GM ZD #5-10: Where Mammoths Dare Not Tread [Outpost II] (Inactive)

Game Master Z...D...


201 to 238 of 238 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Knowledge Checks -Sky Key Solution Aid Token

cast defensively DC 24: 1d20 + 16 ⇒ (9) + 16 = 25
unholy blight: 5d8 ⇒ (1, 1, 2, 6, 7) = 17

The demon smiles as the group approaches and cast a spell. Targeting Torean and Lin Kai. If you are good aligned, you take 17 damage and are sickened for 1d4 ⇒ 1 rounds. A successful save reduce the damage to 8 and negates the sickened condition. If you are not good aligned, you take 8 damage. If you save, the damage is reduce to 4.

all agents go

Grand Lodge

”Malek Huk” | male NC human slayer 8 | HP 76/76| AC 23, T 15, FF 18 | CMD 25 | F +11 R +15 W +8; | Init +7 | Perc +11 | Speed 30ft | Active Conditions: None.

Malek continues to shoot arrows.

+3 composite longbow-rapid shot- deadly aim:: 1d20 + 16 - 2 - 3 ⇒ (18) + 16 - 2 - 3 = 29
damage: 1d8 + 5 + 6 ⇒ (6) + 5 + 6 = 17

+3 composite longbow-rapid shot- deadly aim::: 1d20 + 16 - 2 - 3 ⇒ (6) + 16 - 2 - 3 = 17
damage: 1d8 + 5 + 6 ⇒ (5) + 5 + 6 = 16

+3 composite longbow-rapid shot- deadly aim::: 1d20 + 11 - 2 - 3 ⇒ (6) + 11 - 2 - 3 = 12
damage: 1d8 + 5 + 6 ⇒ (3) + 5 + 6 = 14

Grand Lodge

M Grippli Fort +10, Ref +5, Will +8 ! AC 21 (t15 f17) Magus 8/Druid 1, Ini +3, Perc +6 (darkvision) hp 74, CMD 18

SeeWon soars with a sickening wobble.
Wiem Weems Finyik drops from the roc's saddle, directing his fall right into the demon!

fast dismount: 1d20 + 9 ⇒ (13) + 9 = 22
charge from above: 1d20 + 12 + 3 + 20 ⇒ (19) + 12 + 3 + 20 = 54
starknife: 1d4 ⇒ 4 plus falling damage*: 9d6 ⇒ (4, 5, 6, 3, 4, 3, 2, 4, 6) = 37
*110 -10 (building height) -10 (large creature)= 90 feet. Correct me if I am wrong. Wiem also takes this amount.

This probably provokes an AoO: 20% miss chance for blurred movement, AC 25 with Mobility, -2 for charging. FINAL 23, )

With a tuck and roll the grippli flies past the opponent after the attack, opening his fingers and toes again to hit the ground at an gentler angle.**

**Using glide to negate the final 20 feet of the fall. SeeWon's marker is when Wiem Weems would have dropped, though Cee one will continue forward (and leave combat.)

Grand Lodge

LN female Chelaxian Human Hungry Ghost Nun 9
Spoiler:
|AC 19, T 19, FF 16|HP: 57/57|F +7, R +10, W +12 (+1 vs disease, +2 vs Ench/poison/fear)|Init +3, Perc +14|CMB +12 (+2 to trip) CMD 30 (33 vs Trip)|9/9 Punishing Kicks, 16/16 Ki, 1/1 Soul-Drinker, 2/2 GL

Practice makes perfect...

masterwork sling: 1d20 + 9 ⇒ (6) + 9 = 15
bullet retrievable on low: 1d100 ⇒ 26

masterwork sling: 1d20 + 4 ⇒ (10) + 4 = 14
bullet retrievable on low: 1d100 ⇒ 53

...lots and lots of practice, maybe. Kali's starting to feel embarrassed.


Knowledge Checks -Sky Key Solution Aid Token

Not a bad trick. I hope you do not mind me borrowing for my grippli ranger.

Malek fires off another trio of arrows, only connecting on the first.

AOO vs Wiem: 1d20 + 18 ⇒ (11) + 18 = 291d6 + 8 ⇒ (3) + 8 = 11
blur 20%, lo bad: 1d100 ⇒ 32
Wiem dive bombs the demon, its quick reactions allows him to lash out with his whip, catching Wiem in the abdomen. Wiem takes 11 damage on top of whatever his fall damage is.Will also need a DC 22 fort save vs disease.

Kali launches a few more stone, but bounce off the mass of flesh.

Jorciel, Torean and Lin go

GM:

Demon: 76/137

Grand Lodge

Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

Will Save (SS, DaM, heroism): 1d20 + 10 + 5 + 1 + 2 ⇒ (1) + 10 + 5 + 1 + 2 = 19

Torean smiles as he feels the demon trying to cast a spell on him, but his smile falters as the magic twists in a way his body doesn't expect.

Undeterred, he closes with the demon and tries to bash it with his warhammer

Attack (PA, FF, SS, judgement, heroism, bane: 1d20 + 12 + 1 + 3 + 2 + 2 ⇒ (6) + 12 + 1 + 3 + 2 + 2 = 26 -2 if sickened
Damage (PA, judgement, bane): 1d8 + 14 + 4 + 2 + 2d6 ⇒ (1) + 14 + 4 + 2 + (2, 4) = 27

I might have actually failed that save.

Silver Crusade

Male Aasimar Paladin 9 (HP: 91/91), Init: +1, AC: 31 T: 13, FF: 30, Perception +18 (Darkvision), F: +12, R: +8, W: +12, CMB: +12, CMD: 25
Per Diem:
  • Daylight 1/1 (CL 9)
  • Beneficent Touch 1/1
  • Smite Evil 2/2
  • Lay on Hands 11/11 (4d6)
  • Divine Bond 1/1
  • Demonbane: 1/Scenario
  • The paladin makes his slow way over to the action. Double move.


    Knowledge Checks -Sky Key Solution Aid Token

    Yeah, I left you out in the damaging section. You take the full 17 points of damage and the sickened as well.

    AOO vs Torean: 1d20 + 18 ⇒ (20) + 18 = 381d6 + 8 ⇒ (2) + 8 = 10
    Critical hit confirmation: 1d20 + 18 ⇒ (9) + 18 = 271d6 + 8 ⇒ (5) + 8 = 13
    As Torean moves in the demon twirls the whip around and snaps it at him, he catches the dwarf about the shoulder and it swings around to get his head. Torean takes 23 damage from the crit, unless you have a way to stop it, and needs a DC 22 fort save vs poison

    Jorciel continues to move in.

    Lin go

    Grand Lodge

    M Grippli Fort +10, Ref +5, Will +8 ! AC 21 (t15 f17) Magus 8/Druid 1, Ini +3, Perc +6 (darkvision) hp 74, CMD 18

    Fort: 1d20 + 10 ⇒ (16) + 10 = 26

    "Did it...? Did I just see that? the grippli wonders. "Hopefully, my atttack prevented a second attack on the dwarf.
    Not trying to second guess you GM, just being hopefull :)
    37+11=44 damage (of 74)


    Knowledge Checks -Sky Key Solution Aid Token

    Yep...combat reflexes and whip mastery...very lethal combo...and for being a big blob of flesh, it is quite dexterous.

    Silver Crusade

    Tian-Shu Human Investigator (Empiricist) L10 | HP: 83/83 | AC:22+2-2+4+1 T:14-2+1 FF:20+2-1+4 | DR10/adam | DR 5/pierce | CMB:13+2+1+2 CMD:27+2 | Saves F:10+2 R:14-1+2 W:13+2 (+4 vs illusion) (+2 3/day) | Init:+2 | Per:+18+1d8+2 | Spd: 30+10+30 | Rerolls: 1/1 | Inspiration: 5/10-1 | Mutagen: 0/1 | Four-leaf Clover: 0/3 | Conditions: longstrider (60m); heroism (50m); 100m: mutagen (str), resinous skin, stoneskin, freedom of movement; 10m: fly, invis, enlarge person, shield , haste

    will vs unholy blight, beroism, 4-leaf clover: 1d20 + 10 + 2 + 2 ⇒ (8) + 10 + 2 + 2 = 22
    Assuming that passes

    Kai raises his spear and stabs at the demon twice in rapid succession.

    Mutagen, Heroism, Studied Combat (rd 3), Power Attack, Bless Weapon, Charge, Combat Inspiration (on 2nd attack)
    +1 inspired longspear: 1d20 + 13 + 2 + 2 + 4 - 2 + 2 ⇒ (13) + 13 + 2 + 2 + 4 - 2 + 2 = 34 dmg: 1d8 + 10 + 3 + 4 + 6 ⇒ (1) + 10 + 3 + 4 + 6 = 24
    iterative: 1d20 + 8 + 2 + 2 + 4 - 2 + 2 + 1d8 ⇒ (8) + 8 + 2 + 2 + 4 - 2 + 2 + (1) = 25 dmg: 1d8 + 10 + 3 + 4 + 6 + 2 ⇒ (7) + 10 + 3 + 4 + 6 + 2 = 32

    Sickening Offensive: if either attack hits, sickened for one round. (Forgot all about this ability until this final combat. Sigh.)

    AoO:

    +1 inspired longspear: 1d20 + 13 + 2 + 2 + 4 - 2 + 2 ⇒ (3) + 13 + 2 + 2 + 4 - 2 + 2 = 24 dmg: 1d8 + 10 + 3 + 4 + 6 ⇒ (6) + 10 + 3 + 4 + 6 = 29


    Knowledge Checks -Sky Key Solution Aid Token

    Lin, you save do would only need to take 8 damage and are not sickened.

    Lin stabs at the beast a few time, hitting both. You needed the inspiration for the second attack

    Demon's attacks:

    whip #1 vs Lin: 1d20 + 18 - 2 ⇒ (11) + 18 - 2 = 271d6 + 8 ⇒ (6) + 8 = 14
    whip #2 vs Lin: 1d20 + 13 - 2 ⇒ (11) + 13 - 2 = 221d6 + 8 ⇒ (6) + 8 = 14
    whip #3 vs Lin: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 131d6 + 8 ⇒ (2) + 8 = 10
    Bite vs Torea: 1d20 + 12 - 2 ⇒ (18) + 12 - 2 = 281d8 + 3 ⇒ (7) + 3 = 10

    The demon hovers back and lashes out at Lin, snapping the whip three times. He ends his rampage with a bite on Torean.

    No damage done to Lin thanks to shis super high AC. Torean takes 10 damage and need to roll another DC22 fort save vs disease

    All agents go

    GM:

    Demon: 20/167

    Grand Lodge

    ”Malek Huk” | male NC human slayer 8 | HP 76/76| AC 23, T 15, FF 18 | CMD 25 | F +11 R +15 W +8; | Init +7 | Perc +11 | Speed 30ft | Active Conditions: None.

    "Will you fall!?"

    +3 composite longbow-rapid shot- deadly aim: 1d20 + 16 - 2 - 3 ⇒ (19) + 16 - 2 - 3 = 30
    damage: 1d8 + 5 + 6 ⇒ (7) + 5 + 6 = 18

    +3 composite longbow-rapid shot- deadly aim: 1d20 + 16 - 2 - 3 ⇒ (15) + 16 - 2 - 3 = 26
    damage: 1d8 + 5 + 6 ⇒ (1) + 5 + 6 = 12

    +3 composite longbow-rapid shot- deadly aim: 1d20 + 11 - 2 - 3 ⇒ (6) + 11 - 2 - 3 = 12
    damage: 1d8 + 5 + 6 ⇒ (6) + 5 + 6 = 17

    Grand Lodge

    LN female Chelaxian Human Hungry Ghost Nun 9
    Spoiler:
    |AC 19, T 19, FF 16|HP: 57/57|F +7, R +10, W +12 (+1 vs disease, +2 vs Ench/poison/fear)|Init +3, Perc +14|CMB +12 (+2 to trip) CMD 30 (33 vs Trip)|9/9 Punishing Kicks, 16/16 Ki, 1/1 Soul-Drinker, 2/2 GL

    Kali keeps trying...

    masterwork sling: 1d20 + 9 ⇒ (16) + 9 = 25
    cold iron damage: 1d4 + 4 ⇒ (1) + 4 = 5

    ...and her patience at last pays off, in however minor a fashion.

    Grand Lodge

    Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

    Fort Save #1 vs poison (SS, heroism): 1d20 + 10 + 3 + 2 ⇒ (8) + 10 + 3 + 2 = 23
    Fort Save #2 vs poison (SS, heroism): 1d20 + 10 + 3 + 2 ⇒ (5) + 10 + 3 + 2 = 20

    Torean feels poison invade his body and the dwarf uses all his might to try and end the demon. He slams his hammer into it repeatedly.

    Activate Boots of Haste

    Attack (PA, FF, heroism, judgement, bane, haste, SS, sickened): 1d20 + 12 + 2 + 3 + 2 + 1 + 1 - 2 ⇒ (20) + 12 + 2 + 3 + 2 + 1 + 1 - 2 = 39
    Damage (PA, judgement, bane, sickened): 1d8 + 14 + 4 + 2 + 2d6 - 2 ⇒ (6) + 14 + 4 + 2 + (2, 2) - 2 = 28

    Attack (PA, FF, heroism, judgement, bane, haste, SS, sickened): 1d20 + 12 + 2 + 3 + 2 + 1 + 1 - 2 ⇒ (15) + 12 + 2 + 3 + 2 + 1 + 1 - 2 = 34
    Damage (PA, judgement, bane, sickened): 1d8 + 14 + 4 + 2 + 2d6 - 2 ⇒ (6) + 14 + 4 + 2 + (1, 6) - 2 = 31

    Attack (PA, FF, heroism, judgement, bane, haste, SS, sickened): 1d20 + 5 + 2 + 3 + 2 + 1 + 1 - 2 ⇒ (8) + 5 + 2 + 3 + 2 + 1 + 1 - 2 = 20
    Damage (PA, judgement, bane, sickened): 1d8 + 14 + 4 + 2 + 2d6 - 2 ⇒ (8) + 14 + 4 + 2 + (1, 4) - 2 = 31

    Crit Confirm: 1d20 + 12 + 2 + 3 + 2 + 1 + 1 - 2 ⇒ (1) + 12 + 2 + 3 + 2 + 1 + 1 - 2 = 20
    Extra Damage: 2d8 + 28 + 8 + 4 - 4 ⇒ (5, 2) + 28 + 8 + 4 - 4 = 43

    Silver Crusade

    Male Aasimar Paladin 9 (HP: 91/91), Init: +1, AC: 31 T: 13, FF: 30, Perception +18 (Darkvision), F: +12, R: +8, W: +12, CMB: +12, CMD: 25
    Per Diem:
  • Daylight 1/1 (CL 9)
  • Beneficent Touch 1/1
  • Smite Evil 2/2
  • Lay on Hands 11/11 (4d6)
  • Divine Bond 1/1
  • Demonbane: 1/Scenario
  • Sigh, double move.


    Knowledge Checks -Sky Key Solution Aid Token

    Malek hits on his first two shots.

    Kali's stone hits, but does not seem to bother it.

    Lin, Wiem, Jorciel and Torean go

    GM Screen:

    Demon: 10/167

    Grand Lodge

    LN female Chelaxian Human Hungry Ghost Nun 9
    Spoiler:
    |AC 19, T 19, FF 16|HP: 57/57|F +7, R +10, W +12 (+1 vs disease, +2 vs Ench/poison/fear)|Init +3, Perc +14|CMB +12 (+2 to trip) CMD 30 (33 vs Trip)|9/9 Punishing Kicks, 16/16 Ki, 1/1 Soul-Drinker, 2/2 GL
    GM Z..D.. wrote:

    Kali's stone hits, but does not seem to bother it.

    Did you catch that it was cold iron?


    Knowledge Checks -Sky Key Solution Aid Token

    Ninja'd by Torean and Jorcial

    Jorciel arrives to the fight just as Torean delivers the killing blow. The demonic blob of flesh falls on top of tomb, bounce and lands on the ground. It rolls and stops just at the feet of Wiem.

    Out of Combat

    You all find the demons cache of scavenged items. The valuables include two dozen beautifully cut pieces of amber, a beaten silver tablet inscribed in Skald with an extensive family tree, a platinum locket (the portrait within has long since decayed), a shield that features a tusked mammoth, a heavy pair of fur line boots, and chunk of hardened soapstone.

    Spellcraft DC 25, Shield:
    It is a Lion's Shield that is adorned with the head of a mastodon

    Spellcraft DC 23, Boots:

    Spellcraft DC 20. Stone:

    Once the PCs kill the gibrileth, it’s a simple matter to return to Thanock and the Red Winter tribe.

    A day and a half later, they arrive at the shelter of the Red Winter Tribe. Torean begins to pale. Torean needs to make another save vs the disease at DC 22

    Thanock and Velka welcomes them back, he then speaks to Velka and in turns speak to the PC's "So, it seems you all survived the demons"

    Grand Lodge

    Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

    Fort Save vs. disease: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24

    If this doesn't do it, he'll use a scroll of Remove Disease.


    Knowledge Checks -Sky Key Solution Aid Token

    The fort save hold off the effects of it. To get rid of it naturally, you need to succeed at three consecutive saves. Or you could always use a scroll

    Grand Lodge

    Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

    Torean reads the scroll of Remove Disease given to him by the Church of Torag.

    CL Check: 1d20 + 9 ⇒ (19) + 9 = 28

    I think that does it.

    Silver Crusade

    Male Aasimar Paladin 9 (HP: 91/91), Init: +1, AC: 31 T: 13, FF: 30, Perception +18 (Darkvision), F: +12, R: +8, W: +12, CMB: +12, CMD: 25
    Per Diem:
  • Daylight 1/1 (CL 9)
  • Beneficent Touch 1/1
  • Smite Evil 2/2
  • Lay on Hands 11/11 (4d6)
  • Divine Bond 1/1
  • Demonbane: 1/Scenario
  • "Save your scroll friend. The light and righteousness of Iomedae can bring succor to your malady. Torean, allow me."

    Lay on hands: Mercy: 1d20 + 9 ⇒ (15) + 9 = 24 and DMG: 4d6 ⇒ (5, 1, 3, 3) = 12

    Grand Lodge

    Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

    Even better. Thanks, Jorciel!

    Silver Crusade

    Tian-Shu Human Investigator (Empiricist) L10 | HP: 83/83 | AC:22+2-2+4+1 T:14-2+1 FF:20+2-1+4 | DR10/adam | DR 5/pierce | CMB:13+2+1+2 CMD:27+2 | Saves F:10+2 R:14-1+2 W:13+2 (+4 vs illusion) (+2 3/day) | Init:+2 | Per:+18+1d8+2 | Spd: 30+10+30 | Rerolls: 1/1 | Inspiration: 5/10-1 | Mutagen: 0/1 | Four-leaf Clover: 0/3 | Conditions: longstrider (60m); heroism (50m); 100m: mutagen (str), resinous skin, stoneskin, freedom of movement; 10m: fly, invis, enlarge person, shield , haste

    "Yes, indeed. We slew the demons. Both of them. This is merely a small demonstration of the martial prowess offered by the Pathfinder Society. An alliance between two such factions can only bode well for both parties."

    diplomacy, inspiration, heroism: 1d20 + 17 + 1d8 + 2 ⇒ (17) + 17 + (7) + 2 = 43

    Grand Lodge

    M Grippli Fort +10, Ref +5, Will +8 ! AC 21 (t15 f17) Magus 8/Druid 1, Ini +3, Perc +6 (darkvision) hp 74, CMD 18

    Spellcraft shield: 1d20 + 8 ⇒ (18) + 8 = 26 Lions's sheild
    Spellcraft boots: 1d20 + 8 ⇒ (7) + 8 = 15 meh... boots
    Spellcraft stone: 1d20 + 8 ⇒ (14) + 8 = 22 luckstone

    Wiem Weems describes the magic found in the demon's hoard to the other agents. "These are quite interesting magics, but I think we would be best served returning them to the Red Winter Tribe." If for no other reason than respecting their hospitality. As a player: keep them if you want them. :)

    "Survived, Yes Sir." Wiem Weems salutes. "More importantly: mission accomplished, Sir." he reports. He will add what details he can to the mission, thoughh realizes diplomacy with the tribes is a little above his paygrade with the current command.

    Silver Crusade

    Male Aasimar Paladin 9 (HP: 91/91), Init: +1, AC: 31 T: 13, FF: 30, Perception +18 (Darkvision), F: +12, R: +8, W: +12, CMB: +12, CMD: 25
    Per Diem:
  • Daylight 1/1 (CL 9)
  • Beneficent Touch 1/1
  • Smite Evil 2/2
  • Lay on Hands 11/11 (4d6)
  • Divine Bond 1/1
  • Demonbane: 1/Scenario
  • "Agreed."

    Jorciel, proud of the work the team did, bolsters Wiem's report with specific deeds from each that highlight the team's bravery.

    The thought of war, demons, and the World Wound obviously invigorates the paladin. "Faith, heart, and steel. Harmony of these three things, and harmony between our groups, will bring an insurmountable defense of good to bear."


    Knowledge Checks -Sky Key Solution Aid Token

    Thanock smiles as he hears the news and speaks with Velka once more. She turns to the others, "Thanock says he is open to the Society using our lands for their encampments and in times of dire need, you may call upon our Mammoth Riders to aid you, as long as you are able to aid us in our future endeavors."

    With that being settled, the PC's are done with the Red Winter Tribe and need to get back to the task at hand. They head to the final scouting location to the caves system in the mountains.

    Although nowhere near as high as the Tusk Mountains’ snowcapped peaks, the location provides a commanding view. The Thunder Steppes and Sarkorian Steppe are both visible to the east. To the west, a canyon of red rock forms an ugly scar across the grays, browns, and greens of the mountains.

    Knowledge Geography DC 20:
    You can identify the red rock formation as the Red Rune Canyon, a corrupted place that some hypothesize is connected to the Worldwound and drives any animals brave enough to enter it mad.

    Survival

    15+:
    The cave network is dry, sheltered, and spacious, but provides little else. The space can easily accommodate a few dozen Pathfinder agents, a handful of large animals, and the supplies necessary to support them.

    20+:
    The cave network sees frequent use as a campsite by others, evidenced by the remains of fires and litter. Some of the tracks left in the dust, though old, are large enough to belong to humanoids that could be at least 15 feet tall. DC 19 Knowledge (local) check opens next spoiler
    Spoiler:
    a PC surmises that the footprints probably belong to frost giants.

    Once you are finished scouting the cave, I will need a consensus on the location you all think is best suited for the encampments

    Grand Lodge

    M Grippli Fort +10, Ref +5, Will +8 ! AC 21 (t15 f17) Magus 8/Druid 1, Ini +3, Perc +6 (darkvision) hp 74, CMD 18

    Kn Geo: 1d20 + 4 ⇒ (19) + 4 = 23
    Survival: 1d20 + 9 ⇒ (17) + 9 = 26

    "I believe that is Red Rune Canyon, a corrupted place that some think connected to the Worldwound. It drives any animals brave enough to enter it mad."

    The cave network is dry, sheltered, and spacious, but provides little else. The space can easily accommodate a few dozen Pathfinder agents, a handful of large animals, and the supplies necessary to support them the grippli explains. "And it sees frequent use as a campsite by others, evidenced by the remains of fires and litter. Look here, some of these tracks left in the dust. Very old, but the humanoids making them are large enough be as tall as seven or eight of me."

    Grand Lodge

    M Grippli Fort +10, Ref +5, Will +8 ! AC 21 (t15 f17) Magus 8/Druid 1, Ini +3, Perc +6 (darkvision) hp 74, CMD 18

    The other two options. Abandoned Border town
    Hot springs

    "I like these caves, but I think the abandonded town is best for the large amount of troops we are bringing." the soldier peeps.

    Silver Crusade

    Tian-Shu Human Investigator (Empiricist) L10 | HP: 83/83 | AC:22+2-2+4+1 T:14-2+1 FF:20+2-1+4 | DR10/adam | DR 5/pierce | CMB:13+2+1+2 CMD:27+2 | Saves F:10+2 R:14-1+2 W:13+2 (+4 vs illusion) (+2 3/day) | Init:+2 | Per:+18+1d8+2 | Spd: 30+10+30 | Rerolls: 1/1 | Inspiration: 5/10-1 | Mutagen: 0/1 | Four-leaf Clover: 0/3 | Conditions: longstrider (60m); heroism (50m); 100m: mutagen (str), resinous skin, stoneskin, freedom of movement; 10m: fly, invis, enlarge person, shield , haste

    knowledge(local, inspiration): 1d20 + 9 + 1d8 ⇒ (13) + 9 + (5) = 27

    Kai nods. "I agree with your assessment. The hot springs is large indefensible, a poor choice for a military camp. These caves, although defensible, provide little in terms of supplies and seems to see much traffic, which again is no ideal, especially if the frost giants should return. Although I still worry about why the town was abandoned, I trust it is no more than just the villagers fleeing the demonic threat."

    Grand Lodge

    LN female Chelaxian Human Hungry Ghost Nun 9
    Spoiler:
    |AC 19, T 19, FF 16|HP: 57/57|F +7, R +10, W +12 (+1 vs disease, +2 vs Ench/poison/fear)|Init +3, Perc +14|CMB +12 (+2 to trip) CMD 30 (33 vs Trip)|9/9 Punishing Kicks, 16/16 Ki, 1/1 Soul-Drinker, 2/2 GL

    After pondering their options for a bit, Kali agrees.

    "That town was built for the purpose of supporting defenses against the Worldwound in the first place. It can do so again."

    Grand Lodge

    ”Malek Huk” | male NC human slayer 8 | HP 76/76| AC 23, T 15, FF 18 | CMD 25 | F +11 R +15 W +8; | Init +7 | Perc +11 | Speed 30ft | Active Conditions: None.

    know geo.: 1d20 + 4 ⇒ (3) + 4 = 7
    survival: 1d20 + 11 ⇒ (13) + 11 = 24

    "I thing that town is best choice in this case."

    Grand Lodge

    Male Dwarf Inquisitor 10 [HP: 75/75 | AC: 24/13/22 CMD: 24 | F+12 R+8 W+12* (+5 vs. spells/spell-like, +2 vs. Necromancy, +1 vs. Evocation) | Init +4 | Perc +12 SM +16 Darkvision]

    Torean nods. "I agree, the town seems like our best staging ground. We can move into the buildings quickly and focus on establishing our supply lines."

    Silver Crusade

    Male Aasimar Paladin 9 (HP: 91/91), Init: +1, AC: 31 T: 13, FF: 30, Perception +18 (Darkvision), F: +12, R: +8, W: +12, CMB: +12, CMD: 25
    Per Diem:
  • Daylight 1/1 (CL 9)
  • Beneficent Touch 1/1
  • Smite Evil 2/2
  • Lay on Hands 11/11 (4d6)
  • Divine Bond 1/1
  • Demonbane: 1/Scenario
  • "I defer to the erudite among us, though I too agree. We are in accord."


    Knowledge Checks -Sky Key Solution Aid Token

    With the decision made, the agents head back to the abandoned town. They break Aram Zey's token, it shines with a bright light, acting like a beacon. A moment later Aram Zey himself arrives. "Ah, I see you are still alive. So this is what you decided. Good very good. I will see to advising the other Masters and Venture Captains are aware of this location." He then pulls a scroll from his robes. "UNless you want to stay here, come with me and I shall whisk you away, back to absalom."

    End of Scenario. Thanks for playing along

    Grand Lodge

    ”Malek Huk” | male NC human slayer 8 | HP 76/76| AC 23, T 15, FF 18 | CMD 25 | F +11 R +15 W +8; | Init +7 | Perc +11 | Speed 30ft | Active Conditions: None.

    Thank you for running.

    Thank you guys for a great game.

    Grand Lodge

    M Grippli Fort +10, Ref +5, Will +8 ! AC 21 (t15 f17) Magus 8/Druid 1, Ini +3, Perc +6 (darkvision) hp 74, CMD 18

    Yeah!
    Great game & great players.
    Thanks for GMing GM ZD!
    . Ribbit

    201 to 238 of 238 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / GM ZD #5-10: Where Mammoths Dare Not Tread [Outpost II] All Messageboards

    Want to post a reply? Sign in.