.

K.P: 1d20 ⇒ 15


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Blacksmith 3 HP: /38 AC: 26 FF: 25 Touch: 16 CMD: 17|Init: +1|Fort +8, Ref +3, Will +5 [+2 Saves vs Magic/Poison]|Sense Motive +0, Perception +6, Stonecunning, Darkvision

"Och, na those don't look quite right." Durivig moves up slightly to make himself more of a target since he is a bit better armored than the other two.

He draws his shortbow and takes a potshot at the one that hadn't noticed us yet.

Shortbow Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d8 + 3 ⇒ (1) + 3 = 4


M HP 13/13 Init +6 AC 17 Touch 11 FF 16 CMD 13 Perception +3 Fort +4 Ref +2 Will +6 Mount: HP 24/24 AC 14 CMD 13 (+4 vs trip) Fort +5 Ref +5 Will +2 Inquisitor 2

Yeah, I must have missed during my early character building when I switched to add the point of Int; will be adding Knowledge Arcana

Knowledge Religion: 1d20 + 7 ⇒ (14) + 7 = 21

Assuming I can have the wolf 5 foot step up we will both attack.

Longsword attack: 1d20 + 3 ⇒ (20) + 3 = 23
slashing damage: 1d6 + 2 ⇒ (6) + 2 = 8

Longsword Confirm: 1d20 + 3 ⇒ (6) + 3 = 9
slashing critical damage: 1d6 + 2 ⇒ (5) + 2 = 7

Bite: 1d20 + 3 ⇒ (13) + 3 = 16
Slashing/Bludgeoning/Piercing Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Trip if successful: 1d20 + 3 ⇒ (18) + 3 = 21


| Condition: | Male Half-elf magus 3 | HP 25 | AC 15 | Touch 11 | Flatfooted 18 |CMD 17 |Initiative +1 | Fort +5|Ref +2 | Will +2| Perception [ low-light vision] +3 | Sense Motive +1|

I do have low-light, added not to stat line

The magus moves forward drawing his relic blade and tracing an arcane pattern with his left hand summons a shield of force.

Cast Shield


Durivig is missing his CMD in hi mini-stats

@ The main group
I would assume you already had weapon in had, because why not?

Durivig Arrow fly true and pierce the wolf1 skin. In their surprise round Wolf 2 and wolf 1 moves to be next to Durivig and Aimai respectively. Wolf 1 is still 40 ft away

DM rolls:

Durivig, aimai, luc, jean, wolf , wolf , wolf 3
initiative: 1d20 + 2 ⇒ (9) + 2 = 111d20 ⇒ 121d20 + 1 ⇒ (16) + 1 = 171d20 + 2 ⇒ (8) + 2 = 101d20 + 2 ⇒ (11) + 2 = 131d20 + 2 ⇒ (20) + 2 = 221d20 + 2 ⇒ (10) + 2 = 12

===========
Initiative order

Round 1

Wolf 2
Aimai
Wolf 1 (-4 hp)
Luc
Wolf 3
Durivig and Jean

============

Wolf2 attacks Durivig leg

Wolf 2 Bite vs Durivig: 1d20 + 2 ⇒ (20) + 2 = 221d6 + 1 ⇒ (2) + 1 = 3 -Hit
Crit?: 1d20 + 2 ⇒ (10) + 2 = 121d6 + 1 ⇒ (3) + 1 = 4 - no crit
Trip: 1d20 + 2 ⇒ (13) + 2 = 15 - No trip

=========================

Aimai turn


@Daverion

The creature was too slow to react to your assault. Your sword strikes unopposed. However, the creature's skin is surprisingly hard and the result, it's just a minor wound.

Your wolf (Does he/she has a name?) snatches the creature leg and trip it. But the wolf's fangs are unable to penetrate the skin.

On its turn, the monster uses its innate powers to cause fear at Daverion companion (DC11). It provokes an attack of opportunity.

EDIT: I guess I'll just roll to save time
Will: 1d20 + 2 ⇒ (10) + 2 = 12 - The wolf is Shaken for 1 turn, unless your AoOs disrupt the casting.

==============================

While you are fighting, the light from your gauntlet fill the interior of the house, revealing the presence of 4 or 5 other of the same creatures that are gorging on human flesh. They turn to look at you.


M HP 13/13 Init +6 AC 17 Touch 11 FF 16 CMD 13 Perception +3 Fort +4 Ref +2 Will +6 Mount: HP 24/24 AC 14 CMD 13 (+4 vs trip) Fort +5 Ref +5 Will +2 Inquisitor 2

Daverian AoO: 1d20 + 3 + 4 ⇒ (19) + 3 + 4 = 26
slashing damage: 1d6 + 2 ⇒ (4) + 2 = 6

wolf bite AoO: 1d20 + 3 + 4 ⇒ (6) + 3 + 4 = 13
bite damage: 1d6 + 1 ⇒ (6) + 1 = 7

assuming the +4 for attacking a prone creature

Will save: 1d20 + 6 ⇒ (7) + 6 = 13
Wolf Will: 1d20 + 1 ⇒ (2) + 1 = 3

I will name him Swift; will edit it into the profile when I get to my laptop instead of phone.


@ Daverion

COncentration: 1d20 + 2 ⇒ (13) + 2 = 15

The spell is disrupted and there is no fear effect. But you feel like hitting a rock. The creature is tough and show no sign of being dying.

Those were your AoO, it is now your turn. And then it will be the turn of the entire gang of monsters.


M HP 13/13 Init +6 AC 17 Touch 11 FF 16 CMD 13 Perception +3 Fort +4 Ref +2 Will +6 Mount: HP 24/24 AC 14 CMD 13 (+4 vs trip) Fort +5 Ref +5 Will +2 Inquisitor 2

As a swift action I activate my judgment, choosing Destruction for +1 damage.

also, I forgot, my long sword is cold iron if that matters I don't know what type DR

Then I attack again.

cold iron longsword: 1d20 + 3 + 4 ⇒ (6) + 3 + 4 = 13
cold iron Slashing damage: 1d6 + 3 ⇒ (6) + 3 = 9

bite: 1d20 + 3 + 4 ⇒ (13) + 3 + 4 = 20
bite damage: 1d6 + 1 ⇒ (5) + 1 = 6

I have Swift the Wolf five feet step back to just past the doorway, trying to limit how many of them can get to us to attack at a time.


Channel:
[dice=2d8[/dice]
Quarterstaff:
[dice=Attack]1d20+2[/dice][dice=Damage]1d4[/dice]
Gnome Priest lvl 3 {AC/T/F:15/11/15}{HP: 27/27}{F/R/W:5/0/7}{Init+0 Perc+6 Low Light}{AB:+1CMB:+0CMD:10}Channel 7/7 CLW 50/50

Aimai will wait to act. delay until after all.

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Community / Forums / Online Campaigns / Play-by-Post / The Rift All Messageboards

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Hi everyone The Rift is pathfinder homebrew adventure of my own design for low level characters.

About the adventure

I don't want to give any spoiler of what kind of enemies you are going to encounter nor what are going to be your main goals but basically the adventure is designed for heroic characters and it will take them from level 2 to around level 5.

The Pcs will be passing by a town in the north regions (of an unnamed world) when a sudden and unexpected danger pounce on the region. Pcs not only need to find a way to survive, but also to help as many people as they can and hopefully to find a way to end the threat.

The events can be gory and hopefully shockfull, If I do my job correctly the players will feel the urge to act quickly to save as many lives as they can as the consecuences of failure are dire and inmediate.

As a side note, I don't mind deviating from the standard wealth distribution, so you can find yourselves with less of (much) more wealth (in the form of strong magic items) than usual, all depending on your actions and your degree of success.

About me

- I was a regular poster of these forums but have been away for some time. I would like to return to pbp gaming DMing an small adventure. I've been away from pathfinder for some time and I'm not well versed in the latest development of pathfinder and so the character creation rules might seems restrictive to people accostumed to use all Paizo's books.

- I'm not a native speaker so I tend to have grammatical mistakes and construct sentences in odd ways. This has not been a problem in the past, but it might bother some people.

Character creation

we start at level 2. Standard wealth, 20 point buy, 2 traits, core races only.

-Classes allowed: Core + APG + Magus+ unchained rogue. No summoners.

-Archetypes allowed: You can take any archetype of any book as long as they don't have mechanics that requires
(a) Guns
(b) ACG, occult, unchained and/or newer books.

-Feats: AS with archetypes, you can take any feat as long as the feat doesn't require knowledge of the ACG, occult, etc. With this I mean that the effect of the feat has to be understandable just by reading the feat itself in the pfsrd and it doesn't require checking the aforementioned books.

-Spells: Core + APG + UC +UM.

House rules

Not many fortunately

- We will use block initiative. Pcs that have their initiative order next to each other can act in any order they want. This is to speed up the game.

- Fighters, paladins and clerics have 4+int skills per level.


What would you like for players to apply?

I've been wanting to play an inquisitor and think it would work great for this game.


I'd be interested in trying a Magus


Nathanael Love wrote:

What would you like for players to apply?

I've been wanting to play an inquisitor and think it would work great for this game.

Inquisitors are ok. I don't really have preferences for what classes you choose. Eve party balance if of little concern, if for some reason everyone decides to play barbarians that would be ok for me.

Though some adventuring endurance is advisable. You probably would not have the time to rest as much as you would like.


Additional info for the character creation

A detailed background is not required (but if you feel like writing it go for it). A physical description and a description of the PC personality is enough, I'm more interested at the present.


I have been playing PF for over 10 years now. I have never played a healer. Would you need an old fashioned cleric?


Ok, my character would be--

Daverian Nacklo
Gnome Inquisitor
Chivalry Inquisition (gains Mount as Cavalier for a wolf mount)

Str 14
Dex 12
Con 12
Int 12
Wis 16
Cha 9

Uses lance while mounted with Pack Flanking (you+animal companion flank when threatening same target from any location and Precise Strike teamwork feat (+1d6 damage while flanking with others w/ feat- solo tactics makes this +1d6 whenever flanking).

I'll finish out the rest of the character once I'm confirmed in the game.

Daverian comes from a small tribe/town of forest gnomes, with deep love of both the wilderness, but he has also studied poetry and tales of whatever the arthurian/knightly order equivalent is, so he mounts up on his trusty wolf and ventures forth to earn his seat at the "round table" or equivalent. . .


GM Amsheagar wrote:
I have been playing PF for over 10 years now. I have never played a healer. Would you need an old fashioned cleric?

I doubt there is no group of adventurers that don't benefit from having a cleric around.


Do Magus still only get 2+int skills?


Magus are int caster so I never seem them lack skill points, so yes. If there were a non-int based archetypes then in that case those archetype would get 4+int skills per level.


Nicosssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssss sssssssssssssssssssssssssssssssssss! Buddy, we have missed you so much!

Would this be kosher?

I would also be up for playing your standard frontliner Barbarian.


*Waves at Scavion*, nice to see a familiar face/avatar, the forum seems empty.

Scavion wrote:


Would this be kosher?

Yes.


Magus:

Luc Liuw
Half-elf magus (bladebound) 2 (Pathfinder RPG Ultimate Magic 9, 47)
LN Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+4 armor, +1 Dex, +4 shield)
hp 17 (2d8+4)
Fort +5, Ref +1, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk bastard sword +6 (1d10+4/19-20)
Special Attacks arcane pool (+1, 3 points), spell combat, spellstrike
Magus (Bladebound) Spells Prepared (CL 2nd; concentration +4)
. . 1st—shield (2), shocking grasp
. . 0 (at will)—daze (DC 12), detect magic, light, open/close (DC 12)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 14, Wis 8, Cha 10
Base Atk +1; CMB +5; CMD 16
Feats Acrobatic
Skills Acrobatics +4, Climb +8, Fly +7, Knowledge (arcana) +7, Perception +1, Spellcraft +7; Racial Modifiers +2 Perception
Languages Common, Daemonic, Elven, Orc
SQ arcane training[APG], elf blood
Combat Gear wand of shield (20 charges); Other Gear mwk lamellar (leather) armor[UC], mwk bastard sword, magus starting spellbook, 155 gp
--------------------
Special Abilities
--------------------
Arcane Pool +1 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


@MrStr4ng3

I guess the shild bonus to ac comes from a spell and it is not activated all day long, right?


Ay! Like I said on GiTP, good to see you again.

How do you feel about this archetype? I feel like choke-slamming dudes.


Seems ok.


Put this fella together.


This is Nathanael Love checking in with my Gnome. . . will keep working on fleshing him out.


Gotcha.


@DM.

That is correct, I was playing around with HL forgot I had that on before exporting.


Then I think I see no problem with the magus stats. Only the character description remains.


Starting to work on mine now... Busy weekend.


Character is 80% done. I just need to work on the Archetype. I am planning on using the Ecclesitheurge If its okay.


Aimai wrote:
Character is 80% done. I just need to work on the Archetype. I am planning on using the Ecclesitheurge If its okay.

It's ok if you want it, though it seems lackluster to me. Besides you would not have the time to enchant that holy simbol.

There is a 3pp class that yoy may want to take a look, I think it has the flavor you are looking for.
Priest


Here is MrStr4ng3's Magus, let me know if you want more.


Luc Liuw wrote:

Here is MrStr4ng3's Magus, let me know if you want more.

If your feat is acrobatic, how do you use the bastard sword one handed?


What are the deities for the setting?

I almost forgot inquisitors need deities!


Use the pathfinder pantheon, for simplicity.

However the game uses a concept from the old d&d cosmology that the pathfinder cosmology doesn't include. So be open minded when you encounter it in the game.


Half Elf Alternate trait Ancestral Arms, replaces Adaptability. I missed that the printout does not show that.


ok.


I think i will go the priest route.

I think my chosen god is of the drunkards... So, i might be tipsy most of the time, with my mug in hand.


Would you consider allowing a spontaneous-casting Druid? Perhaps following Oracle spell progression? It could get the Summon Nature Animal line in place of Mystery/Bloodline spells...


Flynn Wildstrider:

Flynn Wildstrider
Human (Azlanti) druid (menhir savant) 2
NG Medium humanoid (human)
Init +3; Senses Perception +8
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 20 (2d8+4)
Fort +5, Ref +1, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Druid (Menhir Savant) Spells Prepared (CL 2nd; concentration +5)
. . 1st—air bubble[UC], entangle (DC 14), longstrider
. . 0 (at will)—create water, detect magic, detect poison, purify food and drink (DC 13), read magic
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 8
Base Atk +1; CMB +4; CMD 15
Feats Combat Reflexes, Power Attack
Traits reactionary, suspicious
Skills Climb +7, Knowledge (geography) +5, Knowledge (nature) +5, Perception +8, Sense Motive +9, Stealth +2, Survival +7, Swim +7
Languages Azlanti, Common, Druidic
SQ place magic, spirit sense
--------------------
Special Abilities
--------------------
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Place Magic (6/day) (Su) Free, +1 to caster level for 1 round.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Spirit Sense (Sp) As det. undead, also fey, outsider, astral/ethereal/incorporeal simultaneously.

This is the draft for my character.


Gonna go ahead and drop out of this since you started Ambervale back up. Have fun!


:(

In any case. I'll make the first game post saturday morning. That gives time for Natanael, MrStr4ng3, MaUC, GM Amsheagar (and Scavion?) to finish any finishing touch for the PC.


I have the backstory in my head already, just need to put it to paper I suppose.


Campaing post is done. Please make an introductory, in game, post with your PC Alias.


I’ll have it up and ready in the next few hours


Scavion brought this to my attention Is there room for one more? I want to play a witch


If you make your PC quickly enough, yes.


Easy peasy, I'll have to get off work but I can have it done pretty quickly then.


Well, when you have it, please make the in character post in the gameplay.


10-4


Here's Jean

Jean:
Jean
Human Witch 2 NG
HP 17 / 17 Speed ft Init 2
AC 12 Fort 1 Ref 2 Will 4
CMB +1 BAB +1
Quarterstaff +1 (1d6/1d6, x2)
Dagger +3 (1d4, 19-20/x2)
Str 10 (0) Dex 14 (2) Con 12 (1) Wis 13 (1) Int 18 (4) Cha 10 (0)


sorry should be up now


Oops... Sorry I forgot to post!


Well... I really keep forgetting to post when this stuff doesn't show up in the Campaigns page.

Well... In any case, I already missed the start of the campaign and you guys already have 5 players, so I'll bow out of this one.

Still, thank you anyway, Nicos. I'll make a character for Ambervalle over the weekend.

Good game to you all!

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