[Outpost II] 8-99D Solstice Scar D (Core) (Inactive)

Game Master chadius

Slides


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The Concordance

Male NG Human (Bonuwat Mwangi) Druid 7 | HP: 59/59 | AC:21 (12 tch, 19 Fl) | CMB: +9 CMD: 21 | F: +8, R: +5, W: +9 (+4 vs fey and plant-targeted effects) | Init: +1 | Perc: +11 SM: +3 | Speed 30 | Wildshape 3/3 | Shirt Reroll: 1/1, Coin 1/1 | Active conditions: GMF 14h, Longstrider 14h

"Let's get ready to fight, shall we?" says Alaric. He casts Barkskin on Shredder, and then (if there is time) turns into a dinosaur.


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I'll hurry this up so we can finish this battle. You can make 2 rounds of buffs.

Alaric turns into a dinosaur and prepares Shredder.

It's clear you aren't falling for it, so it casts aside the attempts at ambush. A bear-shaped beast emerges from the pond. A squat simian who walks on all fours, with a long tail that ends in a clawed hand. It hisses, ready for blood.

Initiative:

Kavor: 1d20 + 2 ⇒ (2) + 2 = 4
Tere: 1d20 + 4 ⇒ (18) + 4 = 22
Alaric: 1d20 + 1 ⇒ (1) + 1 = 2
Shredder: 1d20 + 4 ⇒ (14) + 4 = 18
LT: 1d20 + 1 ⇒ (8) + 1 = 9
Radagast: 1d20 + 3 ⇒ (5) + 3 = 8
Thran: 1d20 + 2 ⇒ (17) + 2 = 19
Enemy: 1d20 + 9 ⇒ (19) + 9 = 28

It swims west and lashes out from the water.
Even is Alaric: 1d2 ⇒ 1
Claw Slash: 1d20 + 16 ⇒ (9) + 16 = 25
Slashing: 1d8 + 7 ⇒ (2) + 7 = 9
Grab, Stay loose: 1d20 + 22 - 20 ⇒ (12) + 22 - 20 = 14
It catches LT with a claw, but isn't able to hold him down.


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Round 1
Enemy
Tere
Thran
Shredder (Barkskin)
LT
Radagast
Kavor
Alaric

The Pathfinders are able to provide a benefit similar to an Aid Token. Tell me what buff you want.

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Let's take Allied Offensive, and rely on Thran for Inspire Courage. I will post my turn after (if) we agree on that course of action.

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

Let's take allied offense, Tere delays till after Shredder who uses it..so that's sneak attack damage cause he's counting as flanking by the time he makes his attack ..and I'll inspire

"Kiiiilllll iiitttttt!!!"

Thran encourages everyone else to hit the creature hard and fast

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

Heh, great minds and all that...Kavor posted as I was typing mine ;)

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Kavor Doan moves off the path to get a clear shot.
A mystical breeze ruffles his beard, and a Telekinetic Fist shoots out at the creature.
Ranged Touch Attack, IC: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7

It's a stupid ability anyway. Evokers get an auto-hit one.

Kavor Doan is much more comfortable with an axe in his hands. The blast goes wide.


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Knowledge (Arcana) DC 18:
This is a Grizzled Ahuizotl, a ferocious amphibious predator. You know it can mimic the sound of someone crying and that it has reach attacks. For every 5 point that you beat the DC you learn an extra fact.

Thran encourages everyone to attack the beast, while signalling the captured Pathfinders. One of them, a young human, readies his bow to strike when someone else does in a show of Allied Offense.

Kavor opens fire but the energy thuds into a pond.

The Concordance

M Male NG Mwagi Human Druid 6 (Wildshaped into a Deinonychus) | HP: 51/51| AC: 21 (12 tch, 19 Fl, Incorp 16) | CMB: +9 CMD: 21 | F: +7, R: +4, W: +8 (+4 vs fey or plants) | Init: +3 | Perc: +12 (low-light vision) SM: +3 | Speed 60| Active conditions: Wildshaped, GMF, Mage Armor

Alaric, in dino form, steps up to the creature and opens up his can off "whoop-ass"! 'Oh, crap! he thinks. 'I forgot the mage armor!'

talon, PA, : 1d20 + 8 - 1 ⇒ (8) + 8 - 1 = 15 talon, PA: 1d8 + 5 + 2 ⇒ (6) + 5 + 2 = 13
talon, PA: 1d20 + 8 - 1 ⇒ (3) + 8 - 1 = 10 talon, PA: 1d8 + 5 + 2 ⇒ (7) + 5 + 2 = 14
bite, PA: 1d20 + 8 - 1 ⇒ (7) + 8 - 1 = 14 bite, PA: 1d6 + 5 + 2 ⇒ (4) + 5 + 2 = 11
foreclaw, PA: 1d20 + 3 - 1 ⇒ (9) + 3 - 1 = 11 foreclaw, PA: 1d4 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Talk about the dice hating me...


Male N deinonychus (medium animal) | HP: 51/51 | AC: 25 (14 tch, 121 Fl, Incorp 18) | CMB: +8 CMD: 22 | F: +9, R: +8 (evasion), W: +3 | Init: +3 | Perc: +5 (lowlight, scent) SM: +1 | Speed 60 | Active conditions: GMF, Mage Armor

Shredder moves in to attack!

talon PA, GMF, Flank, IC: 1d20 + 9 - 1 + 1 + 2 + 1 ⇒ (15) + 9 - 1 + 1 + 2 + 1 = 27 S/P PA, GMF: 1d6 + 1 + 2 + 1 + 1 ⇒ (6) + 1 + 2 + 1 + 1 = 11

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

The problem is going to be reaching it for the flank--it's in the water, and Tere would have to swim.

Tere rushes across the narrow spit of land behind Alaric and Shredder (possibly drawing an AoO; AC 24 vs. AoOs), turns, and looses an arrow at the foe.

Cold iron arrow to enemy, incl. melee penalty and inspire: 1d20 + 9 - 4 + 1 ⇒ (16) + 9 - 4 + 1 = 22
Damage, if applicable, incl. inspire: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10

Grand Lodge

Male Half-Elf Druid 7 (HP 59/59) (AC 26/11/25) (CMD 20) (Fort +6, Ref +3, Will +8) (Init +3) (Perception +18)

Radagast stalks forward, and slashes at the creature.

Talon: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18, for 1d8 + 10 + 1 ⇒ (3) + 10 + 1 = 14.

Liberty's Edge

Resources:
Rage rounds left 15/22
HP46/77, AC 15/T 9/F 14, Init +1, Perc +9/darkvision, Fort +10, Ref +4, Will +6, CMB +14/22, Speed 40
Active:
raging, power attack, flanking

I go through all my friends and right around the "thing" to flank it. This movement may provoke an AoO. Raging.

Swim: 1d20 + 10 ⇒ (5) + 10 = 15

attack details:
Using +1 Adamantine Greatsword (19-20/x2), Power Attack, Rage

melee: 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34 damage: 2d6 + 18 ⇒ (3, 6) + 18 = 27


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Tere risks running around the creature and gets a claw to the face for his trouble.

Claw Slash: 1d20 + 12 ⇒ (20) + 12 = 32
Slashing: 1d8 + 7 ⇒ (1) + 7 = 8

Crit Confirm: 1d20 + 12 ⇒ (5) + 12 = 17
Slashing: 1d8 + 7 ⇒ (3) + 7 = 10

Grab: 1d20 + 22 ⇒ (2) + 22 = 24

Tere ducks just in time to protect his face, but the claw digs into his back and drags him over the water. You are grappled and can make a standard action. You can't fire your bow since it's a 2 handed weapon.

Shredder bites the creature and the Pathfinder in the back takes this as a cue and fires an arrow, dealing an extra 2d8 ⇒ (4, 1) = 5 damage and lowering its defenses.

LT decides to surround the thing and finds it is quick enough to claw at him.

Claw Slash: 1d20 + 12 ⇒ (2) + 12 = 14
Slashing: 1d8 + 7 ⇒ (2) + 7 = 9

LT evades the blow, then returns one of his own.

Suddenly able to flank it, Radagast barely breaks through its natural armor.

27 + 14 + 11 + 5 = 57 Damage on the creature so far.

It decides LT is the greatest threat and freely drops Tere into the water before turning its attention to the barbarian.

Bite: 1d20 + 12 ⇒ (19) + 12 = 31
Chomp: 1d8 + 7 ⇒ (1) + 7 = 8

Claw Slash: 1d20 + 12 ⇒ (9) + 12 = 21
Slashing: 1d8 + 7 ⇒ (8) + 7 = 15

Grab: 1d20 + 22 ⇒ (7) + 22 = 29

LT is caught within its grip.


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Round 1 (Inspire Courage +1)
Tere (8 damage, Grappled, Standard Action Only)

Round 2 (Inspire Courage +1)
Enemy (57 damage)
Tere (8 damage)
Thran
Shredder (Barkskin)
LT (23 damage, Grappled)
Radagast
Kavor
Alaric

Tere, you can make one standard action while grappled, and then you have all of Round 2 to act.

Combat Map

The Concordance

M Male NG Mwagi Human Druid 6 (Wildshaped into a Deinonychus) | HP: 51/51| AC: 21 (12 tch, 19 Fl, Incorp 16) | CMB: +9 CMD: 21 | F: +7, R: +4, W: +8 (+4 vs fey or plants) | Init: +3 | Perc: +12 (low-light vision) SM: +3 | Speed 60| Active conditions: Wildshaped, GMF, Mage Armor

Giving in to his baser instincts, Alaric the dino shredds into the thing.
talon, PA, Flank, IC: 1d20 + 8 - 1 + 2 + 1 ⇒ (18) + 8 - 1 + 2 + 1 = 28 talon, PA, IC: 1d8 + 5 + 2 + 1 ⇒ (3) + 5 + 2 + 1 = 11
talon, PA, Flank, IC: 1d20 + 8 - 1 + 2 + 1 ⇒ (2) + 8 - 1 + 2 + 1 = 12 talon, PA, IC: 1d8 + 5 + 2 + 1 ⇒ (1) + 5 + 2 + 1 = 9
bite, PA, Flank, IC: 1d20 + 8 - 1 + 2 + 1 ⇒ (14) + 8 - 1 + 2 + 1 = 24 bite, PA, IC: 1d6 + 5 + 2 + 1 ⇒ (4) + 5 + 2 + 1 = 12
foreclaw, PA, Flank, IC: 1d20 + 3 - 1 + 2 + 1 ⇒ (2) + 3 - 1 + 2 + 1 = 7 foreclaw, PA, IC: 1d4 + 2 + 2 + 1 ⇒ (2) + 2 + 2 + 1 = 7


Male N deinonychus (medium animal) | HP: 51/51 | AC: 25 (14 tch, 121 Fl, Incorp 18) | CMB: +8 CMD: 22 | F: +9, R: +8 (evasion), W: +3 | Init: +3 | Perc: +5 (lowlight, scent) SM: +1 | Speed 60 | Active conditions: GMF, Mage Armor

Happy to see his dino-buddy doing the same, Shredder also shreds into the thing.

talon PA, GMF, Flank, IC: 1d20 + 9 - 1 + 1 + 2 + 1 ⇒ (14) + 9 - 1 + 1 + 2 + 1 = 26 S/P PA, GMF: 1d6 + 1 + 2 + 1 ⇒ (1) + 1 + 2 + 1 = 5
talon PA, GMF, Flank, IC: 1d20 + 9 - 1 + 1 + 2 + 1 ⇒ (15) + 9 - 1 + 1 + 2 + 1 = 27 S/P PA, GMF: 1d6 + 1 + 2 + 1 ⇒ (5) + 1 + 2 + 1 = 9
bite PA, GMF, Flank, IC: 1d20 + 8 - 1 + 2 + 1 + 2 + 1 ⇒ (14) + 8 - 1 + 2 + 1 + 2 + 1 = 27 S/P/B PA, GMF: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5


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The stat blocks for the monster are different in the bestiary and the scenario. It was in your favor though, so we'll keep going.

Two dinosaurs bite and shred into the beast holding LT. Near death, it seems to correct its defenses and hitpoints, but it may not be enough. One decent blow could finish it off now.

57 + 11 + 12 + 5 + 9 + 5 = 99 damage so far.

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Where did it drop Tere?


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Tere is dropped in the water, just north of everyone else.

Sorry, had to double check my math and undid a lot of slide movement when I checked its stats.

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Round 1 standard action (not knowing that it's going to drop him...incidentally, can it make an AoO with the same limb it's already using to grapple someone?):

Held firmly, Tere attempts to slip free of the monster's grasp.

Escape Artist check: 1d20 + 9 ⇒ (5) + 9 = 14

Once it drops him, though, he treads water and tries to cut it.

Swim check: 1d20 + 7 ⇒ (16) + 7 = 23

Curve blade attack, including inspiration and flank: 1d20 + 9 + 1 + 2 ⇒ (6) + 9 + 1 + 2 = 18

Liberty's Edge

Resources:
Rage rounds left 15/22
HP46/77, AC 15/T 9/F 14, Init +1, Perc +9/darkvision, Fort +10, Ref +4, Will +6, CMB +14/22, Speed 40
Active:
raging, power attack, flanking

Just curious if the monster has a special ability that allows it to take an AoO while grappling? It was grappling Tere while attempting to attack me which is usually not allowed.

Drop my now useless 2-handed weapon.
Reverse Grapple CMB: 1d20 + 14 ⇒ (19) + 14 = 33
Maybe that worked and his AC is lower now, not sure how much dex he has to begin with.

"I got him guys, now tear him apart."

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Kavor Doan moves up, axe in hand, and takes a swing at the beast. The runes on his axe glow as his arcane power flows into it.
Attack, IC, PA: 1d20 + 9 + 1 - 1 ⇒ (14) + 9 + 1 - 1 = 23
Damage, IC, PA: 1d10 + 8 + 1 + 3 ⇒ (1) + 8 + 1 + 3 = 13


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Yes, the monster has the ability to not be considered Grappled while Grappling someone and it can use its other claws to attack.

LT is in the monster's grip, but he manages to hold the thing in place. Kavor chose to stick a magical guise during this, but now he's switches to the attack. With LT in control of the grapple, the monster can't do much but watch the axe sink into its hide. Its death cry sounds like a human man wailing, then silence.

Combat Over. Tere took 8 damage, LT took 23.

Silver Crusade

Spells -/4/2 | Fervor 5/5 | Blessings 5/5 | Sacred Weapon 4/4 | Inspired | GM Reroll +1 | HP 28/28 | AC 17 (T 13 FF 14) | Init +1 | Perception +1 | Saves 6/4/8 | CMD 16 | 4 Warpriest of Erastil | Human (Varundi) Male

You search the ruins and find the archer who aided you. His body is covered with claw marks, and he is busy untying the gag around him. His moans sounds just like the creature's noises. He must have just escaped.

"Thank you for saving us." Now able to speak, he coughs. "Have you seen my daughter around here? We got separated on the way here, she said she was going to chase some glowing balls of light. I heard her crying a few minutes later and when I tried to follow her that... thing ambushed us." He looks to the other two Pathfinders, unconscious. "If you hadn't interrupted it, I fear for the worst."


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You return to Medda with another group of Pathfinders. "Good work. You and the other Pathfinders have found everyone. The medics are taking care of anyone wounded or poisoned. And we are planning burial rites for the fallen, so this forest does not curse them."

"We are preparing to attack the heart of the blight, but it will take a little more time. You are free to rest."

We have the Test of Speed remaining, or you can relax until March 24th. Tell me what you want to do.

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

The dwarf cleans off his axe. "Ah, now that's proper wizarding. 'But Kavor Doan, you have to learn the Telekinetic Fist technique, it is a very useful magical skill.' Bah!"

"I would prefer to rest."
The Test of Speed does not sound like something Kavor Doan would be any good at.

The Concordance

Male NG Human (Bonuwat Mwangi) Druid 7 | HP: 59/59 | AC:21 (12 tch, 19 Fl) | CMB: +9 CMD: 21 | F: +8, R: +5, W: +9 (+4 vs fey and plant-targeted effects) | Init: +1 | Perc: +11 SM: +3 | Speed 30 | Wildshape 3/3 | Shirt Reroll: 1/1, Coin 1/1 | Active conditions: GMF 14h, Longstrider 14h

Resting is fine... LT will love that!

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Tere emerges from the weed-covered water and approaches Alaric as h draws a wand. "Could you?"

CLW from wand: 1d8 + 1 ⇒ (6) + 1 = 7

Liberty's Edge

Resources:
Rage rounds left 15/22
HP46/77, AC 15/T 9/F 14, Init +1, Perc +9/darkvision, Fort +10, Ref +4, Will +6, CMB +14/22, Speed 40
Active:
raging, power attack, flanking

I'm actually down 32. There was an additional 9 from its surprise attack on me.
I hand my wand to one of the nice people to use on me please and thank you. Recovering from fatigue while being healed.

Wand of Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2 (used 27/50 charges)
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5 (used 28/50 charges)
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3 (used 29/50 charges)
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9 (used 30/50 charges)
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4 (used 31/50 charges)
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7 (used 32/50 charges)

"Did I hear it was nap time? Every warrior deserves a little nap time after a glorious battle. That was a particularly good one. Did you all see how I grabbed him by the tail and held on while Kavor delivered the killing blow. Oh yes, that was one to remember for the camp fire stories."

I'm more than happy to try the speed thing and most likely fail miserably, but that would be more fun than waiting around for three real life days until something else happens. But really it doesn't matter to me, I'm fine either way.

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

The dwarf gets up. "Oh, okay, let's find that Grimpfkin and do his other test."


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You decide to enter the forest again and see if you can find Grimpfkin. It isn't too hard, as you soon smell some kind of smoked herb and lots of giggling from a nearby grove.

"Oh jeez, right before it was really gonna get fun. Get out of here. We'll talk later, promise!" Grimpfkin emerges from the opposite direction of someone else and laughs. "Man, you guys have great timing." He coughs and you smell the burnt herbs. "Lemme guess: You want to try my test of speed. You got it."

Grimpfkin nods approvingly, hops atop a mossy rock, and flings the contents of his mug into the air. Before it reaches the ground, the fizzing ale transforms into a bird and takes flight off into the woods, leaving a faintly sparkling trail.

He looks on with surprised approval before clapping his hands at you and exclaiming, “What are you waiting for? Catch it, and the prize is yours. Just, ah, no flying or teleporting—it’s a challenge, remember?” He laughs for a bit before turning deadly serious. "Because I'll know if you're cheating." Back to his happy self. "Alright then. Have fun!"

You have to make 4 skill checks as you follow the bird. You may use attacks and skill checks, spells, whatever as long as it’s appropriate. You may also make it easier for others to pass. Under each obstacle I’ve listed the most likely strategies you would use.

Ravine
The glittering trail leads across a wide ravine that cuts through the forest. The ravine has several old logs set across it, and a slowly flowing creek runs along the bottom.

DC is 20.

  • balancing carefully or jumping (Acrobatics),
  • identifying which log is the most stable (Knowledge [nature] or Survival),
  • anchoring a grappling hook in a distant tree (ranged attack),
  • sliding down the slope to swim across the creek (Swim).

    Cliffside
    The trail ends at a tall cliff that splits the forest, and the glittering trail leads up the rock face. Several thick vines descend from above, but each vine bears several long thorns.

    DC is 20.

  • ascending the cliff (Climb)
  • carefully checking the vines to only grab where there aren’t thorns (Perception).

    Overgrown Maze
    The trail zigzags through a large thicket that winds about like a primal hedge maze. Some of the plants seem to move on their own, reaching towards warmth.

    DC is 24.

  • avoiding the plants most likely to entangle you (Knowledge [nature])
  • finding the shortest path through the area (Survival)
  • using weapons to hack through the tangle (melee attack)

    Ruins
    A ruined two-story building rises out of the forest, hugged by dense, thorny thickets on both sides. The front wall, ceiling, and floors have long since collapsed. Several support columns rise from the cellar, and the remains of a staircase up to the second floor look far too weak to support weight. The back door leads to clearer terrain, where the trail continues.

    DC is 24.

  • identifying the most stable columns to use as stepping stones (Acrobatics or Knowledge [engineering])
  • pushing over a column to serve as an improvised ramp or bridge (DC 18 Strength)
  • climbing the inside walls toward the back door (Climb)

    Give me some rolls. You get 1 roll per obstacle, so make it count.

  • Liberty's Edge

    Resources:
    Rage rounds left 15/22
    HP46/77, AC 15/T 9/F 14, Init +1, Perc +9/darkvision, Fort +10, Ref +4, Will +6, CMB +14/22, Speed 40
    Active:
    raging, power attack, flanking

    Ravine Acrobatic (jump): 1d20 + 7 + 4 ⇒ (7) + 7 + 4 = 18 vs DC20 fail
    Cliffside Climb: 1d20 + 10 ⇒ (4) + 10 = 14 vs DC20 fail
    Overgrown Maze Melee attack: 1d20 + 12 ⇒ (11) + 12 = 23 vs DC24 fail "stupid plants always tripping me up."
    Ruins Strength: 1d20 + 5 ⇒ (19) + 5 = 24 vs DC18 pass

    "This is so hard, where did that crazy bird fly off to. A better speed test would have been to see how fast we could fill that bird with arrows and saved us all a lot of time running through the woods. Now after all that exercise, I really need a nap."

    Grand Lodge

    Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

    Since it says use appropriate skills just going to toss one out there and see where it lands

    Ravine:
    In an attempt to get the bird to slow down Thran performs a - what he hopes is an interesting mating call
    Perform (oratory) as bird whistling: 1d20 + 10 ⇒ (13) + 10 = 23
    If not appropriate any of the other suggested skills is a about +1 instead of a +10

    Cliffside:
    Thran tries to make it up the cliff
    climb: 1d2 + 8 ⇒ (1) + 8 = 9

    Overgrown Maze;
    Thran tries to cut his way through
    Melee attack: 1d20 + 7 ⇒ (4) + 7 = 11

    Ruins;
    Thran tries to climb the inside walls towards the back door
    Climb: 1d20 + 8 ⇒ (20) + 8 = 28

    Grand Lodge

    Male Half-Elf Druid 7 (HP 59/59) (AC 26/11/25) (CMD 20) (Fort +6, Ref +3, Will +8) (Init +3) (Perception +18)

    Before getting started, Radgast casts Guidance.

    Ravine:

    Survival, Guidance: 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 20.

    At the Ravine, Radagast tentatively tests the logs, just (barely) finding some that are relatively stable.

    Cliffside:

    Perception: 1d20 + 17 ⇒ (13) + 17 = 30.

    At the Cliffside, he easily identifies which vines don't have thorns.

    Overgrown Maze:

    Survival: 1d20 + 14 ⇒ (20) + 14 = 34.

    Likewise, maneuvering through the Maze proves to be child's play.

    Ruins:

    Strength: 1d20 + 6 ⇒ (13) + 6 = 19.

    Finally, in the Ruins, with a snarl, Radagast topples a column to make an improvised ramp.

    The Exchange

    M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

    Since he is without his armor, Kavor Doan might actually be okay at swimming and climbing. Although not great. He gives chase to the bird.

    The dwarf casts True Strike and anchors his grappling hook in a distant tree: Ranged Attack DC 20: 1d20 + 5 + 20 ⇒ (2) + 5 + 20 = 27

    Then at the cliff, he does his best to climb, but comes up a bit short: Climb DC 20: 1d20 + 7 ⇒ (10) + 7 = 17

    In the bramble maze, he relies on his axe to hack a path through without any trouble: Attack DC 24: 1d20 + 9 ⇒ (20) + 9 = 29

    Finally, in the ruins, he tries to push over a column to serve as a bridge. Had he focused his mind on Strength rather than Dexterity today he'd have been able to do it: Strength DC 18: 1d20 + 3 ⇒ (14) + 3 = 17

    Spells:

    Detect Magic, Read Magic, Mage Hand, Disrupt Undead, True Strike, Feather Fall, Burning Hands, Magic Missile (2), See Invisibility, Resist Energy, Bull's Strength, Command Undead, Haste (2), Dispel Magic

    Liberty's Edge

    Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

    Tere leaps from log to log across the ravine, easily keeping his balance.

    DC 20 Acrobatics check: 1d20 + 12 ⇒ (12) + 12 = 24

    The thorny vines present a rather greater challenge to the elf, though.

    DC 20 Perception check: 1d20 + 11 ⇒ (2) + 11 = 13

    Scratched and bleeding, he's unable to hack his way past the overgrown maze, slowing him down still more.

    Curve blade attack: 1d20 + 9 ⇒ (10) + 9 = 19

    He ends up falling repeatedly while trying to get through the ruins.

    DC 24 Acrobatics check: 1d20 + 12 ⇒ (3) + 12 = 15

    Not exactly covering myself in glory, here.

    The Concordance

    Male NG Human (Bonuwat Mwangi) Druid 7 | HP: 59/59 | AC:21 (12 tch, 19 Fl) | CMB: +9 CMD: 21 | F: +8, R: +5, W: +9 (+4 vs fey and plant-targeted effects) | Init: +1 | Perc: +11 SM: +3 | Speed 30 | Wildshape 3/3 | Shirt Reroll: 1/1, Coin 1/1 | Active conditions: GMF 14h, Longstrider 14h

    Ravine
    kn:nature: 1d20 + 11 ⇒ (2) + 11 = 13
    Alaric is paying more attention to Shredder romping around than his is picking out the fastest route.

    Cliffside
    perception: 1d20 + 10 ⇒ (2) + 10 = 12
    Alaric manages to grab all the wrong places, and has to spend time pulling thorns out.

    Overgrown Maze
    survival: 1d20 + 12 ⇒ (13) + 12 = 25
    Finally Alaric makes progress! He easily navigates the maze.

    Ruins
    STR: 1d20 + 5 ⇒ (13) + 5 = 18
    The deinonychus shoves his way into the wall, pushing it over.


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    You all have no problem with the logs.
    "Those things are slippery, trust me." Grimpfkin subconsciously rubs his behind as you pass.

    The cliffside slows you down significantly.
    "You'd better hurry up, that bird isn't gonna wait." Grimpfkin is walking up the cliff alongside you.

    Most of you get through the maze.
    "AMAZING work. Keep it up!"

    You either get through the ruins or you demolish your way through.
    "Imagine you did that to the maze. That's my usual plan. Anyway, I'll see you at the finish line."

    ”Wow, you got here so fast!” Grimpfkin congratulates you. ”Well, drink up.”

    He uses his magic to shape part of the stump into a set of mugs, and he knocks his own mug against the stump, the bird splits into equal parts, turning back into ale that fills each mug. He toasts to you and invite you to drink.

    By drinking the ale, you gain the Charm of Luck.
    Charm of Luck: Once during the encounter against the heart of the blight, a PC can choose to reroll a d20 after seeing the result but before learning the outcome. The PC must keep the new result.
    I guess you have the Charm and the Greater Charm from the other test.

    "This is the most fun I've had in a while. I hope you had fun!" Grimpfkin drinks some more. "But it's time for me to go. The queen of this forest got mad at me a few weeks ago she can't take a joke so I was on my way out when all of you Pathfinders showed up. Good luck on... uh, whatever you're doing." With that Grimpfkin waves you goodbye before disappearing into a tree.

    "Waiting is the most boring part, am I right?"
    We're out of stuff to do. March 24 is the next event.

    Grand Lodge

    Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

    **OVERSEER ANNOUNCEMENT**

    It is difficult to tell how much time has passed through the smothering canopy as Medda addresses the regrouped Pathfinder and Twinhorn forces. “The ancient battlefield is just beyond those trees. There, Ivvora and her comrades scattered an undead army, but the necromantic taint never left this land. Instead, the plants and animals have gradually absorbed the evil, encouraged by someone calling herself Mother Bloodleaf.

    “We must strike as one, simultaneously attacking the corruption’s heart as well as the seedpods spread out around the swamp. Their destruction will unleash harmful energies, so we of the Twinhorn following shall head toward the center to ritually disperse that energy to keep it from festering anew! Each team should follow its Twinhorn mystic to an intended target, and from there, three blasts of a horn shall signal our attack. May Vildeis bless us as she did Ivvora before us!”
    Medda, the Twinhorns, and the Pathfinders spread out and make their way through the woods to their striking positions. When all are in position, three blasts of a war-horn echo across the heavily forested battleground. As the Pathfinders rush toward their targets, startled figures with purple glowing eyes hurry toward the seedpods and the enormous dark flower at the heart of the swamp. A shriek carries over the battleground. “What treachery is this? My minions have fallen without so much as warning me? No matter, I shall rip out any trespassers’ souls and feed them to the blight!”

    Table GMs, the Unaware Guardians condition is now in effect, in addition to the Helpful Spirits condition. The way to area Q is now open. Please move to that encounter area quickly.

    Grand Lodge

    Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

    Thran get's up from the rock he sat down on to gather his breath

    "Rests over guys, seems we need to get a move one once more"


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    The ancient battleground has turned into a fetid swamp that fills the air with the scent of death and decay. Rusted weapons jut out from the patches of solid land. Here and there, skeletal remains and grimacing skulls clad in ruined iron peek out from the glowing mire. A seedpod pulsing with purplish energy grows on an islet across the swamp.

    Several creatures hiss as you approach the seedpod. All of them have faint glowing purple eyes and flowers growing from their flesh.

    The water glows a dim purple, providing dim light throughout the area. It counts as a shallow bog and costs 2 squares of movement.

    The tree near the center requires either a DC 20 Climb or DC 24 Escape Artist check to pass.

    The tree near the seedpod requires either a DC 24 Acrobatics check to cross it. If you fail by 5 or more, you fall into the water.

    Make a Fort Save each time you enter the water or start your turn in the water.

    Liberty's Edge

    Resources:
    Rage rounds left 15/22
    HP46/77, AC 15/T 9/F 14, Init +1, Perc +9/darkvision, Fort +10, Ref +4, Will +6, CMB +14/22, Speed 40
    Active:
    raging, power attack, flanking

    "Nap time is over already, I never get enough rest when I'm out here on missions."


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    The spirit guardians come to greet you as you approach the blight. "We have created some portals for you that could get you close to the seedpod. Simply step through this tree and you'll reappear in the other tree."

    You may warp from one orange zone to another using your move. If you make a DC 24 Knowledge(Nature) or Spellcraft check, you can place the other orange zone up to 120 feet from this one.

    The spirits fly ahead and harry the enemy. Two boars and a pile of plants shuffle along, led by a goblin covered in mud. The spirits encircle the quarry, trying to slow them down.

    Green Boar: 1d20 + 4 ⇒ (5) + 4 = 9
    Yellow Boar: 1d20 + 4 ⇒ (20) + 4 = 24
    Goblin: 1d20 + 6 ⇒ (14) + 6 = 20
    Plant: 1d20 + 5 ⇒ (8) + 5 = 13

    The Goblin and the Yellow-tinted boar ignore the distraction, but the others are staggered.
    More to post, after lunch.

    The Concordance

    Male NG Human (Bonuwat Mwangi) Druid 7 | HP: 59/59 | AC:21 (12 tch, 19 Fl) | CMB: +9 CMD: 21 | F: +8, R: +5, W: +9 (+4 vs fey and plant-targeted effects) | Init: +1 | Perc: +11 SM: +3 | Speed 30 | Wildshape 3/3 | Shirt Reroll: 1/1, Coin 1/1 | Active conditions: GMF 14h, Longstrider 14h

    nature: 1d20 + 11 ⇒ (3) + 11 = 14 Nope!


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    Grimpfkin's charms wash over you as you prepare to attack the seedpod.
    You have a Charm of Luck and a Greater Charm of Luck active.

    Charm of Luck:
    Charm of Luck: Once during the encounter, you can choose to reroll a d20 after seeing the result but before learning the outcome. You must keep the new result.

    Greater Charm of Luck: This functions as the Charm of Luck, but the PC can roll twice when rerolling the d20 and take the higher result.

    You try to identify the creatures guarding the seedpod.

    Boars: K Nature DC 14:
    These dire boars are corrupted by the blight and will fight to the death to protect it. They are ferocious and will fight on even when they should fall unconscious.

    Plant: K Nature DC 16:
    This is a Shambling Mound. Besides its plant traits, the mound can grab and constrict its foes.

    Goblin: K Local DC 11:
    It's a goblin, alright. It must have some kind of magical prowess to become the leader of the squad.

    You can ask additional questions for each 5 you beat the DC.

    The seedpod is a 5-foot-diameter hardened husk surrounding a large kernel that pulses with purple light. You know it will require some force to break it open.

    Seedpod: K Nature DC 20:
    Once you destroy the pod, it will burst and expel a wave of negative energy within a 15 foot radius.

    Initiative:

    Kavor: 1d20 + 2 ⇒ (11) + 2 = 13
    Tere: 1d20 + 4 ⇒ (6) + 4 = 10
    Alaric: 1d20 + 1 ⇒ (15) + 1 = 16
    Shredder: 1d20 + 4 ⇒ (8) + 4 = 12
    LT: 1d20 + 1 ⇒ (15) + 1 = 16
    Radagast: 1d20 + 3 ⇒ (8) + 3 = 11
    Thran: 1d20 + 2 ⇒ (4) + 2 = 6
    Enemy: 1d20 + 3 ⇒ (7) + 3 = 10


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    Round 1
    LT
    Alaric
    Kavor
    Shredder
    Radagast
    Tere
    Thran
    Goblin
    Yellow Boar
    Green Boar (Staggered)
    Plant (Staggered)

    Combat Map

    I'll summarize your buffs on top of the page, underneath the slides.

    The Exchange

    M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

    Knowledge Nature on Boars: 1d20 + 7 ⇒ (7) + 7 = 14
    Knowledge Nature on Plant: 1d20 + 7 ⇒ (6) + 7 = 13
    Knowledge Local on Goblin: 1d20 + 7 ⇒ (12) + 7 = 19
    Knowledge Nature on Seedpod: 1d20 + 7 ⇒ (8) + 7 = 15

    Kavor Doan is not particularly studious, but he can recognize a blight-corrupted Dire Boar and a goblin that is probably a caster of some sort.

    Assessing the scene, he tries to use his arcane prowess to shift the teleportation landing zone to be on the island with the seedpod.
    Spellcraft DC 24: 1d20 + 9 ⇒ (15) + 9 = 24

    What sort of an action is that? Do I take a penalty on the roll for having Conjuration as an opposed school?

    Liberty's Edge

    Resources:
    Rage rounds left 15/22
    HP46/77, AC 15/T 9/F 14, Init +1, Perc +9/darkvision, Fort +10, Ref +4, Will +6, CMB +14/22, Speed 40
    Active:
    raging, power attack, flanking

    Not liking the looks of those boars, I move over to them to confront them.

    attack details:
    Using +1 Adamantine Greatsword (19-20/x2), Power Attack, Rage

    melee: 1d20 + 12 ⇒ (12) + 12 = 24 damage: 2d6 + 17 ⇒ (6, 6) + 17 = 29

    Grand Lodge

    Male Half-Elf Druid 7 (HP 59/59) (AC 26/11/25) (CMD 20) (Fort +6, Ref +3, Will +8) (Init +3) (Perception +18)

    With a snarl, Radagast moves up to support LT.

    Talon: 1d20 + 8 ⇒ (17) + 8 = 25, for 1d8 + 10 ⇒ (4) + 10 = 14 damage.

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