Fanguar's Untitled Campaign

Game Master Fanguar


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Male Half-Orc Barbarian (Untamed Rager) 1; AC 11 (1 Dex Dmg) (RageAC=9); HP 9/15; Pass Perception 11; Init +1

Hathok will play up the fact that he's getting the shaft because of the colour of his skin till it changes to blue in the face... He sees little need for deception and he's not hiding the fact that he's here for assault. He is keeping the fact that he's a deserter much closer to the vest. He's looking to escape servitude to the Empire any chance he gets, Ah've done it once and the blasted army goes to lengths to make examples of deserters, I 'spect the empress' reach be thinner out here anyways. Would be nice ta have someone to share watches with though...

Hathok recalls the best of times with his bard mentor watching his back and understood the importance of cohesion in an army unit, as a result he will work to make allies. Tobir seems of similar caste and Hathok hopes his willingness to work with him continues. The halfling's bold words gained him a measure of respect from both sides of Hathoks heritage despite the orc lineage's disdain for the halfling's stature. Dwendle has earned a smidge of protection from Hathok even if it is for no longer than it takes to satisfy the half-orc's curiosity over his usefulness as a companion. Breg is a valuable ally to be gained as his heritage would open doors for allies of lesser castes, Hathok has made a mental note to snag any available writing supplies should they not cost him too much.

First and foremost though, is obtaining a lute...


dwendle spends the night retelling the story of his framing, though he leaves out his newfound otherworldly insight. He tries to be friendly to everyone in their room sharing stories of his various journeys and fun he has had trying to keep the mood upbeat. He voices his disgust for bullies especially those that use their race. He does mention that he volunteered for this sentencing; “A lifetime in the mines is worse than a chance to see new things, even if it’s in servitude.”


The next several days pass in wet, hot misery, as you fall into the routine of your current circumstances. At the break of dawn, a horn sounds calling out work crews to congregate in the courtyard below. Awaiting you are soldiers and overseers to give out the daily work assignments. Usually multiple crews are assigned to the same task, always under the watchful gaze of imperial soldiers.

At this time, daily rations are also allotted. It doesn't take you long to realize that some tasks have added benefits. Though bland, the basic allotment of food is filling and nutritious. Say what you will about the empire, but they don't plan on starving you to death. Getting food is easy, but keeping it is less so. The strong prey on the weak and you watch how most of your fellow bolt down they food almost immediately. A number also give some of their food to others, such as Shank. That half-blind dwarf always seems to be watching you theses days.

As the newest crew, most of your work involves picking up heavy things and moving them somewhere else. The part of the city that the Empire has been allocated (and at an exorbitant price, if the rumors you've heard are true), is little better than ruins. Building have collapsed and rubble still chokes large parts of the district. Apparently, all the beasts of burden that get shipped over keep dying, so both the filling and hauling of wagons falls to you.

As dusk begins to fall, you are returned to the apartments to recover the best you can, before another day of toil. Curfew begins and ends with the sun and no work happens in the dark.

One day, as you're clearing yet another street of rubble, the monotony is broken by a clatter and a curse. Looking up, you see another member of Work Group F staring at sewer drainage hole. Some of the stonework had collapsed into it over the years, leaving a ominous gaping hole in the side of the street.

A soldier walks over to join the dwarf looking forlornly at the hole. "Well what are you waiting for? That pry-bar is Imperial property and you wouldn't want to be responsible for willful loss and destruction of imperial property would you? Didn't think so. After it you go."

With a look of disgust, the crew-member, an older red-haired dwarf by the name of Rhogar or Rhocar or something like that, slides into the maw feet first. You hear a splash of water followed by more splashing, followed by nothing. The silence grow long and the Imperial curses. "Damned fool's done a runner."

He gives a whistle and couple more soldiers trot over. "Watch this lot. I'm going to see if I can't find our wayward soul."

With a grunt, he slides into the hole. By this time a number of you have gathered around nearby to watch the excitement. Again, you hear the sound of dwarf hitting water followed by splashing slowly moving away. Suddenly there the a cry of surprise followed by a scream, cut short by more splashing.

In the ominous silence that follows, a hushed conversation occurs between the other two Imperials. One of them picks out the three party members. "You, you and you. In the hole. Go find out what happened to the Sargent."


Dwarf Wizard Primalist: 1 AC: 11; HP 6/6;Fire Jet 5/6; Pass Perc: 12; Init. +1; Cantrip: Spark, Read Magic, Scrivener Pen; First:Dancing Lantern, Endure Elements, Mage Armor

Breg takes a moment as he processes the order, having seen what goes wrong when you choose to defy the Empire (current situation included) he decides it's best to just follow through. Not much can be worse than their currently situation anyway,

"At least we git a chance out of the sun then."

What kit have we been provided with GMF? Do we have anything that resembles weapons? Or is there something i can grab before dropping in that could work? Pry bar etc.

The dwarf waves his crew mates forward before plopping into the hole himself, muttering under their breath those close enough may have heard...

"...for the goddess"

Breg tries to determine which direction the noise came from so he can be ready,

Perception: 1d20 + 2 ⇒ (10) + 2 = 12

Breg preferabbly will drop down AFTER Hathok and Dwendle, Last in the marching order.


Dwendle kind of looks down and then around to those around him. “Watch and see, we’ll bring them back! he hops in the hole without fear as he jumps in he says a short word of seemingly gibberish. At this his hand begins to glow and he holds it up to see the sewers around him.


Male Half-Orc Barbarian (Untamed Rager) 1; AC 11 (1 Dex Dmg) (RageAC=9); HP 9/15; Pass Perception 11; Init +1

Hathok shrugs, and follows. Glancing about for a decent palm sized hucking rock or two before jumping down after the halfling has had a moment to step aside.

I'm assuming since we're moving rubble theres some sorta rocky debris lying around nearby? Hathok'll grab anything head size or lower...


@All: Grabbing stuff at hand, there are plenty tools that could work as clubs or use a shovel as an improvised short spear. 1d6 dmg for both.

The party drops with a splash into knee deep warm water. The fetid smell of rot fills your noses as you take in your surrounding. A thick slime of ooze cover the walls and pale tendrils of roots dangle down from the roof. Pale creepy crawlies of all sorts skitter away from the sudden brightness.

Not that you are experts in the matter, but at first glance you wouldn't take this to be a standard sewer system. You appear to be in a stone room, not unlike those you find in your apartment. A doorway rests in the wall to your left, while in the wall to your right, a rough hole has been chipped in. The hole is about half the height of the opposite doorway, its top being only about a foot above the water line, and shows tool marking around it's edges. (It was intentionally put in, it's not just damaged.)

We never discussed this before hand, but we will be entering combat shortly, so how do you want to hand it? We can do theater of the mind, or maps and tokens. If we do maps, we can use roll20 or google docs. I've run games using all three, so it doesn't matter to me which we choose.


I’m fine with whatever option votes, I’m not technologically sound with either. So theater of mind often works well for me.

Dwendle takes a look at the ooze to see if he knows what it is.

knowledge arcana: 1d20 + 9 ⇒ (17) + 9 = 26

“This seems ominous. Maybe it’s what caused the scream?”


Male Half-Orc Barbarian (Untamed Rager) 1; AC 11 (1 Dex Dmg) (RageAC=9); HP 9/15; Pass Perception 11; Init +1

I wouldn't mind getting into a maps and tokens style combat (40 speed!) but can do theatre of mind just as easy. Just a heads up I've only briefly fiddled with d20 stuff...

Hathok grunts at the assault on his senses this "sewer" incurs. It's not his first excursion to a sewer but it brings his hackles up every time. He grips his shovel, grits his teeth, and growls;

"This whole blasted place is ominous... Empress always has the best field trips don't she... Which way dya think they gone?"

Hathok takes a second to look for any signs of recent dwarf passage and listens for movement.

Survival: 1d20 + 1 ⇒ (20) + 1 = 21
Perception: 1d20 + 5 ⇒ (9) + 5 = 14

He bends over trying to get a look through the tool marked hole while holding himself above the muck.


Dwarf Wizard Primalist: 1 AC: 11; HP 6/6;Fire Jet 5/6; Pass Perc: 12; Init. +1; Cantrip: Spark, Read Magic, Scrivener Pen; First:Dancing Lantern, Endure Elements, Mage Armor

Breg covers his nose while his senses adjust.

By by beard! What could possibly wan to leave here.

I like the use of maps like we do in other games. Happy to theatre of mind some things that dont require it though. Posting from phone which is annoying. Rolls above seem great so good to move along for now.


K I'll throw something low tech together for fighting, but probably only for fights where position and tactics will play a role. If we are fighting an ogre in a field, then we can probably just handwave a lot of positional stuff.

@Dwendle: The slime appears to be of the standard sort of biofilms one would expect to find growing in wet, dark places. None of it appears to be of exotic or dangerous nature.

@Hathok: Beyond the hole you find a veritable river of water flowing past the chamber you are in. You can feel a distinct flow of water moving through the hole you're peering through. Across the way, another stone wall faces you. It's surface is broken by various openings, windows if you will. Above you, you can see vast archways arcing overhead to support the street above. The slime around the opening is undisturbed, suggesting that wherever the the missing dwarves ended up, they did not go through here.

@all: It doesn't take long to realize that the city above is built upon and supported by another older city that has sunk into the swamp.


Dwendle after sampling the slime and ooze with his fingers sniffs it then wipes it off on the roughspun tunic that he has on. “Maybe this isn’t the problem. But look at all this stonework I wonder what this all means? It could be an ancient city under the current one!”


Male Half-Orc Barbarian (Untamed Rager) 1; AC 11 (1 Dex Dmg) (RageAC=9); HP 9/15; Pass Perception 11; Init +1

"Methinks yer right 'alfling, not so sure I wanna meet the residents... Well this way looks impassable and I dinnae think they've gone through here," he motions towards the hole, "let's see where this leads," Hathok straightens and cautiously sets off through the proper door opposite the hole. "I doubt ye two'll be objectin' ta me takin' point?" he mutters without waiting for a response he crosses the threshold, shovel at the ready.

What have we got in the new room? Would you like another tracking roll? (I really like the last one... heh) Is there a light source other than the opening we came down?


“I’m fine with that. You seem pretty tough.” dwendle keeps walking using the light from his hand to try and help illuminate the room for everyone.


Dwarf Wizard Primalist: 1 AC: 11; HP 6/6;Fire Jet 5/6; Pass Perc: 12; Init. +1; Cantrip: Spark, Read Magic, Scrivener Pen; First:Dancing Lantern, Endure Elements, Mage Armor

Dark vision, so im good.

Breg nods to Hathok's declarations,

"Aye lad, another lost civilization."

The Dwarf falls in behind Hathok, keeping an eye out for any suspicious movement,

Perception: 1d20 + 2 ⇒ (18) + 2 = 20


Male Half-Orc Barbarian (Untamed Rager) 1; AC 11 (1 Dex Dmg) (RageAC=9); HP 9/15; Pass Perception 11; Init +1

Also gots the dark vision Dwendle, thanks tho! Still curious if there are any other light sources...


Dwendle has cast Light so he is your illumination. No darkvision for halflings.

Beyond the doorway is a large room filled with more fetid water. Away from the break through to the street above, the rank and foul odor for the place becomes more unbearable. The heady aroma of decay is almost enough to make you lightheaded. Another hole has been broken in the wall opposite you, allowing for the sluggish flow of water.

Another doorway is in wall to south.

Breg:
From the doorway to the south you can hear the wet sounds on something eating, messily.


Dwarf Wizard Primalist: 1 AC: 11; HP 6/6;Fire Jet 5/6; Pass Perc: 12; Init. +1; Cantrip: Spark, Read Magic, Scrivener Pen; First:Dancing Lantern, Endure Elements, Mage Armor

Breg reaches out to Hathok and grabs a hold of his linen tunic,

"Sound up ahead lad, sounds hungry. Git to it quick.

He moves up with Hathok and Dwendle,

Stealth: 1d20 + 1 ⇒ (20) + 1 = 21

The dwarf clenches his fist as it begins to smolder, tiny bits of magma and fire stream from his hand as they hiss and create small pockets of smoke once making contact with the putrid water,

Readying Flame Jet to cast if we surprise this thing.. go get em Hathok


Dwendle extinguishes his light gabbing hold of the dwarf as he mentions sneaking.
Stealth: 1d20 + 5 ⇒ (15) + 5 = 20
“I’ll turn this off then, you probably won’t need my help anyways.”
He grins and gets ready holding onto the dwarfs tunic in the inky blackness.

I’ll hold a channel for the surprise round.


Male Half-Orc Barbarian (Untamed Rager) 1; AC 11 (1 Dex Dmg) (RageAC=9); HP 9/15; Pass Perception 11; Init +1

Sorry lads, been nightshiftin'...

Hathok is emboldened by Bregs words, his companions' attempts at stealth are clear even if what lies ahead is not. He too attempts a swift but stealthy approach as he nears the door he looks through and sees...

Stealth: 1d20 + 1 ⇒ (6) + 1 = 7

Hathok will ready the shovel for a two handed stab if theres anything in reach from the threshold of the door


Stealth doesn't really apply when you've been carrying a light source down here, but I do appreciate the attempt. Not that Hathok helped with that roll.

Creeping towards the entrance, the air somehow gets fouler as the rank odor of the sewer become tinged with the sickly sweet smell of purification.

Looking you see glowing pinpricks of eerie green light that turn your way and a hiss rings out in the darkness.

Those with darkvision:

The room is a charnel house. Corpses of various stripes fill the room, forming a veritable island in the middle of the room. Perched upon it is the gaunt figure of a bandage wrapped lizardfolk. It is feeding on the corpse of the missing dwarven legionnaire. It looks up at your approach at lets out a hiss.

Combat initiative:

Breg: 1d20 + 1 ⇒ (12) + 1 = 13
Dwendle: 1d20 + 1 ⇒ (12) + 1 = 13
Hathok: 1d20 + 1 ⇒ (10) + 1 = 11
Baddie: 1d20 + 0 ⇒ (13) + 0 = 13

Combat order
13 Breg
13 Dwendle
13 Baddie
11 Hathok

Combat Image if you want

Breg and Dwendle are up.


Dwarf Wizard Primalist: 1 AC: 11; HP 6/6;Fire Jet 5/6; Pass Perc: 12; Init. +1; Cantrip: Spark, Read Magic, Scrivener Pen; First:Dancing Lantern, Endure Elements, Mage Armor

The dwarfs eyes harden as he processes the scene before him, he steps infront of Hathok and conjures the inferno within.

"By the inferno..."

Breg chants as the fire grows in his hand,

"dash tshh firrh dh darrifiet!"

Ignan:
"By the flame be purified!

Damage: 1d6 ⇒ 2

DC 14 reflex save for half damage.. save = half damage, fail.. on fire for next round.

Fire Jet:
As a standard action, you can send forth a 20-foot line of fire. Anyone in this line takes 1d6 points of fire damage + 1 point for every two wizard levels you possess. A successful Reflex save halves this damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their saving throw catch fire and take 1d6 points of fire damage on the following round. Creatures that catch fire can avoid this damage by taking a full-round action to extinguish the flames by making a DC 15 Reflex save. Rolling on the ground gives a +2 circumstance bonus on the save. Dousing the creature with water automatically extinguishes the flame. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


Seeing the flames sprout from Breg, Dwendle yelps, “Oh boy that looks dangerous.” and steps back but mutters strange incantation of jumbled words then let’s loose a wave of energy.

DC 14 fortitude save, Void channel.
channe: 1d6 ⇒ 1

:( sad channel


Male Half-Orc Barbarian (Untamed Rager) 1; AC 11 (1 Dex Dmg) (RageAC=9); HP 9/15; Pass Perception 11; Init +1

I guess I wait for baddie then eh?


Dwarf Wizard Primalist: 1 AC: 11; HP 6/6;Fire Jet 5/6; Pass Perc: 12; Init. +1; Cantrip: Spark, Read Magic, Scrivener Pen; First:Dancing Lantern, Endure Elements, Mage Armor
Hathok Kosgreg wrote:
I guess I wait for baddie then eh?

yeee mate


Ref save: 1d20 + 2 ⇒ (14) + 2 = 16
Fort save: 1d20 + 2 ⇒ (17) + 2 = 19

So 1 damage

The creature hisses as the fire singes it. Your eyes throb in the wake of the spell's illumination, as it's afterimage is burned into your retinas.

It leaps at Hathok and takes a swing with a wickedly clawed hand.

Slash: 1d20 + 2 ⇒ (1) + 2 = 3

It stumbles on something under the water and its strike goes wide.

Everyone is up again. Chronologically, Halthok goes first, but order really only matter if you're buffing him.

Hps:

Damage: 1/?


Dwarf Wizard Primalist: 1 AC: 11; HP 6/6;Fire Jet 5/6; Pass Perc: 12; Init. +1; Cantrip: Spark, Read Magic, Scrivener Pen; First:Dancing Lantern, Endure Elements, Mage Armor

Breg shakes his hand vigorously as ash flies from it,

"Blast ye Queen, give me more than that!"

He moves to make the line clear as flame gushes from his hand once again,

Hadoooouken: 1d6 ⇒ 5

Flame Jet DC 14 Reflex Save:
As a standard action, you can send forth a 20-foot line of fire. Anyone in this line takes 1d6 points of fire damage + 1 point for every two wizard levels you possess. A successful Reflex save halves this damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their saving throw catch fire and take 1d6 points of fire damage on the following round. Creatures that catch fire can avoid this damage by taking a full-round action to extinguish the flames by making a DC 15 Reflex save. Rolling on the ground gives a +2 circumstance bonus on the save. Dousing the creature with water automatically extinguishes the flame. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


Male Half-Orc Barbarian (Untamed Rager) 1; AC 11 (1 Dex Dmg) (RageAC=9); HP 9/15; Pass Perception 11; Init +1

Hathok shakes off the ring rust quickly and takes a two handed swing at the creature as it swipes at him.

Saaaawing: 1d20 + 4 ⇒ (3) + 4 = 7

Is there a dmg bonus to using a shovel two handed...? Also... do you roll dmg for me @GMF or how does that work? This doesnt look like a hit but should I roll dmg too if it's a better roll?


Seeing the creature for a second Dwendle yells out. “Kill it! Kill it!”
He lets loose another burst of this sickly green energy from within as he whispers nonsense.

DC 14 Void channel: 1d6 ⇒ 3


Dwarf Wizard Primalist: 1 AC: 11; HP 6/6;Fire Jet 5/6; Pass Perc: 12; Init. +1; Cantrip: Spark, Read Magic, Scrivener Pen; First:Dancing Lantern, Endure Elements, Mage Armor
Hathok Kosgreg wrote:


Is there a dmg bonus to using a shovel two handed...? Also... do you roll dmg for me @GMF or how does that work? This doesnt look like a hit but should I roll dmg too if it's a better roll?

I'll typically roll damage if its anything i think could be close to a hit... something like.. [dice=damage?]


@Hathok: You can roll for damage proactively and I'll adjudicate accordingly. It just makes things quicker than having to wait for confirmation from me. Obviously, if you roll really low, then it doesn't really matter. As for two-handed weapons, they add 1.5x your strength bonus to damage.

@Breg: Thank you for including your spell description in your post.

Ref save: 1d20 + 2 ⇒ (2) + 2 = 4
fort save: 1d20 + 2 ⇒ (20) + 2 = 22

The creature bursts into flames, illuminating the area in its warm glow. Dwendle tries to consine thecreture to the void, but it continues to resist its call. Hathok takes a swing, but misses.

The creature continues to attack the half-orc:

Claw: 1d20 + 2 ⇒ (17) + 2 = 19 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Claw: 1d20 + 2 ⇒ (17) + 2 = 19 Damage: 1d4 + 1 ⇒ (4) + 1 = 5

@Hathok: Make 2 fort saves please.

The party is up.

Hps:

Damage: 7/?


Male Half-Orc Barbarian (Untamed Rager) 1; AC 11 (1 Dex Dmg) (RageAC=9); HP 9/15; Pass Perception 11; Init +1

Fort Save: 1d20 + 5 ⇒ (4) + 5 = 9
Fort Save: 1d20 + 5 ⇒ (2) + 5 = 7

Hoping this isn't a pass or fall unconscious check so here's the plan if it isn't;

So the ring rust isn't so easily shaken but Hathok is determined to hurt this creature standing in front of him. He can feel his ire raising and channels it into the next swing of the shovel.

Rage

Two-handed Saaaawing: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 + 7 ⇒ (4) + 7 = 11


Dwarf Wizard Primalist: 1 AC: 11; HP 6/6;Fire Jet 5/6; Pass Perc: 12; Init. +1; Cantrip: Spark, Read Magic, Scrivener Pen; First:Dancing Lantern, Endure Elements, Mage Armor

Breg shakes his fist as the blackened ash falls from it, He takes up the pry bar and moves into close quarters.

Whap: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d6 + 2 ⇒ (1) + 2 = 3


Ok Holidays are over. Let's get this thing rolling again. Was waiting on Dwendle, but let's keep things going here.

@Hathok: Not a KO effect. You do take 1 point of Dex damage as the pain of the wound fades and a numbness begins to seep into your tissues. (Pathfinder ability damage is pretty straightforward, every 2 points of damage results in a -1 to associated rolls/abilities etc.)

Hathok and Breg's weapons connect solidly and chunks of wet flesh tear free of bones.

The creature makes no sound at the impacts and seems unperturbed by its increasingly damaged condition.

It continues its attacks on Hathok:

Claw: 1d20 + 2 ⇒ (10) + 2 = 12 Damage: 1d4 + 1 ⇒ (4) + 1 = 5 Another fort save please
Claw: 1d20 + 2 ⇒ (8) + 2 = 10

Everyone is up.


Male Half-Orc Barbarian (Untamed Rager) 1; AC 11 (1 Dex Dmg) (RageAC=9); HP 9/15; Pass Perception 11; Init +1

Both of those are actually gonna hit with the -2AC for ragin' so here's two fort saves, sorry didnt update that. I took the liberty of rolling the damage...

Claw Dmg: 1d4 + 1 ⇒ (2) + 1 = 3

Hathok's got two extra HP for raging leaving him on 2

Fort Save: 1d20 + 5 ⇒ (8) + 5 = 13
Fort Save: 1d20 + 5 ⇒ (2) + 5 = 7

Hathok is staggered as he's raked by dual claw slashes but the battle lust keeps him on as feet as he determinedly swings his shovel. A small part of him misses literally every other weapon hes ever wielded...

Shovel Bash: 1d20 + 6 ⇒ (1) + 6 = 7

FFS... Damn you digital Dice Gods!


Dwarf Wizard Primalist: 1 AC: 11; HP 6/6;Fire Jet 5/6; Pass Perc: 12; Init. +1; Cantrip: Spark, Read Magic, Scrivener Pen; First:Dancing Lantern, Endure Elements, Mage Armor

Breg reinvigorates his assault with the pry bar,

Thwap: 1d20 + 2 ⇒ (4) + 2 = 6

"Hold on lad!"

were gon DIE!


my bad, the holidays got very busy for me and I thought I responded but I guess not. I’ll put up my last turn as well as this one if it’s ok.

Dwendle casts light summoning light to the chamber to help see, seeing the creature in its full image now mouth agape with fear.

for current turn if allowed.

Seeing things go badly Dwendle casts Cause Fear on the creature shouting now, “Begone foul creature!”

DC 16, shaken 1 round on success frightened for 1d4 ⇒ 4 rounds on failure


Breg Slaghammer wrote:


were gon DIE!

Says the guys holding onto his flame jet casts...

@Hathok: That's going to be another -1 to DEX

@Dwendle: No problem.

WILL? Save: 1d20 + 5 ⇒ (17) + 5 = 22 Shaken 1 rd

The foul creature recoils from the halfling, the first real response you've seen from the abomination.

Claw vs Hathok: 1d20 + 2 - 2 ⇒ (9) + 2 - 2 = 9 Damage?: 1d4 + 1 ⇒ (4) + 1 = 5
Claw vs Hathok: 1d20 + 2 - 2 ⇒ (3) + 2 - 2 = 3 Damage?: 1d4 + 1 ⇒ (4) + 1 = 5

The party is up. TPK first fight?


Dwarf Wizard Primalist: 1 AC: 11; HP 6/6;Fire Jet 5/6; Pass Perc: 12; Init. +1; Cantrip: Spark, Read Magic, Scrivener Pen; First:Dancing Lantern, Endure Elements, Mage Armor

Breg hurls the pry bar across the room,

"Barbaric means of fightin'!

Flame once again pours forth from his hand,

Fiyaaa!: 1d6 ⇒ 5

Flame Jet DC 14 Reflex Save:
As a standard action, you can send forth a 20-foot line of fire. Anyone in this line takes 1d6 points of fire damage + 1 point for every two wizard levels you possess. A successful Reflex save halves this damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their saving throw catch fire and take 1d6 points of fire damage on the following round. Creatures that catch fire can avoid this damage by taking a full-round action to extinguish the flames by making a DC 15 Reflex save. Rolling on the ground gives a +2 circumstance bonus on the save. Dousing the creature with water automatically extinguishes the flame. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


Male Half-Orc Barbarian (Untamed Rager) 1; AC 11 (1 Dex Dmg) (RageAC=9); HP 9/15; Pass Perception 11; Init +1

Another Fort? One claw hit
Fort Save: 1d20 + 5 ⇒ (13) + 5 = 18

"GraaaaaAAAAAAAAHHHHHHH DIE!" Hathok screams his fury as he can barely believe he's being bested by some gutter gecko. His wounds are grave but he summons the will power for one more swing from several layers back of Orcish ancestry.

HP at -3, Half Orc ferocity gives Hathok one more round as disabled but conscious...

Hathok puts everything he has into another swing of his much maligned shovel and, despite his Orcish battle fury, promptly succumbs to his wounds, falling into obliviousness. I'm gonna assume that swing was enough effort to earn another HP of dmg for attacking whilst disabled, leaving him on -4 HP.

Shovel Wap: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d6 + 7 ⇒ (3) + 7 = 10


Well smoke em if you got em I guess at this point.

Dwendle starting to get scared seeing the chaos and the half-orc go down yells out at the creature now seeing a small chance to find victory, “How about you put them claws to good use?!”

He casts murderous command on the creature DC16, or attack closest ally meaning himself, Ally rules

had to do some searching to see if it worked, it might but here’s to hoping!


Male Meat Popsicle

It's been a while since I've smashed the figurative 'F5' on a page so often...


@Dwendle: While I can appreciate that interpretation, for something like murderous commands, I would probably interpret it to include allies that are not in the immediate area, so unless a creature had no allies at all, I wouldn't expect that spell to result in attacking itself. That being said, undead are immune to mind effecting spells, so it's a moot point in this case.

Ref: 1d20 + 2 ⇒ (7) + 2 = 9

With a soft whoosh, the creature flares up in flames as its parchment-like flesh ignites. Bathed in the fire's flickering glow, and a disconcerting amount of his own blood, Hathok lets out a mighty bellow, smashing his construction tool down upon the battered abomination with brutal force. This final impact severs the foul magics that hold the creature together and it crumples into the fetid water with a splash.

Hathok raises his hands in the air in triumph, before collapsing face first into the filth.

Combat is over. Dwendle's spell was not expended, due to the creature being defeated. Hathok is at -4hp and dying/drowning.


Male Half-Orc Barbarian (Untamed Rager) 1; AC 11 (1 Dex Dmg) (RageAC=9); HP 9/15; Pass Perception 11; Init +1

Woohoo!Fix me plz!


thats a fair ruling, I assumed it was a long shot. But the undead made it unimportant. And wow nail biting fight, great conclusion!

Dwendle runs up, seeing the creature dead and Hathok dying looks to Slaghammer. “Uh, do you know first aid!? I don’t!”


Dwarf Wizard Primalist: 1 AC: 11; HP 6/6;Fire Jet 5/6; Pass Perc: 12; Init. +1; Cantrip: Spark, Read Magic, Scrivener Pen; First:Dancing Lantern, Endure Elements, Mage Armor

I have actually no way to stabilize Hathok.. We gotta drag him above ground to get him help... or.. MAYBE.. find something in the pile of corpses :D

Breg spits as the beast falls,

'I ain't got nothin to help him lad.'

The dwarf drags Hathok, wading to the pile of bodies and gets his head out of the water.

'Keep an eye on em, do' let him die.'

The dwarf "washes" his hands of soot before taking a look at the collected pile of viscera.

Search: 1d20 + 2 ⇒ (1) + 2 = 3
Knowledge: 1d20 + 6 ⇒ (14) + 6 = 20

Breg is looking for anything that might help stabilize.. potion, first aid.. who knows.. also... could knowledge checks apply to healing check?


Male Half-Orc Barbarian (Untamed Rager) 1; AC 11 (1 Dex Dmg) (RageAC=9); HP 9/15; Pass Perception 11; Init +1

I was gonna wait on my first stabilize roll but here we go...

Stabilize muh!(Con): 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16 Stable! Still need help!

Hathok groans as he's dragged out of the muck. He remains unconcious.

@GMF I don't want to META game but can I suggest stuff while unconscious? It would be a check suggestion...


well over that hill, now onto the next one.

Dwendle helps to drag him and and holds his head up to keep it out of the water, looking down with fright in his eyes. As the moan escapes his lips he smiles and shouts “He’s not dead! Hopefully we can find something in the mess to help him.”

While holding his head he’s gonna take a quick second to look and think on the creature he saw, trying to remember if he’s heard of anything that matches its description.

religion check: 1d20 + 9 ⇒ (9) + 9 = 18
arcana check: 1d20 + 9 ⇒ (14) + 9 = 23


FYI for the future, Heal can be used untrained. Hathok is stable, so there's no real need to roll now, as you should be able to get him help before another roll would be needed.

@Hathok: In character no, but if you want to remind another player about something or whatever, that's fine.

@Dwendle: The creature was reminiscent of a ghoul, but appears to lack that creature's ability to paralyze. You do recognize that in like it was some sort of lizardman. (Variant undead, details will reveal themselves in time.)

The lair is full of the gnawed bones and rotted flesh of animals and humanoids alike. The most recent additions include the bodies of your missing crew mate and the Sargent that went in after him. A look of fear is frozen on the soldier face, while the other's is difficult to discern, as it has been mostly gnawed off.


unfortunately no healers kit, so I can’t treat wounds as well as having a negative wisdom can’t hit the DC 20 check even without tools.

Dwendle tries to rouse the large half-orc, “Hey, Hathok. Please wake up, we need to get out of here.”

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