GM Itzi's Ire of the Storm (Inactive)

Game Master Itzi

Current Date: Gozran 17th, 4718 AR

Maps/Images on Google slides.

Goals and Notes

Loot Sheet


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GM Die Rolls:

Wisdom: 1d20 + 0 ⇒ (8) + 0 = 8

Rory looks over the writing at the bottom of the statue, but other than determining that it's Kelish, he's at a loss.


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield
GM Itzi wrote:

** spoiler omitted **

Rory looks over the writing at the bottom of the statue, but other than determining that it's Kelish, he's at a loss.

”I recognize the writing as Kellish, but I can’t understand it. By Irori, I wish Pai were here.”

To Tygrah he says, ”Do you think there might be a recent trail from here to the hidden temple, or do you expect all the rain will have washed it away?”


Other than the snippet of information in the journal here about the exiles 'heading south' you have no other clues regarding where the lost temple may be. Tygrah spends some time searching through the undergrowth, but no trails can be found.

You're going to need more information to locate the temple.

You should be able to make it back to the Song'o village before nightfall. Where would you like to go from there?


Female CN Half-orc Ranger 5 | HP: 16/49 | AC: 21* (15* Tch, 16 Fl) | CMB: +10, CMD: 24* | F: +8, R: +10*, W: +4 | Init: +4* | Perc: +9, SM: +1 | Speed 40 ft* | Active conditions: Cat's Grace, Longstrider | Appearance

Earlier:

Tygrah runs her hands along the axe's haft and gasps. "Oh, yes! I can feel it. A mighty weapon indeed. Perfect for my mighty husband."

She eyes the smith and inclines her head. "You are a lecherous cad, but I accept your terms. A single kiss. But if my husband finds out, he will separate your head from your shoulders. Are you willing to take that risk?"

***

Now:

Tygrah searches the area for tracks!

Survival: 1d20 + 8 ⇒ (9) + 8 = 17


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield
GM Itzi wrote:

Other than the snippet of information in the journal here about the exiles 'heading south' you have no other clues regarding where the lost temple may be. Tygrah spends some time searching through the undergrowth, but no trails can be found.

You're going to need more information to locate the temple.

You should be able to make it back to the Song'o village before nightfall. Where would you like to go from there?

Maybe the ambush site if we head back to the Song’o village. Or we could push on from here (ruined village) to check out the tar pits, but we would likely get there very late in the day (or early the next morning)... Since we are already close, Rory would be good with the tar pits.

Also, Rory will copy down the Kellish writing stroke for stoke in his journal book in case we can find someone later who can translate it.


Earlier ...

Vethorn steps back from the ranger. "You wound me, Beautiful Tygrah. I do not know this word ... 'lecherous' but it is clear you mean it as an insult. I simply wished a kiss from the first hint of beauty I have seen in this accursed place in a long time. I have no fear of your husband, but if you do not wish to kiss me then just say so." He picks up the cloth from the counter and moves past the half-orc to the work area.

"The axe is two thousand gold either way. If you wish it, leave the money on the counter," he calls over his shoulder as he passes through the curtain leading out to the workshop. A moment later, the sound of a hammer striking metal begins.


Female CN Half-orc Ranger 5 | HP: 16/49 | AC: 21* (15* Tch, 16 Fl) | CMB: +10, CMD: 24* | F: +8, R: +10*, W: +4 | Init: +4* | Perc: +9, SM: +1 | Speed 40 ft* | Active conditions: Cat's Grace, Longstrider | Appearance

Tygrah hesitates a moment before following Vethorn. "No insult was meant. I was attempting something called 'playful banter.' I have heard of it before but we have little reason to make use of it in the jungles I called home. You may have your kiss, smith, and your coin."

The ranger leans in and plants a wet smooch on his cheek.


The half-elf turns to Tygrah. "I hope your husband realizes how fortunate he is. And if he ever fails to meet your expectations, know that I am a man that would truly appreciate you."


Female CN Half-orc Ranger 5 | HP: 16/49 | AC: 21* (15* Tch, 16 Fl) | CMB: +10, CMD: 24* | F: +8, R: +10*, W: +4 | Init: +4* | Perc: +9, SM: +1 | Speed 40 ft* | Active conditions: Cat's Grace, Longstrider | Appearance

Tygrah grins, "He does. I misjudged you, smith. You are more honorable than I gave you credit for. I hope you will find what you are looking for one day."

She puts her hand on his shoulder for a moment, then takes the axe out to show Ashlion.

Grand Lodge

RETIRED: Saved the Isle of Kortos and now busy creating a very large family with his wives.

Who takes it with an approving grunt.

"YOU JUDGE WEAPONS PERFECTLY DEAR WIFE!" He says, hefting the axe a few times with a wide grin. "I AM LUCKY TO HAVE YOU! WOULD YOU LIKE THE MAGIC BOW WE FOUND?"


Female CN Half-orc Ranger 5 | HP: 16/49 | AC: 21* (15* Tch, 16 Fl) | CMB: +10, CMD: 24* | F: +8, R: +10*, W: +4 | Init: +4* | Perc: +9, SM: +1 | Speed 40 ft* | Active conditions: Cat's Grace, Longstrider | Appearance

"Of course, husband! Our enemies will quake in the face of our enchanted arms, and our mighty thews!"


After some discussion, it's decided that the Tar Pits will be your next exploration site. Tizgah indicates that it will take most of a day to reach that location and since it's currently mid-afternoon, you decide to rest here for the night.

7th of Gozran, 4718 ar

The night passes without event other than the now ever-present rain. Sheltering in one of the ruined huts kept you mostly dry, but the moist air itself can't be kept at bay.

In the rising light, Bavick takes a magical look at the inscription under the statue.

"The Wind and the Wave gave us the Eye that we might see, and we journey here so that two Eyes may gaze upon creation. Founded 4621 ar."

Gathering your things in the wet heat of the dawn, you utilize the rafts to move a little farther upstream and then pull them up on land and challenge the greenery to make your way north east. After most of a day's worth of travel, you smell the tar pits before you see them. The acrid scent begins lightly, partially masked by the rain, but as you get closer it eventually becomes almost overpowering.

Pressing through a last bit of green, the expanse opens up before you. Mounds of enormous bones litter the ground surrounding this bubbling tar seep. Tizgah explains that the dinosaurs of the delta have long used this area as a graveyard, journeying to the area as they grow old or sick. Many scavengers dwell near or visit the macabre piles. Patches of black tar fill the area.

The tar pools count as difficult terrain, and any creature that enters a tar-filled square must succeed at a DC 14 Reflex save or become entangled. An entangled creature can escape the tar with a successful Strength or Escape Artist check. The DC for a Small or Medium creature to escape is 13; the DC increases by 2 for every size category larger than Medium an entangled creature is.

Battered by relentless winds and drizzle, a campfire burns sullenly under the cover of immense rib bones the size of small trees. A handful of javelins are piled beside the fire. Three lizardfolk around the pitiful fire snarl as they grab their weapons. What appears to be a large pet lizard also looks up, its tongue slipping out to taste your scent.

They haven't attacked yet, but it looks like they will at any moment. You can make a single attempt at Diplomacy if you'd like, but they're currently hostile.

Map is up!


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield

Rory will look to Ashlion and Tygrah, saying quietly, ”You are welcome to intimidate them if you like, especially if you think they may know the way to the temple.”.

Once the tar pits came within “smell” Rory would have activated his Ki Armor (mage armor). He has his Nuchukau out and ready now in case combat breaks out.


Male Human Cleric of Gozreh 3 | HP: 27/27 | AC: 16 (FF: 16; Touch: 10) | Fort: +5, Ref +1, Will +8 | Init +0 | CMB: +2 | CMD: 14 | Perception +3 Sense Motive +7 | Channels used: 0/4

Knowledge (religion) on the amulet: 1d20 + 5 ⇒ (14) + 5 = 19

Yolar grips his trident tighter...he looks at the others to see what they do...


Female CN Half-orc Ranger 5 | HP: 16/49 | AC: 21* (15* Tch, 16 Fl) | CMB: +10, CMD: 24* | F: +8, R: +10*, W: +4 | Init: +4* | Perc: +9, SM: +1 | Speed 40 ft* | Active conditions: Cat's Grace, Longstrider | Appearance

"The only good lizard is a dead lizard," Tygrah growls, grip tightening on her blades. It doesn't seem like she wants to negotiate.


Yolar, it's a silver holy symbol shaped like a notched shark’s fin. You recognize the symbol as that of Kelizandri, the evil Elemental Lord of Water.

Negotiations by blade-edge it is!

Initiatives:

Ashlion: 1d20 + 1 ⇒ (20) + 1 = 21
Bavick: 1d20 + 4 ⇒ (20) + 4 = 24
Rory: 1d20 + 2 ⇒ (12) + 2 = 14
Tygrah: 1d20 + 2 ⇒ (8) + 2 = 10
Yolar: 1d20 + 0 ⇒ (20) + 0 = 20
lizardfolk: 1d20 + 0 ⇒ (10) + 0 = 10
monitor lizard: 1d20 + 2 ⇒ (10) + 2 = 12

And everyone can be thankful that I'm getting all my 20's out of the way now. :)

Round One

Everyone except Tygrah is up!


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield

Rory performs a quick Kata with his Nunchukau, changing his grip to touch the Protection from Evil wand. Lightly touching Ashlion’s shoulder, he says, ”Irori protect you.”

Protection from Evil on Ashlion:

This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.

He then follows along in the wake of Ashlion’s impending charge (moving diagonally to the northwest a few squares, but not getting in the way of any charge lanes)...


M Halfling Rog 4/Ran1 | AC 23 T 18 (inc. 22) FF 23 CMD 20 | HP 34/34 | F+5 R+13 W+4, +2 vs fear, Evasion | Mv 20' | Init +6 | Per +12 (+14 traps) | Active: Mage Armor, Cat's Grace

Bavick moves, drawing his bow, and takes a shot at the nearest lizardfolk (Red is 30' away, so within Sneak Attack range).
Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Damage, SA: 1d4 + 2d6 ⇒ (2) + (3, 2) = 7


Male Human Cleric of Gozreh 3 | HP: 27/27 | AC: 16 (FF: 16; Touch: 10) | Fort: +5, Ref +1, Will +8 | Init +0 | CMB: +2 | CMD: 14 | Perception +3 Sense Motive +7 | Channels used: 0/4

Yolar grasps his holy symbol and speaks a prayer to Gozreh...

Cast bless on the party.

Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

Grand Lodge

RETIRED: Saved the Isle of Kortos and now busy creating a very large family with his wives.

Ashlion, never one to disappoint, charges!

Charge, Rage, PA, Bless: 1d20 + 8 + 2 - 1 + 1 + 2 ⇒ (13) + 8 + 2 - 1 + 1 + 2 = 25 Damage: 1d12 + 7 + 3 + 3 ⇒ (3) + 7 + 3 + 3 = 16


GM's Die Rolls:

Monitor Lizard Bite vs Ashlion: 1d20 + 5 ⇒ (1) + 5 = 6

The moment stretches out with tension and the moment is broken with the twang of a bowstring as Bavick takes the opportunity to sink a fletched shaft into the chest of one of the lizardfolk.

Its cry of pain is overcome by Ashlion's battlecry as he charges the injured figure and cuts him down with his shiny new axe.

Yolar's blessing offers counterpoint to Rory's spell of protection.

The large lizard hisses aggressively and waddles forward to snap its jaws in the air in front of the half-orc barbarian.

Tygrah is up!


Female CN Half-orc Ranger 5 | HP: 16/49 | AC: 21* (15* Tch, 16 Fl) | CMB: +10, CMD: 24* | F: +8, R: +10*, W: +4 | Init: +4* | Perc: +9, SM: +1 | Speed 40 ft* | Active conditions: Cat's Grace, Longstrider | Appearance

Tygrah charges the closest lizardfolk!

Terbutje, Charge, PA, FE, Bless: 1d20 + 10 ⇒ (7) + 10 = 17
Damage, PA, FE: 1d8 + 8 ⇒ (1) + 8 = 9


Tygrah slices into one of the remaining enemies causing him to stagger back, blood gushing from the wound. The lizardfolk consider their fallen comrade and their current state and turn to flee heading towards a bridge constructed of bone on the far side of the hillock.

withdraw action

Round 2

Everyone but Tygrah is up!


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield

Rory moves quickly over to Tygrah, his nunchukau still out, and reaches out to touch her, saying, "Shoot straight, great warrior."

Cat's Grace on Tygrah:

The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.


Male Human Cleric of Gozreh 3 | HP: 27/27 | AC: 16 (FF: 16; Touch: 10) | Fort: +5, Ref +1, Will +8 | Init +0 | CMB: +2 | CMD: 14 | Perception +3 Sense Motive +7 | Channels used: 0/4

Yolar moves up behind Ashilon and touches his shoulder.

Cast guidance on Ashilon


M Halfling Rog 4/Ran1 | AC 23 T 18 (inc. 22) FF 23 CMD 20 | HP 34/34 | F+5 R+13 W+4, +2 vs fear, Evasion | Mv 20' | Init +6 | Per +12 (+14 traps) | Active: Mage Armor, Cat's Grace

"A trap, d'ya think?"
Bavick hesitates, unsure whether or not to follow the lizardfolk.
Delay.


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield

Rory gives a quick shrug at Bavick’s question, saying, ”or maybe sentries.”

Grand Lodge

RETIRED: Saved the Isle of Kortos and now busy creating a very large family with his wives.

Ashlion, on the other hand, has no hesitations and charges after the lizardmen once again!

Charge: 1d20 + 8 + 2 + 2 + 1 - 1 ⇒ (18) + 8 + 2 + 2 + 1 - 1 = 30 Damage: 1d12 + 13 ⇒ (11) + 13 = 24


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield
Ashlion of Vudra wrote:

Ashlion, on the other hand, has no hesitations and charges after the lizardmen once again!

[dice=Charge]d20+8+2+2+1-1 [dice=Damage]d12+13

Ashlion, by my count you are 70' away from the closest lizardman, and you also have their pet lizard right up next to you...


Rory is correct, Ashlion. You can run towards them, but you'll be out of range to do anything other than continue to follow them. You'll also generate an AoO from the pet monitor lizard.

Grand Lodge

RETIRED: Saved the Isle of Kortos and now busy creating a very large family with his wives.

Smash the lizard then. -2 on the attack result. Then pursue if I kill it. :)


Yolar and Rory each enact their own individual enchantments while Ashlion removes the head from the vicious venomous lizard in a single blow before charging forward towards the fleeing lizardfolk.

I moved Ashlion 30' towards the enemy. Tygrah is up!


Female CN Half-orc Ranger 5 | HP: 16/49 | AC: 21* (15* Tch, 16 Fl) | CMB: +10, CMD: 24* | F: +8, R: +10*, W: +4 | Init: +4* | Perc: +9, SM: +1 | Speed 40 ft* | Active conditions: Cat's Grace, Longstrider | Appearance

"Ooh! I feel all limber!" Tygrah exclaims as Rory increases her agility. She drops her blades as she bounds forward, drawing her bow. She fires at the nearest lizardfolk!

Longbow, Bless, CG, FE: 1d20 + 11 ⇒ (10) + 11 = 21
Damage, FE: 1d8 + 4 ⇒ (3) + 4 = 7


The closer of the two fleeing figures (the injured one) is cut down with a arrow in the back from the agile ranger. The single remaining figure makes its way across the bone bridge.

GM Die Rolls:

Tygrah's Perception: 1d20 + 7 ⇒ (9) + 7 = 16

Tygrah:

As the figure was crossing the bridge, there was a section in the middle that it seemed to take pains to avoid at the cost of speed.

Round 3

Everyone is up!


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield

Rory moves west in pursuit of the remaining lizardman, holding the nuchuckau in his left hand and drawing his clear shuriken.

"Just in range!" he thinks, and lets loose two Ghost Shuriken at the last enemy in sight!

Magic Missile: 2d4 + 2 ⇒ (1, 2) + 2 = 5


Female CN Half-orc Ranger 5 | HP: 16/49 | AC: 21* (15* Tch, 16 Fl) | CMB: +10, CMD: 24* | F: +8, R: +10*, W: +4 | Init: +4* | Perc: +9, SM: +1 | Speed 40 ft* | Active conditions: Cat's Grace, Longstrider | Appearance

"Mind the middle of the bridge! I think the lizards have rigged it to collapse!" Tygrah shouts as she moves in pursuit of the fleeing lizardfolk. She fires another arrow!

Longbow: 1d20 + 11 ⇒ (5) + 11 = 16
Damage?: 1d8 + 4 ⇒ (5) + 4 = 9

Grand Lodge

RETIRED: Saved the Isle of Kortos and now busy creating a very large family with his wives.

Ashlion hurries past his wife just as she shouts. Her voice seems to sink into his battle rage and the barbarian withdraws a few feet - seemingly preparing a running jump!

Double Move - please don't block my run/jump line next turn!


M Halfling Rog 4/Ran1 | AC 23 T 18 (inc. 22) FF 23 CMD 20 | HP 34/34 | F+5 R+13 W+4, +2 vs fear, Evasion | Mv 20' | Init +6 | Per +12 (+14 traps) | Active: Mage Armor, Cat's Grace

Bavick follows at a run, bow ready.


Male Human Cleric of Gozreh 3 | HP: 27/27 | AC: 16 (FF: 16; Touch: 10) | Fort: +5, Ref +1, Will +8 | Init +0 | CMB: +2 | CMD: 14 | Perception +3 Sense Motive +7 | Channels used: 0/4

Yolar runs after the group.

Double move


Both Rory's shuriken and Tygrah's arrow slam into the fleeing figure and it crumples to a heap on the other side of the bridge.

From where some of you now stand, you can just barely make out a conflict on the hillock north of where you're at. However, you can't make out the participants.

Combat Ends - For Now


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield

"Bavick, can you get us safely across the bridge, or at least tell us what parts of the structure to avoid?" as Rory as he moves up a bit, but stays well out of Ashlion's way.

Even though he isn't very good at it, he steps up on some of the bones to try and get a better view of the conflict to their north.

Perception: 1d20 ⇒ 1

Grand Lodge

RETIRED: Saved the Isle of Kortos and now busy creating a very large family with his wives.

Ashlion runs forward and takes a flying leap across the middle of the bridge! Despite a mighty groan under the half-orc's sheer mass, the half-orc makes it over in style!

Leap!: 1d20 + 2 - 2 ⇒ (20) + 2 - 2 = 20


M Halfling Rog 4/Ran1 | AC 23 T 18 (inc. 22) FF 23 CMD 20 | HP 34/34 | F+5 R+13 W+4, +2 vs fear, Evasion | Mv 20' | Init +6 | Per +12 (+14 traps) | Active: Mage Armor, Cat's Grace

"No worries, Rory. I got it."
Bavick looks for a trap.
Perception, Trap: 1d20 + 11 ⇒ (11) + 11 = 22
Assuming he finds a weak bridge section, he attempts to jam it so it won't collapse. (Or otherwise disables the trap.)
Disable: 1d20 + 11 ⇒ (11) + 11 = 22


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield

Fully trusting Bavick (and having not seen a blasted thing with his own Perception), Rory follows Bavick’s instructions as he double moves over the bridge to catch up with Ashlion (token assist please).


Ashlion easily jumps over the center section of the bridge. Bavick approaches it a little more cautiously.

Oversized femurs and ribs have been bound together into a ladderlike structure supported by log rafts that float atop the tar, creating a ramshackle bridge to the adjoining island.

Examining the center section, the halfling notes that a number of the large bones are tied to a series of dart traps. However, he easily disables it. While he's doing so, Rory takes a moment to try and get a better view of the activity on the other island.

It's hard to make out through the rain, but from what Rory can tell, there's an armored lizardfolk engaged in a battle with a heavily armored dinosaur with a large club-like tail.

Knowledge (nature) DC 16:
The dinosaur is an ankylosaurus which can use its tail to deliver a massive stunning blow.


Male Human Cleric of Gozreh 3 | HP: 27/27 | AC: 16 (FF: 16; Touch: 10) | Fort: +5, Ref +1, Will +8 | Init +0 | CMB: +2 | CMD: 14 | Perception +3 Sense Motive +7 | Channels used: 0/4

Knowledge (nature): 1d20 + 2 ⇒ (15) + 2 = 17

"Watch out for that thing's tail! It is nasty" as he walks over the bridge...

Grand Lodge

RETIRED: Saved the Isle of Kortos and now busy creating a very large family with his wives.

Ashlion, still apparently seeing red, heads straight towards the lizardman - roaring loudly enough to be mistaken for a dinosaur himself!

Tell me when I get there! ;)


Ashlion races along the muddy ground and towards the largest island amid the tar. As the figures in the rain become clearer, the half-orc sees a female lizard-folk garbed in hide armor decorated with tassels of leadership. She wields a large pick as she dodges and strikes at the huge hammer-tailed dinosaur.

Initiatives:

Ashlion: 1d20 + 1 ⇒ (10) + 1 = 11
Bavick: 1d20 + 4 ⇒ (13) + 4 = 17
Rory: 1d20 + 2 ⇒ (4) + 2 = 6
Tygrah: 1d20 + 2 ⇒ (13) + 2 = 15
Yolar: 1d20 + 0 ⇒ (11) + 0 = 11
Achahut: 1d20 + 3 ⇒ (12) + 3 = 15
dinosaur: 1d20 + 0 ⇒ (14) + 0 = 14

As the group of you approach closer, it's clear that something is wrong with the dinosaur. It drools oddly and seems to be in pain.

Neither of the combatants have acknowledged your presence yet.

Round 1

Bavick and Tygrah may act before anyone else. Map is updated.


M Halfling Rog 4/Ran1 | AC 23 T 18 (inc. 22) FF 23 CMD 20 | HP 34/34 | F+5 R+13 W+4, +2 vs fear, Evasion | Mv 20' | Init +6 | Per +12 (+14 traps) | Active: Mage Armor, Cat's Grace

Bavick still isn't sure of the right move here. But this "leader" fighting a giant dinosaur in melee does not seem like a lizardfolk following the ways of the Storm Kindlers.
He tries addressing the lizardfolk.

Polyglot:
"Are you of the Mireborn tribe?"


Female CN Half-orc Ranger 5 | HP: 16/49 | AC: 21* (15* Tch, 16 Fl) | CMB: +10, CMD: 24* | F: +8, R: +10*, W: +4 | Init: +4* | Perc: +9, SM: +1 | Speed 40 ft* | Active conditions: Cat's Grace, Longstrider | Appearance

Realizing more is going on here than meets the eye, Tygrah hesitates.

Delay for now.

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