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

Game Master TriOmegaZero

Reporting info and maps.


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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

Indeed. There is no reason why we cannot discuss this matter like civilized beings. The alternatives are loud and messy.

Diplomacy to aid Chance: 1d20 + 11 ⇒ (17) + 11 = 28


Call of the Copper Gate

"Civilized! You claim civilization but barge into lands not your own without a care for decorum." The nuno huffs, toothless mouth twisted in displeasure. "I demand to know what purpose brings you to such rudeness!"

DC20 Sense Motive:
You sense that the fey is attempting to make a deal but is too arrogant not to bluster and insult while doing so. This realization gives a +2 on skill checks to influence the nuno.

DC20 Knowledge Arcana:
The nuno appears to be bonded to the Archmage spirit, giving the taboo of 'cannot pass up the opportunity to learn new information'. This could be useful in dealing with the fey.

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

sense motive: 1d20 + 2 ⇒ (9) + 2 = 11

knowledge (arcana): 1d20 + 7 ⇒ (8) + 7 = 15

Ready...

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

sense motive: 1d20 + 2 ⇒ (8) + 2 = 10
kn(Arcana): 1d20 + 10 ⇒ (8) + 10 = 18

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

Aim...

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:

Sense Motive, DC20: 1d20 + 3 ⇒ (12) + 3 = 15

"I am sorry, we have done our best to not disturb your home on our way. We would like to have a meeting with you to resolve your differences with this man." Mae does her best to help calm the small creature with the others.

Diplomacy Aid: 1d20 + 2 ⇒ (1) + 2 = 3

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

....

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

We would like to discuss the curse you laid on this man. She gestures to Stuinvolk. It seems an overly harsh penalty for trespassing on your home. What would convince you to lift it?

Diplomacy: 1d20 + 11 ⇒ (14) + 11 = 25

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 stands beside Stuinvolk, ready to defend him....

Sense Motive: 1d20 + 2 ⇒ (19) + 2 = 21

After watching the proceedings she steps forward and bows deeply. "A thousand pardons, Master Nuno. We beg forgiveness for the intrusion. We seek you out in the hopes a bargain can be struck. Would you grant us the honour of calm discourse?"

Diplomacy: 1d20 + 0 + 2 ⇒ (2) + 0 + 2 = 4

Kenza hopes that her poor diplomatic efforts have at least got the point across... (The fey is attempting to make a deal but is too arrogant not to bluster and insult while doing so. This realization gives Kenza (and hopefully anyone who understands her intentions) +2 on skill checks to influence the nuno).


Call of the Copper Gate

"Remove it? REMOVE it?! The temerity of you mortals!" The nuno launches into a tirade of flowing syllables that still seem elegant despite his harsh tone.

Sylvan:
He is cursing up a blue streak that should not be repeated here.

Finally coming to a huffing conclusion, he somehow sniffs at Kenza despite his lack of nose. "So you have come to beg forgiveness of this ignorant mortal? Exhausted all of your powers trying to remove my curse? Of course you have! Your mortal magic is no match for my power." Scratching at the fungus beard, he continues. "To gain such a boon would require a great service to me. Your meager powers are pitiable, unlikely to accomplish anything of use. But there is one thing suited to your lowly status. Investigate this ant hill for me. Find out why they no longer heed my call. Destroy whatever has caused it to become strange and dead. Do this for me and I could see overlooking your transgressions."

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

Sense Motive: 1d20 + 4 ⇒ (9) + 4 = 13
Knowledge (Arcana): 1d20 + 9 + 1d6 ⇒ (19) + 9 + (6) = 34

Jed watches the exchange silently, noting both the fey's bluster and the Chelaxian's trigger-happiness. As things head towards a climax, he interjects.

"Well, we kin certainly take a look at yer anthill," he muses, stroking his chin. "'Course, 't'would be a shame if all the stories, all the knowledge, inside these heads'a ours wuz ta be eaten by bugs." He pats his bandoleer of Pathfinder Chronicles fondly. "World travelers like us, we've seen some things, Ah tell ya. Ant hill this size, that's not bad. But a termite mound taller'n a house, now that's big. And, turns out... termites don't just eat wood."

Diplomacy: 1d20 + 5 + 1d6 ⇒ (17) + 5 + (2) = 24


Call of the Copper Gate

The narrow eyes of the fey don’t seem capable of widening or narrowing further, but the twisting of his lipless mouth approximates the change somewhat. ”What could you possibly know that would interest me? Some mundane report of distant mortals, dull and plodding?” Stamping back and forth, the nuno ponders aloud. ”If you solve this problem below, and you offer some meaningful scrap of knowledge, and you don’t all die trying, then yes, yes I can lift that fool’s suffering. So long as you leave with him and his damned artifacts!”

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

We'd be happy to leave with artifacts once we've investigated this issue and you've removed the curse.

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

do we know about artifacts that he is carrying?

It is agreed then. We will resolve this problem below, you will lift Stuinvolk's curse, and then we will be on our way, never to trouble you again.

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 inclines her head respectfully.

Sounds good.

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 covers her ears and Sunny's eyestalks as the angry little fey spouts off some serious curses. She bobs her head sadly and tries to remove them from her mind. "I am sorry your ant friends are not right. I will speak with them and find out the trouble." She seems generally more concerned with that issue than the others mentioned about artifacts.


Call of the Copper Gate

"Good. Perhaps you will not be useless." The nuno walks down the steep hillside, slipping and sliding with ease. "You will wait here. There are things that you should know so you do not ruin everything." He disappears into the surrounding hills for long minutes as you find yourselves staring at each other and the hillsides. When he returns, he bears quite a few insect bodies, still and unmoving. Lady Mae and Jebediah easily recognize them as termites, strangely preserved.

"Sometimes, other colonies attack my ants. I do so enjoy taking their corpses when my little ones are victorious. You can make something useful out of them!" he explains, pressing a termite into each of your hands. "Eat them, and you shall gain the speech of ants! Uwee hee hee!" he cackles, mouth wide in a broad grin. "Now, you should know of where to go. The treasures your fool stole are buried deep, below the queen's chamber." He traces lines in the dirt, forming a map of the anthill before you. "These tunnels likely have changed, new construction since the ceased allowing my presence. Find your way to the queen's chamber and secure the larvae that still exist. Do this for me and your fool's curse will be lifted."

Stuinvolk pulls you to the side, muttering low so the nuno cannot hear. "I will stay to guard the entrance, as well as against treachery by our host. I thank you for putting me on this road, but I am not ready to venture below the earth that once buried me." he explains.

When you are ready to proceed, please give me a marching order on the left side of the 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 looks at the dried termites with glee, head bobbing vigorously at the offer of a meal "Termites, yum. Let's eat." She digs in immediately.

As Stu offers to stay back she nods in agreement "What are these artifacts he speaks of? Do you remember?"


Call of the Copper Gate

”We found minor magic items among the ruins. We took many rubbings of the walls and noted our findings. The only artifact I could name would be the amberhollow. It is a piece of amber the size of my fist, inside which we could see the outline of an ant, as if it had been trapped and then removed. It had a powerful aura of necromancy. But we were never able to study it properly.”

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 frowns, her knowledge of how magic works not nearly as developed as most, but she recognized necromancy "Maybe that is our problem. We should find it quickly." She goes to head down inside the burrow with the others.

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 watches Mae for a moment, making sure she doesn't seem to be poisoned by the termite. Assuming she see no ill effects, she will consume her own.

Naevys will tap herself with her wand of Mage Armor before offering a charge to Kenza if she is interested. Kenza, would you like some magical protection from damage? I see you are not wearing any actual armor, and this will help keep you safe.
She will head down into the burrow with everyone else, one pistol in her hand.

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 chuckles as the nuno brings out termites from his mound. Not tha worst thing I've et afore... He checks it carefully before eating it, making sure it doesn't seem poisonous.

Once the group is ready to enter the mound, Jed consumes an extract of barkskin and his extract of false life that he uses saves for evening watch. temp hp: 1d10 + 4 ⇒ (1) + 4 = 5

"OK, Stu... you wait here. We'll be right back wi' yer artifacts."


Call of the Copper Gate

The upper tunnels are empty and silent, quickly twisting away into darkness. Kenza and Naevys can see only so far before the turns block their sight, while the rest of the party finds themselves needing light.

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 has 60 darkvision and Sunny has 30' blindsense.

"I hope you have brought light sources. I do not need the extra light, but I think Sunny would enjoy it." Mae pats her slimy, sluggy friend on the rubbery rump.

She casts a simple spell on herself then looks to Naevys as she uses her protection wand "Would it be ok if you used that on Sunny? Her thick skin only helps so much verses the biting of powerful ant jaws."

Barkskin on Mae. 21AC going forward.

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 bows to Naevys in gratitude. "You honour me." Thanks!

Then she enters the tunnels with the others, leading the way into the earth.

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

Of course.Naevys will use the wand on both Kenza and Sunny.This will only last for an hour, so I will need to use it again if we are travelling longer than that.

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

"Ma lantern'll serve for light," Jed replies, holding high an old hooded lantern of ornate pattern. The front shutter has a spiral of bones engraved into it, and as he lifts the shutter of the lamp small images of bones seem to dance across the tunnel walls and ceiling. He keeps his loaded crossbow in his other hand, ready to fire.

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 murmers a few words and a light spell manifests at the end of his long spear.
I've found the more light sources, the better.


Call of the Copper Gate

It is only a few minutes of walking the tunnels before you find a vertical shaft descending deeper into the earth. The walls are sandy and loose, some areas crumbling away at the touch. No other tunnel appears to lead down.

You may all attempt Climb or Escape Artist checks to safely descend the distance.

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

"I can't believe I've let myself get roped into this. Should have shot the blighter and been done with it. Does anyone have any rope?"

She waits for someone to produce one (and perhaps something to secure it with) before heading down. If needed she produces her wayfinder for light.

She takes 10 for 15 if that seems like enough to safely navigate the rope down; otherwise...:
climb: 1d20 + 5 ⇒ (16) + 5 = 21 one move action = 7.5'
climb: 1d20 + 5 ⇒ (20) + 5 = 25 one move action = 7.5'
climb: 1d20 + 5 ⇒ (1) + 5 = 6 one move action = 7.5'
climb: 1d20 + 5 ⇒ (15) + 5 = 20 one move action = 7.5'
climb: 1d20 + 5 ⇒ (8) + 5 = 13 one move action = 7.5'
climb: 1d20 + 5 ⇒ (7) + 5 = 12 one move action = 7.5'

That's three full rounds of (double) movement at her standard climbing speed.

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:

"Thank you Naevys." Mae head bobs in response as she bolster's Sunny's defenses. Seemingly after no time however do they run into the shaft straight down into the earth.

Mae looks down the shaft, testing the climbing difficulty a bit, then looks back and forth at Sunny a few times and then the hole. "As much as it pains me, I do not think Sunny can follow us down this hole. It is strange to me but while normal sized slugs can cling to the underside of mushrooms to feed, large ones like her have no skill in climbing. I will bring her back to defend Stuinvolk."

Mae attempts to hop on her sluggy friend's back and ride off back the way they came. Handle Animal Push, DC25: 1d20 + 13 ⇒ (10) + 13 = 23 Sunny however will have none of it. "Fine. I do you a favor and you can't even return the favor." Mae drags the slug back out and returns in a few minutes.

When it comes time to climb she moves down the walls like a practiced climber. Taking 10 on climb for 21 with a 20' climb speed.

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 also neglected to bring rope. Chance, Jeb, Kenza?
Naevys makes a mental note to buy that Gunslinger's Kit she's seen the next time she's at a Pathfinder lodge big enough to have a shop.

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 nods and retrieves her rope, securing it, then climbing down.

Climb: 1d20 + 9 ⇒ (7) + 9 = 16


Call of the Copper Gate

With Kenza's rope, Lady Mae and Thaia are able to secure an easier route for the party, descending the tunnel with careful, deliberate moves. Below, the party finds the tunnel system becomes erratic, twisting and turning over itself in ways seemingly unsound to common engineering. Whatever made these 'improvements' to the hives lair must be alien in nature.

A Knowledge Engineering or Nature check will allow you to proceed through the maze of tunnels, as well as Profession Architect or Engineer.

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

Hmm, I think that we should go this way.
Kn(Engineering): 1d20 + 7 ⇒ (15) + 7 = 22
Kn(Nature): 1d20 + 7 ⇒ (20) + 7 = 27
Seems like the most logical choice

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:

K Nature: 1d20 + 8 ⇒ (20) + 8 = 28

Mae looks to Naevys and smiles "Your mind works like an ant. These tunnels can be confusing to many." She walks/hops along with her wooden shield drawn and her main hand empty.

She keeps her eyes to the ground searching for anything of interest, especially fresh tracks.

Take 10 on perception and survival as we go. 19 each.


Call of the Copper Gate

With Lady Mae leading the way, Naevys is able to assist in the esoteric decisions between chaotic branches and twists. The party moves deeper and deeper into the earth, until a breach in the wall looks into what Lady Mae easily recognizes as a nursery. Ants of incredible size tend to bundles of larvae, some dried and withered but some still vibrant and whole. The workers seem withered, clearly husks of their former selves, animated by some unknown force.

Lady Mae thinks the party could possibly snatch the living larvae with a good distraction and Sleight of Hand, or avoid gaining attention by using good vermin husbandry with Handle Animal.

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 peers into the room and watches the withered ants go about their business. "These do not look healthy. Do any of you see signs of the queen or artifacts? I could probably sneak out larvae if the ants do not grow hostile, but maybe we should get them on our way back out."

Can Mae tell if they are actually living or are they like zombied ants? I would be concerned with trying to carry around ant larvae if we get into combat.


Call of the Copper Gate

That would be a Knowledge Religion check. If it hasn't become obvious, you are currently in a skill challenge, similar to a chase scene. :)

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

They look almost undead.
Kn(Religion): 1d20 + 7 ⇒ (20) + 7 = 27
Mae, I expect that you are best qualified to extract eggs here. I can create a distraction using some black powder to create an explosion on one side of the chamber, but that will likely be a violent distraction and will result is us killing the existing ants and possibly harming the larvae.

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 head bobs and puts away her shield. She asks the spirits to guide her as she tries to put on her best ant face and take away some ant larvae without alerting the nurses. "I will do my best to sneak them away, if I am attacked please come to my aid." I wish you were here to help me Sunny.

Take 10 on handle animal, plus guidance: 20

After watching the ants work for a few minutes, Mae heads in to join the line, doing her best impression of 'ant hive mind' to rescue the doomed larvae before they turn into the adult zombie husks.


Call of the Copper Gate

Naevys recognizes these ants are undead exoskeletons, husks of their former selves. They resist non-blunted attacks and the negative energy powering them will cause them to burst into clouds of choking dust when their structure takes too much damage.

Lady Mae falls into line, moving to tend the piles of larvae. The undead drones ignore her, seeming to be bereft of impetus to do anything but go through the motions of care taking. Lady Mae returns to the party with arms full of soft larvae, save from undead predation.

Skill challenge complete with flying colors! I am currently traveling back from Disney and will update with the final encounter when I can. No surprise round either way, so pre-encounter buffs will not be available this time.

Grand Lodge

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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 returns with the larvae, a look of pained hunger on her face as she quickly hands them off to the others to deal with. "Take these before I eat one. They look delicious." She moves away from them and takes out a handful of dried grasshoppers to satisfy the craving.

"Now we must find the queen's room and this artifact yes?" She mumbles through a mouthful of crunchy goodness.

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

(Sorry, work still nuts.)

retroactive climb check: 1d20 + 3 ⇒ (11) + 3 = 14

Jed stands watching, clearly uncomfortable around the various icky bugs. "Cain't never trust nuthin' wit' more limbs'n me... let's get this done and get out." He helps carry the larvae if necessary, although he holds them at arms length with a grimace on his face.

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

Yes, sorry about the brevity of my posts - will do better this weekend.

Knowledge-Religion: 1d20 + 4 ⇒ (16) + 4 = 20
HD a valid querry? - trying to figure out if these are likely to be swarms of undead insects, giant-sized insects, or swarms of giant-sized insects... and how large "giant-sized" might be :)

As they travel along, Chance continues to smile amiably, but makes a point of creating marks along the ceiling so that he can find his way out again if need-be.


Call of the Copper Gate

Medium size undead, not sure HD is a useful piece of information. There isn’t a lot to these things, just some zombie ants. Failing the skill checks would have run you into patrols where you would have gotten to experience fighting them.


Call of the Copper Gate

Character init:

Thaia init: 1d20 + 3 ⇒ (1) + 3 = 4
Naevys init: 1d20 + 6 ⇒ (19) + 6 = 25
Chance init: 1d20 + 2 ⇒ (3) + 2 = 5
Kenza init: 1d20 + 2 ⇒ (7) + 2 = 9
Jebediah init: 1d20 + 0 ⇒ (3) + 0 = 3
Lady Mae init: 1d20 + 3 ⇒ (12) + 3 = 15
Sunny init: 1d20 - 1 ⇒ (6) - 1 = 5
Queen init: 1d20 + 6 ⇒ (19) + 6 = 25
Red init: 1d20 ⇒ 14
Yellow init: 1d20 ⇒ 8
Blue init: 1d20 ⇒ 12
Green init: 1d20 ⇒ 8
Rolloff: 2d20 ⇒ (13, 11) = 24

As the party rounds the next corner, they find what is clearly the heart of the anthill. The walls have a wavy, sculpted quality to them in contrast to the sandier, rougher tunnels, and several different entrances lead into the room. A high mound of earth rises in the room’s center; interestingly, it seems to be decorated with bits of stick, rock, and even some bones, as though it were a dais or throne.

A massive ant creature sits atop the pile, turning to regard the Pathfinders that have intruded. From the gaps in its carapace, normal sized ants fall to the floor to swarm around its feet. At a chittering command, the ant-husks around the room begin to move forward to attack. The chitters are mixed with strange, dark words as well.

Ant-speech:
"I will not be defeated! This time is not the time before, and YOU are NOT Jatembe!"

Round 1 Initiative wrote:


27 Naevys
25 Queen
15 Lady Mae
14 Red
12 Blue
9 Kenza
8 Yellow
8 Green
5 Chance
5 Sunny
4 Thaia
3 Jebediah

Naevys is up! If you did not eat the termite the nuno provided and understand Aklo or Necril, you may make a DC16 Linguistics check to open the spoiler, with a +4 bonus if you speak both languages. Knowledge for the large ant is once again Religion. Edit: Tracker updated to reflect Naevys's trait.

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

Is the map the queen's lair? If we are rolling for initiative, Naevys gets an extra +2 from being underground (racial trait)

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:

I removed Sunny as she couldn't climb down here.

Mae nods slowly in understanding "But who is Jatembe?"

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

Kn(Religion): 1d20 + 7 ⇒ (3) + 7 = 10
Do I need to go up to the edge to get a shot at the queen? I see she's down 2 steps, but how far is that? I will adjust my position based on the answer. Will move up to the edge if I need to, but would prefer to stay around the corner a little.
Naevys will use a swift to enhance her pistol, then move up, cast snowball, and fire the pistol to deliver the spell to the queen.

+2 Pistol with Point Blank, no Precise Shot: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18, Magic, Piercing and Bludgeoning: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Snowball: 4d6 ⇒ (6, 2, 3, 6) = 17 cold damage

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