[Outpost II] 10-7 Mysteries Under Moonlight, Part 2 (Inactive)

Game Master chadius

Slides

Blessing of Ashava:
Ashava’s blessing has granted a temporary form of lycanthropy that is fully under your control. This has no influence on your character’s alignment, personality, or motivations unless you would like to make this a transformative experience for your character. The blessing has the following effects.

You can change shape. You have three forms—your typical form, a wolf form, and a hybrid form. You can shift to any of your three forms as a move action. If this PC has earned the Celestial Lycanthropy boon from #10–05: Mysteries Under Moonlight, Part 1, you gain that boon’s benefits for free for this entire scenario.

HYBRID FORM
If you shift to your hybrid form, you gain the following benefits.
Senses: Your senses sharpen, granting you darkvision (60 feet), low-light vision, and scent.
Defenses: You gain DR 5/silver and a +2 bonus to natural armor.
Attacks: You gain a bite attack that deals 1d6 points of damage if you are Medium or 1d4 if you are Small. If the bite attack hits, you can attempt a combat maneuver check to trip your target as a free action.
Pack Leader: You can communicate and empathize with wolves. You can use Diplomacy to alter a wolf’s attitude, and you gain a +4 racial bonus on the check when doing so.

WOLF FORM
If you shift to your wolf form, you gain all of the benefits listed for the hybrid form as well as the following two effects.
Speed: Your base speed increases to 50 feet.
Wolf Shape: All of the gear that you are carrying or wearing melds into your body until you switch to another form. All items that give constant bonuses still give their bonuses, except armor, which does not function. Unless you have other feats or class features that would allow you to do so, you cannot speak, cast spells, or manipulate objects that would require the use of hands.


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Grand Lodge

Male grippli Gun (pistolero)5/Inv (sleuth) 4 | hp 68/68 | Init +10 | AC 25, T 19, FF 18 | CMB +7, CMD 25 | F +8 (+2 vs poison) R +16 W +11 | Prcptn +20 (darkvision, trapfinding +2), Disable Device +22 |

Is now really the time for philosophical pontificating, Rilla...? Hopfrey asks with some consternation, taking a step forward and returning fire on Theodorus.

boom: 1d20 + 10 ⇒ (18) + 10 = 28
damage, add Up Close and Deadly for 1 grit: 1d6 + 1 + 1d6 ⇒ (1) + 1 + (6) = 8

Reload as move (Rapid Reload), 2/5 grit spent

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

Jelly will magic missile the red guard dmg: 2d4 + 2 ⇒ (1, 1) + 2 = 4

The Exchange

Tiefling, Occultist 9, hp 66 Perc +12 AC 19 t: 19 f: 12 (25% distortion) ! CMD 23 F: 7, R: 9, W: 6

Vornsk decides to ignore the man in front of her and his master. She steps away from him cutting in front of the disgraced detective and calls more shadowy smoke all around her. When the smoke disappears, so has the tiefling.

move action provokes AoO from both (AC with Mobility is 24); standard action to cast vanish.

Point of clarification: Vornsk's distortion ends with her first attack so no need to roll miss chance.

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |
Glorne wrote:

Glorne takes a 5' step, grasps his hands together, the cold, pale mist flares up, gathers into a blade of pure cold, and he attacks...

...then the blade dissipates.

Well, that was sad.

"It's nothing to be ashamed of, Glorne. Many men have occasional problems performing under stressful conditions." Rilia says wryly. "Why if you like I could recommend some herbs after this is all over."


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Hopfrey is a frog of action, and he shoots the inspector again. He can barely stand.

The soldier in Red swings as Vronsk retreats. She gets a nasty cut that would have been a lot worse without Ashava's blessing. She runs past Inspector Theodorus as he takes aim with his bow, unable to react to her. "Damn, they can turn invisible! Maybe the vampires taught them that trick!" Theodorus has no weapon to make an AoO with.

Red, Power Attack: 1d20 + 8 - 1 ⇒ (17) + 8 - 1 = 24
Damage: 1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11

After he swings, Jelly's array of missiles slam into him.

The man in Pink hears Rilia's question, shrugs and tries to stand up anyway. He parries her rapier thrust and counters with his sap. "Vampires and werewolves working together... it really is a nightmare, Inspector!" He bruises Rilia with his sap.

Sap vs Rilia: 1d20 + 6 ⇒ (16) + 6 = 22
Nonlethal Damage: 1d6 + 3 ⇒ (6) + 3 = 9

The man in White continues fighting Glorne, but he sacrifices accuracy for impact, and Glorne's icy shield deflects the blow.

White, Power Attack: 1d20 + 8 - 1 ⇒ (11) + 8 - 1 = 18
Damage: 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7

Theodorus fires again at Hopfrey. "The nightmare will end when we destroy these accursed Pathfinders! Come and protect me or we will all perish!"
Theodorus vs Hopfrey: 1d20 + 9 + 1 + 2 ⇒ (11) + 9 + 1 + 2 = 23
Damage with Bane: 1d8 + 2 + 1 + 2 + 2d6 ⇒ (2) + 2 + 1 + 2 + (3, 3) = 13

"Yes sir!" The man in Red runs up in front of Theodorus and uses his shield to block Hopfrey's shots.
Red, Aid Another DC 10: 1d20 + 8 ⇒ (20) + 8 = 28


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The Pink guard tries to demoralize Rillia when he hits with the sap.
Intimidate vs DC 18: 1d20 + 8 ⇒ (5) + 8 = 13
But she's seen this routine before.

Round 3
Theodorus (40 damage)
Pink (No longsword, 17 damage)
White (24 damage)
Red (13 damage)
Jelly

Round 4
Hopfrey (13 damage)
Glorne (11 damage)
Vronsk (8 damage)
Rillia (9 Nonlethal damage)

Current Map


male human

Glorne grasps his hands together again, the cold, pale mist flares up, gathers into a blade of pure cold, and he attacks...

melee Touch vs. White: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
possible Cold damage vs. White: 3d6 + 2 + 2 ⇒ (4, 4, 5) + 2 + 2 = 17

...then the blade dissipates.


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White is frozen solid as he collapses. "Don't let them drink my blood..."

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

I just realized this pregen has a wand of magic missiles. How does that work, do I cast it at my caster level, or at level 1?
Jelly pulls out his wand of magic missiles and will fire at pink with it dmg: 2d4 + 2 ⇒ (4, 1) + 2 = 7


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It's a caster level 1 wand, so you deal 1d4+1 damage (unless it has a listed CL.) I'll just use the 4 you rolled, and...

A bolt of energy slams into the Pink-gloved man.

The Exchange

Tiefling, Occultist 9, hp 66 Perc +12 AC 19 t: 19 f: 12 (25% distortion) ! CMD 23 F: 7, R: 9, W: 6

"We ton't," says a voice from the south. Vornsk springs toward Theodorus and strikes while he cannot see her. "Trink bloot," she finishes as the attack cancels her spell and she becomes visible.
thunk v ff: 1d20 + 7 ⇒ (16) + 7 = 23, damage: 1d4 + 2 ⇒ (3) + 2 = 5

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |
GM chadius wrote:
The man in Pink hears Rilia's question, shrugs and tries to stand up anyway....

In reaction (and before he can strike): mwk rapier v pink (AoO, v prone): 1d20 + 6 + 4 ⇒ (15) + 6 + 4 = 25 damage: 1d6 ⇒ 5


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"Of course YOU don't drink blood, your vampire allies drink blood. No matter, these silver arrows- urk!" Vronsk is certain Theodorus saw her approaching even though she was invisible, but it doesn't matter. She hit and he collapses.

Rilia, you posted a readied action against Pink when he stood up earlier in the thread. Is this your normal attack? It hits anyway, but I don't know if this changes your round's action.

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |
GM chadius wrote:
Rilia, you posted a readied action against Pink when he stood up earlier in the thread. Is this your normal attack? It hits anyway, but I don't know if this changes your round's action.

GM:
Readied Actions are different than Attacks of Opportunity. If pink is standing up inside of a threatened square by people who have an AoO available they can interrupt pink's triggering action (rising from prone) and attack.

Rilia's readied action (which would be her 'normal attack') also comes into play because it basically says if he doesn't throw his weapon away and surrender he gets attacked. So normally he'd be getting attacked twice from Rilia before he gets to finish acting. Once for triggering an AoO, and again for not complying with her orders.


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Rilia thrusts her rapier through the man, narrowly avoiding his Pink gloves. "Dammit! He's dead, I'm not getting paid, and I'm out of here!" Pink enters a full retreat, withdrawing west from the battlefield.

"Coward!" The Red-gloved man yells. "Fine, I'll protect Magnimar all by myself." He hustles down to hit Vronsk. "No one's infecting my family with lycanthropy tonight!"

Red, Power Attack: 1d20 + 8 - 1 ⇒ (4) + 8 - 1 = 11
Damage: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10

All talk, but no action.


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Round 4
Pink (No longsword, 22 damage, withdrawing 15 ft off West side of the map)
Red (13 damage)
Jelly

Round 5
Hopfrey (13 damage)
Glorne (11 damage)
Vronsk (8 damage)
Rillia (9 Nonlethal damage)

Current Map

This should wrap up soon...

The Exchange

Tiefling, Occultist 9, hp 66 Perc +12 AC 19 t: 19 f: 12 (25% distortion) ! CMD 23 F: 7, R: 9, W: 6

"Not curse. Not tat kind of change," Vornsk says.
She steps away from the guard in red, casts a spell and lays a hand on the detective. "Not monster either," she says as the wounds on the downed man stop bleeding and seem to close. "Your boss is as bad at detecting as he is at telling trut."

move: 5 ft to avoid AoO, standard: casts silent image to 'heal' Theodorus.

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

Jelly will point his wand of magic missiles at red and fire dmg: 1d4 + 1 ⇒ (2) + 1 = 3


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Vronsk kneels down and heals Theodorus's wounds. The Red gloved guard is amazed, even as the magic missiles bombard him.

Will Save: 1d20 + 2 ⇒ (2) + 2 = 4

"He's not dead yet... then I'll save him and get paid!" He laughs.

The scenario says he fights to the death unless Theodorus is dead. He also needs to take more damage to panic and flee, so either way he's still fighting. In a homebrew game I would have called it here.

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |

mwk rapier v red: 1d20 + 6 ⇒ (11) + 6 = 17 damage: 1d6 ⇒ 1

*Doink!*

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

"You are a fool."

Glorne moves, raises his hand and points. The cool, pale mist around him intensifies and a beam of pure cold springs forth...

ranged Touch vs. Red: 1d20 + 5 + 1 + 1 ⇒ (10) + 5 + 1 + 1 = 17
possible Cold damage vs. Red: 3d6 + 2 + 1 + 2 ⇒ (4, 6, 1) + 2 + 1 + 2 = 16

Applying Point-Blank and Precise Shot to Cold Blast.


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The Red soldier parries Rilia's rapier but he gets a blast of ice, finishing off the fool.

Combat Over (unless you're gonna chase the Pink soldier). Here's the damage totals:
Hopfrey (13 damage), Glorne (11 damage), Vronsk (8 damage), Rillia (9 Nonlethal damage)

Loot:
1 oil of magic weapon. +1 chain shirt, mwk composite longbow (+1 Str) with 18 cold iron arrows and 30 silver arrows another longbow, 3 potions of cure light wounds; 3 mwk chainmail, 3 heavy steel shield, 3 mwk battleaxe, 3 saps, 3sling with 30 bullets total, Iron Holy symbol of Adabar, and 4 wooden stakes

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |

channel positive sexual vibes: 2d6 ⇒ (3, 6) = 9

"Well that was exciting. Let's see why they have on them. It might give us a clue as to why they are so adverse to wandering killers."


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Theodorus awakens, along with two of his compatriots. He is bound, unarmed and at your mercy. "Well, hurry up then. A quick death is better than what you'll do to Magnimar. Let them know that I tried to save them from the truth. The only truth."

The guard with the White gloves seems much more nervous. "Boss... I think they're gonna make us vampires."

The guard in Red shakes his head. "No man, they're gonna bite us and make us werewolves."

With some evidence or a strong argument, you can make a Diplomacy check to change Theodorus's mind.

Damage totals: Hopfrey (4 damage), Glorne (2 damage)

Grand Lodge

Male grippli Gun (pistolero)5/Inv (sleuth) 4 | hp 68/68 | Init +10 | AC 25, T 19, FF 18 | CMB +7, CMD 25 | F +8 (+2 vs poison) R +16 W +11 | Prcptn +20 (darkvision, trapfinding +2), Disable Device +22 |

Hopfrey has +11 to Diplomacy, so he can take the lead if desired, or can auto-aid another.

My good folk, the Tripoli says with a smile, [b]Had we any desire to see you dead, you already would be; and none of us will turn you into anything except what you already are. [/ooc]

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |

We might be beyond diplomacy. If that doesn't work Rilia plays bad cop.

"Calistria guide me." cast guidance on herself.

"Though if we wanted to, we could turn you into a werefrog right now...."

intimidate (guidance): 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30 Okay maybe we'll just go with that. ;)

Grand Lodge

Male grippli Gun (pistolero)5/Inv (sleuth) 4 | hp 68/68 | Init +10 | AC 25, T 19, FF 18 | CMB +7, CMD 25 | F +8 (+2 vs poison) R +16 W +11 | Prcptn +20 (darkvision, trapfinding +2), Disable Device +22 |

LOL

We could...? Hopfrey gets it a moment later. Oh! I mean, we COULD!

Intimidate (aid another): 1d20 + 1 ⇒ (15) + 1 = 16]


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Diplomacy would work here, but... let's go with that 30.

"Boss, they're gonna eat us! And then make us frogs!" The two remaining guards are panicking.

Theodorus keeps his cool. "Was I... wrong?" He coughs, still wounded. "I have clearly misjudged the situation. Still, I fought to save Magnimar. Fine. If you are going to save the city from the vampires, then there's nothing I need to do here. Release us and we won't bother you again."

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Glorne ponders Theodorus' reaction...

Sense Motive: 1d20 + 10 ⇒ (16) + 10 = 26


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Glorne realizes Theodorus is defeated and humbled. There is nothing more he can do to stop the menace of the vampires. Glorne is certain that Theodorus isn't coming back.

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

We should track down the other guy for answers Suggesting that we follow the pink guy's tracks, via survival and capture him alive.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

"They are no longer a threat to us. Let's proceed with the mission before time runs out."

...Glorne pauses, thinks a few seconds, then pulls a gold piece from his belt pouch and tosses it to the guard in red..."Here. Make sure your friend..."...pointing to the dead guard in White..."...has a proper burial back in town. Both of you should head back, with him, now."

The Exchange

Tiefling, Occultist 9, hp 66 Perc +12 AC 19 t: 19 f: 12 (25% distortion) ! CMD 23 F: 7, R: 9, W: 6

"We keep te stakes, vampire's are treat. Perhaps the potions as well. Not hurt us. Work like bombs."

Did the jungle breath? Vornsk remembers, that is what the elders always ask when something dangerous was in the jungle. Does the jungle breath?


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While you could give chase to the remaining guard, you need to destroy the corruption upon the Glade of the Silver Spark and the mastermind, Tulvhatha. You take whatever loot you want from Theodorus and send him on his way. The guards mutter "Th-thank you! Th-thank you!" as they flee into the night.

Crumbling tombs and moss-covered gravestones stretch out along the northern and southern sides of the path. To the east, the way narrows and splits, plunging into thicker brambles and dense undergrowth. At the center of the fork in the road, a group of small, glowing creatures carry the bloodied and inert body of a regal woman in silvery armor, whisking her away into the gloaming woods.

A disheveled woman in dented armor and a feathered cloak hobbles after the group, crying out to them. Her golden hair is a tangle of knots and twigs, and blood seeps from numerous cuts across her dirt-covered skin. “Cybelle! No! Bring her back!” She reaches out a trembling hand, and feathers start appearing on her arm. A sharp cry of pain escapes her as she shudders. Her arm goes limp at her side, and the feathers vanish.

She turns to you. Something about your demeanour earns her trust. Perhaps your celestial touch has caught her attention. Overwhelmed by exhaustion, the woman collapses to her knees and sobs. “Please, help! Those little fiends stole my daughter, Cybelle. They’re in league with that terrible will-o’-wisp. Please save her!”

You celestial werewolves look at the ground and your eyes hone in on a glowling, moonlit trail. The glowing creatures or the bloodied woman are leaving a trail behind, obvious to you. The remaining party members don’t see it, but there are enough landmarks to give you a guess on the path.

Welp, it’s time for a chase scene. The official rules are HERE, but I’ll give a summary.

You make a move action to get past a card. Then you choose one of the two actions and make a standard action to pass it. If multiple PCs are at the same card, the highest roll counts and everyone else who makes the DC made a successful Aid Another action, providing a +2 bonus to the roll.

If your speed is 40 feet you get a +2 bonus on these actions (and +2 more for any 10 extra feet of movement you own.) If your speed is 20 feet you take a -2 penalty on the check (and -2 more for any 10 less feet you own.)

Spells relevant to the situation will provide a bonus between +2 to +4. It’s assumed you spend 1 minute per obstacle, so you can cast long lasting buffs.

Unlike most chase scenes, you all work together at each obstacle. Even if you don’t beat the DC, you will move onto the next obstacle anyway. Multiple failures do have consequences.


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Here are the obstacles. You can also find this on slide 1. Since you’re a party of 5 PCs, the DCs are 3 lower.

Bramble Patch:
A thick growth of thorny brambles obstructs the area where the lurkers fled.
[/b]Slip Between[/b]: Dexterity DC 22
[/b]Bust through[/b]: CMB 29

Quicksand:
On the other side of the thicket, large patches of quicksand dot the marshland, making passage through the swamp treacherous.
[/b]Jump Over[/b]: DC 29
[/b]Wade In[/b]: Swim 31

Slippery Log:
The lurkers sped across a patch of water with an alligator floating in the center, which is hungrily watching the chase. A wet log bridges the banks of the river, while vines dangle precariously from the forest canopy above.
[/b]Balance Between[/b]: Reflex DC 25
[/b]Vine Ropes[/b]: Climb 29

Spiderwebs:
Large webs cling from tree to tree, obstructing your path.
[/b]Move Around[/b]: Escape Artist DC 31
[/b]Rip ‘em up[/b] Strength DC 23

Swamp Gas:
A pocket of putrid swamp gas lingers just above the surface of the swamp. A vile stench emanates from it, suggesting its hazardous nature.
[/b]Deep Breath:[/b] Fortitude DC 23
[/b]Dash Forward (wolf form only):[/b] Initiative DC 26

Spectral Hands:
The haunted land senses your presence as your draw nearer to the Glade of Silver Sparks and reacts violently. Ghostly hands reach up from the ground, snatching at your ankles to drag you down.
[/b]Easy Does It:[/b] Stealth DC 31
[/b]Back, Foul Phantoms:[/b] Knowledge(religion) DC 29

Bat Swarm:
The chase disturbs a colony of bats that swarm you and hinder your movement.
[/b]Shoo!:[/b] Handle Animal or Intimidate DC 31
[/b]Howl (wolf form only):[/b] Intimidate DC 27

Mist Patch:
The lurkers disappear into a dense patch of fog, making it difficult for you to follow.
[/b]This way![/b] Perception DC 31
Trust your instincts: Survival DC 29

Please make one skill check per obstacle. So please make at least 8 rolls in your post. I’ll put them all together and give a relevant summary afterward.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Bramble Patch:
Slip Between(Dexterity) vs. DC=19: 1d20 + 2 ⇒ (5) + 2 = 7

Quicksand:
Jump Over(Acrobatics) vs. DC=26: 1d20 + 10 ⇒ (7) + 10 = 17

Slippery Log:
Balance Between(Reflex) vs. DC=22: 1d20 + 8 ⇒ (16) + 8 = 24

Spiderwebs:
Rip ‘em up(Strength) vs. DC=20 vs. DC=20: 1d20 + 1 ⇒ (12) + 1 = 13

Swamp Gas:
Deep Breath(Fortitude) vs. DC=20: 1d20 + 10 ⇒ (10) + 10 = 20

Spectral Hands:
Easy Does It(Stealth) vs. DC=28: 1d20 + 10 ⇒ (14) + 10 = 24

Bat Swarm:
Shoo!(Intimidate) vs. DC=28: 1d20 + 1 ⇒ (15) + 1 = 16

Mist Patch:
This way!(Perception)vs. DC=28: 1d20 + 9 ⇒ (1) + 9 = 10

Wow! 2 out of 8. That sucks.


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At least you'll Aid Another on all but the first. Also, sorry about the formatting.

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |

Well, to be fair, Hydrokineticists are not really well-known for their forestry skills. ;)

How far ahead are they when we begin? In spell range?

Bramble Patch - Slip (Dex): 1d20 + 2 ⇒ (20) + 2 = 22
Quicksand - Jump (Acro): 1d20 + 8 ⇒ (17) + 8 = 25
Slippery Log - Balance (Reflex, Not Acro?): 1d20 + 6 ⇒ (16) + 6 = 22 YAY!
Spiderwebs - Rip (Str): 1d20 ⇒ 18 Anyone got a fire spell? Rilia is basically stuck here (see what I did there?) until she rolls a natural 20. Alternatively she can try rolling a natural 26 or better for escape artist. Or just turn around and say "No." ;)

So that's 2 rounds of double moves I think depending on the course.

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

The patch dexterity: 2 + 1d20 ⇒ 2 + (9) = 11
Quicksand athletics: 1d20 ⇒ 4
Slippery Log reflex: 4 + 1d20 ⇒ 4 + (13) = 17
Spider Webs: I have burning hands as a spell, can I do that in place of a check? I'd like to since spells are allowed.
Swamp Gas: fort: 6 + 1d20 ⇒ 6 + (10) = 16
Spectral hands stealth: 2 + 1d20 ⇒ 2 + (20) = 22
Bat swarm intimidate: 1d20 ⇒ 8
Mist patch survival: 1d20 + 1 ⇒ (14) + 1 = 15

I can't pass any of these, expect maybe swamp gas, so I'm aiding, I may also pass spider webs if I can burning hands it.


4-06 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

As a reminder. Even if you fail, you continue moving forward anyway.

The chase mechanics are different than usual ones where you can't get stuck. So if you can't beat the check, beat 10 so you can Aid Another.

Gelly, Burning Hands is fine with me. The scenario gives me permission to "wing" some of these, so you can use that to bypass the square.

The Exchange

Tiefling, Occultist 9, hp 66 Perc +12 AC 19 t: 19 f: 12 (25% distortion) ! CMD 23 F: 7, R: 9, W: 6

I will use as many charges from the CLW as it takes to heal us before the letting the guards go.

Vornsk gently touches the Mask of the Jade Nue, "Regrettable." The mask disappears as the cat-like visage gets replaced with that of a wolf. The shadowy silver wolf then sniffs the air for her quarry and howls as she leads her new-found pack in the hunt.

Entering wolf form for a speed of 50 (+4 to the rolls).

"AWWOOoooOOOoooOOO!"

Slips Between Dex: 1d20 + 4 + 4 ⇒ (19) + 4 + 4 = 27
Jump Over Acrobatics: 1d20 + 11 + 4 ⇒ (13) + 11 + 4 = 28
Balance Between Reflex: 1d20 + 6 + 4 ⇒ (18) + 6 + 4 = 28
Move Around Escape Artist: 1d20 + 4 + 4 ⇒ (10) + 4 + 4 = 18
Dash Forward Initiative: 1d20 + 4 + 4 ⇒ (11) + 4 + 4 = 19
Easy Does It Stealth: 1d20 + 17 + 4 ⇒ (4) + 17 + 4 = 25
Howl! Intimidate: 1d20 + 3 + 4 ⇒ (18) + 3 + 4 = 25
This Way! Perception: 1d20 + 10 + 4 ⇒ (11) + 10 + 4 = 25

EDIT: Though the bonus on speed was expected, how cool is it to see that wolf form had a use written into the scenario! :).


4-06 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Bramble Patch - Success
Vornsk quickly slips through the bramble patch, leaving a gap large enough for everyone to follow quickly.

Quicksand - Success
Vornsk gets stuck in the quicksand, but Glorne liquifies enough of it to help her climb out of the edge. She finds a fallen log and everyone else quickly crosses.

Slippery Log - Success
Glorne finds a dry spot on the log to balance across and everyone mimics his motions.

Spiderwebs - Success
Gelly tires of this physical activity and casts Burning Hands to weaken the webs. Glorne uses this to tear the webs apart.

Swamp Gas - Success
Glorne holds his breath and endures the gas until he finds a path where the gas is thin. Everyone follows him.

Spectral Hands - Success
Gelly takes it easy, careful not to trip into any of the hands. He makes it through and lowers a log for the rest of the party.

Bat Swarm - Success
A swarm of bats harass the party until Vornsk howls into the night, scaring the swarm and granting you access.

Mist Patch - Success
Gelly, Glorne and Vornsk put their heads together and figure out a way through the mist.

8 out of 8 successes. Good job, everyone.


4-06 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

The chase has been long and daunting, but you finally catch up to a group of the glowing creatures. The moonlit trail leads toward the burrow in the southeast.

The armored woman lies unconscious atop a stone slab. Some of the glowing creatures remain, possibly to stall for time. You’re not sure, but that woman needs rescue.

Knowledge (Nature) DC 15:
These fey are called Lurkers in Light. Normally they revere the sun, but these love twilight. You might call them Lurkers in Twilight. They resist damage from physical attacks that do not use cold iron, and are capable of blinding and poisoning you. You can ask another question for every 5 you beat this DC.

Initiative:

Hopfrey: 1d20 + 10 ⇒ (9) + 10 = 19
Vornsk: 1d20 + 4 ⇒ (18) + 4 = 22
Rillia: 1d20 + 2 ⇒ (17) + 2 = 19
Jelly: 1d20 + 2 ⇒ (11) + 2 = 13
Glorne: 1d20 + 2 ⇒ (11) + 2 = 13
Enemy: 1d20 + 8 ⇒ (4) + 8 = 12


4-06 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Round 1
Vornsk
Hopfrey
Rillia
Jelly
Glorne
Enemy

You can catch them off guard and flat-footed.

Current Map

Grand Lodge

Male grippli Gun (pistolero)5/Inv (sleuth) 4 | hp 68/68 | Init +10 | AC 25, T 19, FF 18 | CMB +7, CMD 25 | F +8 (+2 vs poison) R +16 W +11 | Prcptn +20 (darkvision, trapfinding +2), Disable Device +22 |

Kn (nature): 1d20 + 6 ⇒ (15) + 6 = 21

Ah! 'ware these fey, they are lurkers in light. Er, twilight, I should say. Use cold iron, and avoid their touch if you can — they can poison and blind!

He glances at the pistol in his hand, then draws his gladius, its black iron absorbing the light coldly. Best to heed one's own advice, hmm? he says with a smile as he moves toward the fray.

Draw, then move. EoT

Sovereign Court

Female Elf Bard 2/Cleric of Calistria 4 | hp 37 | AC 16 T 12 FF 14 | CMD 16 | F +4 R +6 W +11 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +12 (low-light), SensM +14 (+16 hunch) | Chan 5/5 | Perf 8/8 | clw wand 34/50 |

"Good to know."

Rilia casts protection from evil on herself and follows Hopfrey into the clearing with her rapier.

Grand Lodge

m human (ulfen) Hydrokineticist/7 [hp: 87/87] [init: +3; perc: +11] [AC: 18(22)/T: 13/FF: 15(19)] [saves: 12/10/7] [CMB: +6/CMD: 19(16)] [burn taken: 0/8] [non-lethal taken: 0/56]

Knowledge(Nature) vs. DC=15: 1d20 + 9 ⇒ (7) + 9 = 16

Glorne draws his Cold Iron Morningstar from his hip as he double-moves to Pink..."Release the woman or your fate is sealed."

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

Can I see the red one from where I'm at? If not I move
I will then pull out my wand of magic missiles dmg: 1d4 + 1 ⇒ (3) + 1 = 4

The Exchange

Tiefling, Occultist 9, hp 66 Perc +12 AC 19 t: 19 f: 12 (25% distortion) ! CMD 23 F: 7, R: 9, W: 6

Vornsk lets the Blessings of Ashava slip away, feeling the Hellcat guantlet and her other implements merge out of her body. "Tis jungle is very breat. But my gauntlets right kind for what you say." She focuses on the Mask of the Jade Nue and the outline of her body becomes slighlty shadowy.

Move, change to hybrid. Standard, activate resonant power (&15% miss chance.


4-06 (Thread|Slides)| ◆◇↺ | 1-10 (Thread|Slides) |

Whoops. Since you passed all of the obstacles you get a surprise round. To keep it simple, I'll let you take a surprise action now. If you want to retcon your surprise action + Round 1, go ahead.

You move up and engage the creatures. They show no signs of surrender. Gelly cant see the red one clearly through the trees, so he advances forward.

The creatures are still surprised.

Surprise Round
Vornsk (Hybrid Form)
Hopfrey
Rillia (Protection from Evil)
Jelly
Glorne
Enemy

Current Map

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