TOZ's Bones of Biting Ants [Outpost II] (Inactive)

Game Master TriOmegaZero

Reporting info and maps.


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Dark Archive

Human (Varisian) Curmudgeon-4 Init +0 Perc +7|AC 18 T10 FF18|HP 36/31|F+4 R+5 W+5 (+2 vs. death effects, energy drain) CMB: +6 CMD: 18 | SM +4, Diplomacy +5, Stealth +1|Inspiration 8/8|Skull 2/2 Lamp 2/2

"D'yeh have everything you need to travel?" Jeb asks the man, studiously avoiding staring at the man's deformity. "Any gear yeh need?"

Jed is ready to go as well.


Table Maps | Oathbreakers Die | Passing the Torch

"I will be ready on the morrow. We will start rested and prepared." Stuinvolk rises, appearing to consider the discussion over.


Table Maps | Oathbreakers Die | Passing the Torch

With that conclusion, the party breaks out for the day to prepare. The morning dawns clear and hot, while you find Stuinvolk waiting by the docks when you gather. Introductions to the captain are a simple affair before you load the riverboat and push off to travel up a distributary towards the Lower Korir River. A few days of sailing allows your boat to skirt between the Laughing Jungle and Jungle of Hungry Trees to the Lake of Vanished Armies.

Traversing the lake itself takes the better part of a day, before a makeshift dock comes into view on the east bank. The captain points out a weathered marker in the distance, maybe half a mile inland. "That's the edge of Mzali territory. Best you keep west of it on your travel north." Stuinvolk nods in agreement with her warning as he helps unload the supply packs. "Me and mine will be back to pick you up in two weeks time. I can give you a day or two leeway, but we won't wait forever."

"Agreeable." Stuinvolk turns to the rest of the party as he continues. "I plan to follow the river north, perhaps a fifty mile trek. There is a ford across the Upper Korir that will put another river between us and the Mzali. It will help should a patrol happen upon us."

For the purposes of spell charges, you have been traveling about four days. Please let me know what other preparations you make, as the days are quite hot. I will be posting your first day of travel later, but it may be delayed as I have a movie date tonight. I will try to update before then if possible.

Sovereign Court

Female Human (Chelaxian) gunslinger (musket master) 2/evoker 2 | hp 29 | AC 14 T 14 FF 10 | CMD 17 | F +5 R +7 W +6 | Spd 30' | Init +3 | Kn(Arc, Eng, Geo, Loc, Nat, Nob, Pla, Rel) +7, Perc +8, Scrft +7, SensM +2 | Arcane Bond 1/1 | Grit 2/2

Thaia of course wears her hot-weather gear and pith helmet.

Dark Archive

Female CN Tiefling Pistolero 1/ Spellslinger 1/Myrmidarch 5 | HP 47/53 | AC20/T16/FF15 | CMB +4, CMD 20 | F: +10, R: +10, W: +10 | Init: +8 | Perc: +17, SM: +3 | Speed 30ft | Arcane Pool 3/6 | Grit 2/2 |Active spells: Mage Armor, Longshot, Haste | Active conditions:
Spells:
Wiz 1st Grease,Windy Escape Magus 2nd Glitterdust,Mirror Image,Scorching Ray 1st Burning Hands,Longshot,Snowball 0th Acid Splash,Detect Magic,Ray of Frost

Naevys is wearing normal clothing and casting Endure Elements from her wand every morning.

Grand Lodge

Sunny:
Medium Giant Slug 4HD, HP 22/22, AC15, T9, FF15 (+6 NA), DR 5/Slashing or Piercing, CMD13 Can't be Tripped, Fort +5, Ref +3 Evasion, Will +3 , Init -1, Perc +0, Blindsense 30' Effects:
Grippli Druid (Swamp Druid) 4 HP 31/31, AC19, T14, FF16, CMD14, Fort +7, Ref +5, Will +8, Init +3, Perc +10 Effects:

Mae also has hot weather clothing and will use the wand of endure elements she bought. If Sunny seems to overheat then she'll slap her with it too.

Mae enjoys the boat ride, well, other than wrangling with Sunny on yet another boat "This is fresh water. There is no salt, ok very little salt. Stop trying to eat the ropes."

This banter is a daily, if not hourly ritual as Sunny doesn't seem to learn much.

Dark Archive

Human (Varisian) Curmudgeon-4 Init +0 Perc +7|AC 18 T10 FF18|HP 36/31|F+4 R+5 W+5 (+2 vs. death effects, energy drain) CMB: +6 CMD: 18 | SM +4, Diplomacy +5, Stealth +1|Inspiration 8/8|Skull 2/2 Lamp 2/2

Jed wears his armor, but packs his signature long coat and hat. He'll sue his wand of endure elements every day, but also try to stay out of the direct sun where possible.

Paizo Employee

Female Half-orc Monk 4 | HP: 30/30 | AC 17 (T16, FF 14) | CMB: +7 CMD: 19 | F:+7* R:+7 W:+7 (+2 vs. enchantments, hot weather, +1 vs. disease, poison) | Init +2 | Perc +9, SM +2, Diplomacy +0, Intimidate +8 | Speed 40 ft. | Ki Pool: 5/5, Orc Ferocity: 1/1, Stunning Fist: 4/4 | Active Conditions: None

Kenza wears her hot weather outfit, stays hydrated, and tries to remain in the shade whenever possible.


Table Maps | Oathbreakers Die | Passing the Torch

Alright, everyone not covered by endure elements can roll a Fort save against the heat, counting bonuses for hot weather gear as appropriate.

There is little cover from the beating rays of sunshine on the open ground, making the march along the river a heated ordeal. The water allows for some respite when the wind blows across, carrying moisture with it. Stuinvolk leads the way, offering little conversaton to ease the burden of hours.

Thankfully, there is little to threaten the party over the course of the day, allowing for good time to be made before the sun begins to slip below the horizon. Calling the halt, you set up camp for the night next to a small rise. Stuinvolk paces the perimeter of the camp, his gaze moving along the horizon and back to the campsite as he does so.

Please go ahead and arrange yourselves on the map and feel free to describe any preparations you would like to make.

While you are bedding down, you have a chance to influence your ally. If you have done any of the other scenarios using the influence rules, it works much the same. The main difference is only one PC may attempt an influence check for each chance the party gets. Everyone may make a discovery check, however.

Standard influence checks are Diplomacy or Bluff but other avenues can be tried, although blind shots in the dark are likely to be completely ineffective. When you roll to discover something about Stuinvolk, you can choose to analyze how to approach him (learn an alternate influence skill), learn what his strong feelings are (what topics are difficult to sway him with), or determine his preferences (what topics are easy to sway him with).

The Exchange

Male Halfling Oracle (Pei-Zin: Life/Legalistic) 3.0 | HP 27/27 | Move 15 | AC 19 T 13 FF 17 , CMD 13 | F+5 R+5 W+5 | Init +2 Per +2 | Healer's Way 4/5, Level 1 Spells 6/6, Channel Energy 3/5

Fort save: 1d20 + 5 ⇒ (11) + 5 = 16

The Exchange

Male Halfling Oracle (Pei-Zin: Life/Legalistic) 3.0 | HP 27/27 | Move 15 | AC 19 T 13 FF 17 , CMD 13 | F+5 R+5 W+5 | Init +2 Per +2 | Healer's Way 4/5, Level 1 Spells 6/6, Channel Energy 3/5

As they prepare the camp, the ever-smiling halfling tries to draw the taciturn Ulfen into conversation, attempting to discern what makes him "tick" so that others can also engage him. He will also discuss what sorts of things the Society has done to try to help him make his way past his trauma and if there is any pharmacological ... er, pei zin herbalism solutions that may also help him.

Trying to learn alternate influence skills.

diplomacy: 1d20 + 10 ⇒ (6) + 10 = 16
heal check for therapies: 1d20 + 4 ⇒ (4) + 4 = 8
profession-herbalist for drug-based treatments: 1d20 + 17 ⇒ (20) + 17 = 37


Table Maps | Oathbreakers Die | Passing the Torch

My bad, I forgot to mention the discover check is a Sense Motive roll.

Grand Lodge

Sunny:
Medium Giant Slug 4HD, HP 22/22, AC15, T9, FF15 (+6 NA), DR 5/Slashing or Piercing, CMD13 Can't be Tripped, Fort +5, Ref +3 Evasion, Will +3 , Init -1, Perc +0, Blindsense 30' Effects:
Grippli Druid (Swamp Druid) 4 HP 31/31, AC19, T14, FF16, CMD14, Fort +7, Ref +5, Will +8, Init +3, Perc +10 Effects:

Sunny Fort Save vs Heat: 1d20 + 4 ⇒ (2) + 4 = 6 I'll use endure elements on her the following day.

Sunny becomes irritable as the heat burns and dries out her delicate skin. BLOOP BLUUURPP! Her twin eyestalks flail about whenever anyone gets too close or if Mae tugs on her lead rope even thinks about mounting her for the trip.

"Woah, calm down Sunny. I'll help, I'll help. I'm sorry there's no shade!" Mae asks the spirits and regular downpours of rain soak Sunny and Mae, and whoever else wants them on the trip. Create Water

-----

Mae gathers plants to feed Sunny as well as make their beds most comfortable, hopefully finding some natural remedies to the biting insects that sometimes annoy them in their sleep. Survival: 1d20 + 9 ⇒ (1) + 9 = 10

Once camp is set up and Sunny is fed, Mae mostly sits quietly and observes their guide. She has her glowing ioun stone floating above her head, tongue lashing out frequently to snag the bugs that come to circle it.
Sense Motive: Discover: 1d20 + 3 ⇒ (20) + 3 = 23


Table Maps | Oathbreakers Die | Passing the Torch

Heat Damage, Nonlethal: 2d4 ⇒ (4, 3) = 7

Sunny definitely begins to flag as the day wears on, even with the soothing balm of water. Lady Mae realizes the heat exhaustion will not recover overnight without magic. (The nonlethal damage cannot be healed until she is out of a hot environment. Thankfully, an endure elements spell should do the trick. Sunny is also fatigued until the damage is removed.) Chance is able to bear the heat a bit better, staving off fatigue for now.

Lady Mae's Observation:
You realize that Stuinvolk is an accomplished navigator, judging by his guidance over the course of the day. Knowledge Geography to discuss pass expeditions and the route forward would be very useful. You are also able to suss out his anxiety about the campfire being a liability, which if addressed could also be beneficial.

Sovereign Court

Female Human (Chelaxian) gunslinger (musket master) 2/evoker 2 | hp 29 | AC 14 T 14 FF 10 | CMD 17 | F +5 R +7 W +6 | Spd 30' | Init +3 | Kn(Arc, Eng, Geo, Loc, Nat, Nob, Pla, Rel) +7, Perc +8, Scrft +7, SensM +2 | Arcane Bond 1/1 | Grit 2/2

Fort (outfit): 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11


Table Maps | Oathbreakers Die | Passing the Torch

Heat Damage, Nonlethal: 2d4 ⇒ (3, 3) = 6

Thaia also suffers under the sun, despite her precautions.


Male Human (Mwangi) Commoner 1

Thaia tells her native bearer, Jakob, that she will require the tent he's been carrying for the night and turns in.

Grand Lodge

Sunny:
Medium Giant Slug 4HD, HP 22/22, AC15, T9, FF15 (+6 NA), DR 5/Slashing or Piercing, CMD13 Can't be Tripped, Fort +5, Ref +3 Evasion, Will +3 , Init -1, Perc +0, Blindsense 30' Effects:
Grippli Druid (Swamp Druid) 4 HP 31/31, AC19, T14, FF16, CMD14, Fort +7, Ref +5, Will +8, Init +3, Perc +10 Effects:

If no one is actively cooking on the fire Mae lets it burn low, hiding the flames with rocks and then putting away her own glowing light. "Sometimes it is best to let your eyes adjust to the light of the moon and stars. Enjoy nature in the night."

As she goes about this she speaks quietly to Stuinvolk "Stuinvolk you are a very good guide. I usually am the guide when out on a Society journey, but you are better than me. Would you share with me your ideas on why you choose our path and not another? I prefer to travel through the deep swamps but it is unusual for anyone besides Sunny to enjoy that trail."

She continues on about other routes she had thought about when she saw the map back in the city. K Geography: 1d20 + 5 ⇒ (16) + 5 = 21


Table Maps | Oathbreakers Die | Passing the Torch

Influence check for this phase has been made. Everyone else may make discovery checks as they would like.

Stuinvolk pauses, looking to the fire. "No, the fire is a necessary risk." he counters quietly. "The night can become chill without the sun. I only worry that it will draw the Mzali when they would otherwise pass by."

"If I were to word it, observation and experience." he answers to Lady Mae's inquiry. "Knowing the lay of the land is important, but so is seeing how it has changed since last you walked it. Even the boundless savannah has markers, if you pay attention to them." As he speaks, he seems to grow less concerned with the horizon, focusing on the campsite more.

Dark Archive

Female CN Tiefling Pistolero 1/ Spellslinger 1/Myrmidarch 5 | HP 47/53 | AC20/T16/FF15 | CMB +4, CMD 20 | F: +10, R: +10, W: +10 | Init: +8 | Perc: +17, SM: +3 | Speed 30ft | Arcane Pool 3/6 | Grit 2/2 |Active spells: Mage Armor, Longshot, Haste | Active conditions:
Spells:
Wiz 1st Grease,Windy Escape Magus 2nd Glitterdust,Mirror Image,Scorching Ray 1st Burning Hands,Longshot,Snowball 0th Acid Splash,Detect Magic,Ray of Frost

I assume we will be setting watches for the night? I can take first.

Grand Lodge

Sunny:
Medium Giant Slug 4HD, HP 22/22, AC15, T9, FF15 (+6 NA), DR 5/Slashing or Piercing, CMD13 Can't be Tripped, Fort +5, Ref +3 Evasion, Will +3 , Init -1, Perc +0, Blindsense 30' Effects:
Grippli Druid (Swamp Druid) 4 HP 31/31, AC19, T14, FF16, CMD14, Fort +7, Ref +5, Will +8, Init +3, Perc +10 Effects:

"If you are concerned with the cold most of us have magic wands that protect us from heat and cold. We could protect you as well and extinguish the fire completely." She offers.

When the topic of watches comes up Mae nods in agreement "I can watch, but would prefer the darkest night before dawn as I commune with the earth at dawn. I can see in the dark without need of light." She says, nodding up and down twice and snagging another mosquito with her tongue.


Table Maps | Oathbreakers Die | Passing the Torch

"You have a point. But it also wards wild animals away, while giving the human Pathfinders light to see in case of attack. I will accept this trade." Stuinvolk nods in finality, taking a seat by the fire. "If you wish to help improve our survival, perhaps we shall be more careful in our travels on the morrow. The plains offer little cover, but we can attempt to move among tall grasses and low washes."

When you break camp in the morning, you all may attempt Stealth checks to follow Stuinvolk's suggestion. Once everyone has determined if they are making a discovery check, I will move us on. Chance can roll a Sense Motive check rather than use that first Diplomacy roll since I didn't make it clear at first. I will go add a tracker for watch schedule as well.

Paizo Employee

Female Half-orc Monk 4 | HP: 30/30 | AC 17 (T16, FF 14) | CMB: +7 CMD: 19 | F:+7* R:+7 W:+7 (+2 vs. enchantments, hot weather, +1 vs. disease, poison) | Init +2 | Perc +9, SM +2, Diplomacy +0, Intimidate +8 | Speed 40 ft. | Ki Pool: 5/5, Orc Ferocity: 1/1, Stunning Fist: 4/4 | Active Conditions: None

Fortitude: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10

Kenza busies herself with setting up camp, then keeping watch. It's obvious after only the day of travelling together that she's incredibly vigilant, obsessed with keeping her fellows safe from harm. While she watches in the evening she has a chance to gauge their guide.

Sense Motive: 1d20 + 8 ⇒ (16) + 8 = 24


Table Maps | Oathbreakers Die | Passing the Torch

Heat Damage: 2d4 ⇒ (1, 4) = 5

Kenza likewise suffers under the unrelenting gaze of the sun.

Kenza's Observations:
The Ulfen man is obviously distant and guarded, clearly traumatized by his ordeals. But his reactions suggest effort at mending the scars on his mind, which could benefit from someone with healer's training. The Heal skill would be ideal for that. Stuinvolk also speaks with fluency, showing that he is certainly well-read. Perform Oratory might allow the party to draw him further out of his pain.

Another point I missed, discovery checks for analyzing the useful skills and determining his strengths are both Sense Motive checks, but determining his weaknesses are Linguistics or Profession(Herbalist) checks. Since Chance is busy this weekend, I will use his Profession check from earlier.

Chance's Observations wrote:
The growths generated by the curse have almost constantly seeped with disgusting pus that clearly distresses the Pathfinder guide. Certain poultices could slow the flow and cause the seepage to dry quicker if you can find the herbs to do so. Stuinvolk also displays a hint of an accent despite his fluency with Taldan, leading you to believe that speaking Skald would help establish more rapport with him. Performing either of these tasks will grant a +2 bonus on influence checks with Stuinvolk, both of which stack for a +4. You are sure that you have determined all of the avenues which could be used to ease communication with Stuinvolk.

Sovereign Court

Female Human (Chelaxian) gunslinger (musket master) 2/evoker 2 | hp 29 | AC 14 T 14 FF 10 | CMD 17 | F +5 R +7 W +6 | Spd 30' | Init +3 | Kn(Arc, Eng, Geo, Loc, Nat, Nob, Pla, Rel) +7, Perc +8, Scrft +7, SensM +2 | Arcane Bond 1/1 | Grit 2/2

"Zzzz... zzzz...."

If the nonlethal is like ordinary nonlethal (i.e. you can heal your level's worth with an hour's rest), Thaia should be at 0 nonlethal after two hours of rest.


Table Maps | Oathbreakers Die | Passing the Torch

Doublechecking, there is no mention of the night being equally hot, so the nonlethal will heal overnight, unlike in cold environments. Thanks for bringing it up, I've never read it closely enough to realize it's one per level per hour rather than one per hour.

Dark Archive

Human (Varisian) Curmudgeon-4 Init +0 Perc +7|AC 18 T10 FF18|HP 36/31|F+4 R+5 W+5 (+2 vs. death effects, energy drain) CMB: +6 CMD: 18 | SM +4, Diplomacy +5, Stealth +1|Inspiration 8/8|Skull 2/2 Lamp 2/2

Jed spends most of the day in silence, observing Stuinvolk and his interactions with the other Pathfinders. He doesn't seem mentally unsound... leastwise, no more than a lot of other Pathfinders! I jes' hope he don't snap when faced with something from his past. Be a shame to have to rez him when we get back.

Around the campfire that evening, Jed spends a little time conversing with the man. "I hope the fire don't attract the Mzali, but I hear what ye say about keepin' wild animals at bay," he begins. "Ye seem a pretty experienced explorer, how long have ye been a Pathfinder?"

Discovery check - Sense Motive: 1d20 + 4 ⇒ (13) + 4 = 17

The Exchange

Male Halfling Oracle (Pei-Zin: Life/Legalistic) 3.0 | HP 27/27 | Move 15 | AC 19 T 13 FF 17 , CMD 13 | F+5 R+5 W+5 | Init +2 Per +2 | Healer's Way 4/5, Level 1 Spells 6/6, Channel Energy 3/5
Grandmaster TOZ wrote:
Since Chance is busy this weekend, I will use his Profession check from earlier.

Thanks.

Grandmaster TOZ wrote:
Certain poultices could slow the flow and cause the seepage to dry quicker if you can find the herbs to do so.

What check would this be or is it one of those "the opportunity will appear later in the scenario" sorts of things?

After traveling the entire day in the jungle heat that he somehow under-estimated despite his prior experiences in Senghor, even Chance's smile seems to be wilting a bit. Would anyone be willing to trade out the use of their endure elements wands against future uses of my cure light wounds wand?

Dark Archive

Female CN Tiefling Pistolero 1/ Spellslinger 1/Myrmidarch 5 | HP 47/53 | AC20/T16/FF15 | CMB +4, CMD 20 | F: +10, R: +10, W: +10 | Init: +8 | Perc: +17, SM: +3 | Speed 30ft | Arcane Pool 3/6 | Grit 2/2 |Active spells: Mage Armor, Longshot, Haste | Active conditions:
Spells:
Wiz 1st Grease,Windy Escape Magus 2nd Glitterdust,Mirror Image,Scorching Ray 1st Burning Hands,Longshot,Snowball 0th Acid Splash,Detect Magic,Ray of Frost

Chance, you ok? Looking a little tired there. Here, have a tap from my wand.
Naevys uses her wand to cast Endure Elements on Chance and will spend charges for the remaining days for him as well.

Paizo Employee

Female Half-orc Monk 4 | HP: 30/30 | AC 17 (T16, FF 14) | CMB: +7 CMD: 19 | F:+7* R:+7 W:+7 (+2 vs. enchantments, hot weather, +1 vs. disease, poison) | Init +2 | Perc +9, SM +2, Diplomacy +0, Intimidate +8 | Speed 40 ft. | Ki Pool: 5/5, Orc Ferocity: 1/1, Stunning Fist: 4/4 | Active Conditions: None

When she has a quiet moment alone with one of her superiors she informs them that Stuinvolk would likely benefit from speaking with a healer, and enjoys stories. (Heal and Perform (oratory) could be used to influence him).

As they set out the next day, Kenza attempts to follow Stuinvolk's suggestions.

Stealth: 1d20 + 8 ⇒ (14) + 8 = 22


Table Maps | Oathbreakers Die | Passing the Torch
Jebediah Bishop wrote:
"Ye seem a pretty experienced explorer, how long have ye been a Pathfinder?"

"Well over a decade now. I think coming on perhaps fifteen years? I was learning woodcraft some years before that as well." Jebediah is able to observe that like most Pathfinders, Stuinvolk could benefit from a sympathetic ear talking him through the bad memories, either genuinely or by making a successful pretense of caring. Diplomacy and Bluff are the last two skills that can be used, although the order you have learned them is from easiest to hardest. Chance does not need to make a check to find the herbs, merely take the time to hunt them up on the trail.

The night passes uneventfully, allowing all of the team to recover from the day's march. The next morning dawns warm and bright, promising more of the same. Everyone that wishes to participate in minimizing your presence, please roll Stealth as well. Please also let me know if anyone is not using Endure Elements.

GM Roll: 1d20 ⇒ 12

Dark Archive

Female CN Tiefling Pistolero 1/ Spellslinger 1/Myrmidarch 5 | HP 47/53 | AC20/T16/FF15 | CMB +4, CMD 20 | F: +10, R: +10, W: +10 | Init: +8 | Perc: +17, SM: +3 | Speed 30ft | Arcane Pool 3/6 | Grit 2/2 |Active spells: Mage Armor, Longshot, Haste | Active conditions:
Spells:
Wiz 1st Grease,Windy Escape Magus 2nd Glitterdust,Mirror Image,Scorching Ray 1st Burning Hands,Longshot,Snowball 0th Acid Splash,Detect Magic,Ray of Frost

Naevys uses charges from her wand on herself and on Chance the next morning, also trying to minimize her presence/impact.

Stealth: 1d20 + 3 ⇒ (15) + 3 = 18

Am I reading this correctly? Our influence skills are Diplomacy, Bluff, Kn(Geography), Heal and Perform(Oratory). Profession(Herbalist) or speaking Skald will give us a bonus. Is that right?


Table Maps | Oathbreakers Die | Passing the Torch

I have updated the third slide with the influence information. You do not have to roll Profession Herbalist, just take time to gather ingredients during the day. It does not appear that tracking them down will cause an appreciable delay according to the scenario.

The Exchange

Male Halfling Oracle (Pei-Zin: Life/Legalistic) 3.0 | HP 27/27 | Move 15 | AC 19 T 13 FF 17 , CMD 13 | F+5 R+5 W+5 | Init +2 Per +2 | Healer's Way 4/5, Level 1 Spells 6/6, Channel Energy 3/5

As they travel, Chance will note which herbs will be useful and set about collecting them so that he can prepare a poultice to help reduce the pain his fellow pathfinder has been suffering.

untrained stealth with armor check penalty applied to minimize presence: 1d20 + 6 - 3 ⇒ (16) + 6 - 3 = 19

Not sure if I need another Profession-Herbalism check or if it modifies or replaces a diplomacy check to influence Stuinvolk, so will go ahead and roll for both and let the GM use whichever is appropriate. By default Chance would attempt the check that would give an advantage to others for more possible successes in winning over their fellow Pathfinder's trust.

profession-herbalism to prepare the poultice: 1d20 + 17 ⇒ (13) + 17 = 30

diplomacy check to influence Stuinvolk via bedside manner while applying poultices: 1d20 + 10 ⇒ (16) + 10 = 26


Table Maps | Oathbreakers Die | Passing the Torch

Influence check for this phase has been made. The rest of the party may make their Stealth checks, then we will move on.

Dark Archive

Human (Varisian) Curmudgeon-4 Init +0 Perc +7|AC 18 T10 FF18|HP 36/31|F+4 R+5 W+5 (+2 vs. death effects, energy drain) CMB: +6 CMD: 18 | SM +4, Diplomacy +5, Stealth +1|Inspiration 8/8|Skull 2/2 Lamp 2/2

Jed tries to keep everyone quiet as they pass through Mzali territory. Stealth: 1d20 + 1 ⇒ (15) + 1 = 16

Grand Lodge

Sunny:
Medium Giant Slug 4HD, HP 22/22, AC15, T9, FF15 (+6 NA), DR 5/Slashing or Piercing, CMD13 Can't be Tripped, Fort +5, Ref +3 Evasion, Will +3 , Init -1, Perc +0, Blindsense 30' Effects:
Grippli Druid (Swamp Druid) 4 HP 31/31, AC19, T14, FF16, CMD14, Fort +7, Ref +5, Will +8, Init +3, Perc +10 Effects:

Mae will use endure elements wand on herself and cast it on Sunny in the morning.

Mae sits mostly quiet throughout the night, taking her turn for watch in the darkest hours before dawn. As she sits and listens to the sounds of night and the coming day she keeps her hands and feet firmly planted in the wet soil and thanks the spirits for all the tasty ants and flies. The succulent banana leaves that Sunny enjoys so much, and the coolness of the night air.

Sunny lay snuggled up between some cool rocks, doing her best to keep the morning rays of sunshine off her as her tongue rasps away at some moss on the side of her bed. Bloop.

After a brief breakfast Mae does her best to convince Sunny to travel through the tall grass to hide their movements, even though it would slow them down. Handle Animal Push, DC25?: 1d20 + 13 ⇒ (3) + 13 = 16

Stealth: Mae, +4 additional in marshes/forested: 1d20 + 7 ⇒ (10) + 7 = 17

As much as Mae calls quietly to Sunny from the shadows, she won't listen. Sunny is one stubborn gastropod.


Table Maps | Oathbreakers Die | Passing the Torch

Despite Sunny's recalcitrant behavior, Stuinvolk seems pleased at the results of the team effort to travel less openly. The protective wards helps against the heat, allowing for the party to make good time despite the caution. If anyone is not protected from the heat at this point, go ahead and make Fort saves against the heat.

As night falls and Stuinvolk directs the setup of camp, the savanna seems peaceful, almost idyllic. The temperature drops to more comfortable levels, and the night sky spreads out above like a rich tapestry of wonder. Even the humming sounds of insects are oddly comforting.

The peace does not last however, as a wild, ululating scream echoes across the plain. As the party starts up from around the campfire, the scream echoes again, now maybe a quarter of the way around the perimeter from the initial call. Before you can even reach for weapons or spells, a third cry sounds out, now on the opposite side of the camp from where you first heard it. Silence descends on the camp, tense and devoid of the comforting hum of life from before.

Please place yourselves on the new camp map.

Grand Lodge

Sunny:
Medium Giant Slug 4HD, HP 22/22, AC15, T9, FF15 (+6 NA), DR 5/Slashing or Piercing, CMD13 Can't be Tripped, Fort +5, Ref +3 Evasion, Will +3 , Init -1, Perc +0, Blindsense 30' Effects:
Grippli Druid (Swamp Druid) 4 HP 31/31, AC19, T14, FF16, CMD14, Fort +7, Ref +5, Will +8, Init +3, Perc +10 Effects:

Mae's head perks up at the sounds as she sits on a rock near the fire. Sunny lounges nearby, laying against the cool rock and safely away from the sparks of the fire.

"What's that?" She croaks softly, reaching for her shield and trying to get a better idea of the sound... be it wild or humanoid..

K Nature: 1d20 + 8 ⇒ (3) + 8 = 11

Paizo Employee

Female Half-orc Monk 4 | HP: 30/30 | AC 17 (T16, FF 14) | CMB: +7 CMD: 19 | F:+7* R:+7 W:+7 (+2 vs. enchantments, hot weather, +1 vs. disease, poison) | Init +2 | Perc +9, SM +2, Diplomacy +0, Intimidate +8 | Speed 40 ft. | Ki Pool: 5/5, Orc Ferocity: 1/1, Stunning Fist: 4/4 | Active Conditions: None

Fortitude: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28

Kenza stands with her arms out before her, trying to stay near to Stuinvolk for his protection.

She peers into the darkness, trying to catch a glimpse of their enemy...

Perception: 1d20 + 8 ⇒ (10) + 8 = 18

Dark Archive

Female CN Tiefling Pistolero 1/ Spellslinger 1/Myrmidarch 5 | HP 47/53 | AC20/T16/FF15 | CMB +4, CMD 20 | F: +10, R: +10, W: +10 | Init: +8 | Perc: +17, SM: +3 | Speed 30ft | Arcane Pool 3/6 | Grit 2/2 |Active spells: Mage Armor, Longshot, Haste | Active conditions:
Spells:
Wiz 1st Grease,Windy Escape Magus 2nd Glitterdust,Mirror Image,Scorching Ray 1st Burning Hands,Longshot,Snowball 0th Acid Splash,Detect Magic,Ray of Frost

Naevys will pull out and quickly tap herself with her Mage Armor wand then look around, checking to see where the noise is coming from.
Perception: 1d20 + 2 ⇒ (13) + 2 = 15

Dark Archive

Human (Varisian) Curmudgeon-4 Init +0 Perc +7|AC 18 T10 FF18|HP 36/31|F+4 R+5 W+5 (+2 vs. death effects, energy drain) CMB: +6 CMD: 18 | SM +4, Diplomacy +5, Stealth +1|Inspiration 8/8|Skull 2/2 Lamp 2/2

Jed lays out on the ground, watching the stars appear in the darkening sky. Sure is dark here... if it weren't' fer the bugs, this'd be a great place to watch the stars...

At the first screech, Jed lifts his head, and then slowly scans the savanna around them as the other cries are heard.

Mzali ambush? Or jest some wild beast? Don't rightly know...

Knowledge (nature): 1d20 + 8 + 1d6 ⇒ (1) + 8 + (1) = 10
Knowledge (local): 1d20 + 9 + 1d6 ⇒ (4) + 9 + (6) = 19
Perception: 1d20 + 7 ⇒ (3) + 7 = 10

If we have any actions, Jed will stand up and grab his shovel.


Table Maps | Oathbreakers Die | Passing the Torch

Tense moments pass, before the sounds of insects resume, one by one, then as a rush of noise again. No source for the screams presents itself, while Jebediah and Lady Mae are stumped trying to match the sound to any known animal. Stuinvolk stands staring out into the dark, posture rigid and alert.

The Exchange

Male Halfling Oracle (Pei-Zin: Life/Legalistic) 3.0 | HP 27/27 | Move 15 | AC 19 T 13 FF 17 , CMD 13 | F+5 R+5 W+5 | Init +2 Per +2 | Healer's Way 4/5, Level 1 Spells 6/6, Channel Energy 3/5

Chance tenses a bit at the abrupt sound, trying to determine if they may be otherworldly in origin.
knowledge-planes: 1d20 + 4 ⇒ (6) + 4 = 10

He then smiles a bit sheepishly and looks over at Stuinvolk, keeping his spear near at hand and ready.
Do you recognize the sound?

Sovereign Court

Female Human (Chelaxian) gunslinger (musket master) 2/evoker 2 | hp 29 | AC 14 T 14 FF 10 | CMD 17 | F +5 R +7 W +6 | Spd 30' | Init +3 | Kn(Arc, Eng, Geo, Loc, Nat, Nob, Pla, Rel) +7, Perc +8, Scrft +7, SensM +2 | Arcane Bond 1/1 | Grit 2/2

Fortitude (outfit): 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16


Table Maps | Oathbreakers Die | Passing the Torch

Stuinvolk turns to look at Chance, long seconds passing as he regards the halfling. "Yes, I do. I heard the screams of my companions ten years ago." While the blood still fills his face, his eyes are distant and haunted. "Did you not hear them?"

The Exchange

Male Halfling Oracle (Pei-Zin: Life/Legalistic) 3.0 | HP 27/27 | Move 15 | AC 19 T 13 FF 17 , CMD 13 | F+5 R+5 W+5 | Init +2 Per +2 | Healer's Way 4/5, Level 1 Spells 6/6, Channel Energy 3/5

Chance's smile fades briefly, becoming somewhat serious and then looking exaggeratedly relieved.

Unquiet dead, is that all? - oh, good I was afraid that my innate charm had drawn a host of randy babboons and I'm just not looking for that sort of attention at this point in my life.
untrained Perform-Comedy to try to break Stuinvolk from his painful memories with an unexpected joke: 1d20 + 4 ⇒ (18) + 4 = 22
He turns thoughtfully to Lady Mae. What is the term for a group of babboons?


Table Maps | Oathbreakers Die | Passing the Torch

A reminder, the influence check has already been made for this phase.

Grand Lodge

Sunny:
Medium Giant Slug 4HD, HP 22/22, AC15, T9, FF15 (+6 NA), DR 5/Slashing or Piercing, CMD13 Can't be Tripped, Fort +5, Ref +3 Evasion, Will +3 , Init -1, Perc +0, Blindsense 30' Effects:
Grippli Druid (Swamp Druid) 4 HP 31/31, AC19, T14, FF16, CMD14, Fort +7, Ref +5, Will +8, Init +3, Perc +10 Effects:

Mae nods silently at Stuinvolk "We were told of your loss. We will help you and their spirits rest easier."

Without turning her head Mae replies to Chance "Some call it a congress, some a troop, but I prefer to think of it as a family." She then eases back down a bit and glances to check on Sunny who hasn't moved.


Table Maps | Oathbreakers Die | Passing the Torch

Stuinvolk looks around slowly. "Whatever it was, it seems to have disappeared now." The tension remains until Chance is able to help him relax, conversing quietly as he assists in treating the cursed growths.

To be clear, you did not hear humanoid screams. It sounded animalistic to your ears. Let me know if you are doing anything else this night before we move on.

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