GM Crunch's Lost on the Spirit Road 2 (Inactive)

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Sovereign Court

Bandits of Immenwood | Before the Dawn

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Sovereign Court

Bandits of Immenwood | Before the Dawn

Each of you is in the city of Sakakabe, (Minkai, Tian Xia). You have been here for at least a few weeks, more likely months, helping Venture-Captain Amara Li create a new Pathfinder Lodge. Your work likely was dependent on specialties. Some may have done the legwork, actual construction and the like, while others sought permits and navigated bureaucracy, or even secured and researched relics from abroad.

Today, however, your many days of rote work give way to a proper Pathfinder mission! Messengers found you to bid you meet Amara Li at the Kiniro Kyomai Teahouse. After several hours, she has yet to arrive. But your fellow agents are here, also enjoying fine food and samisen-lute performances by the local geishas.

Introduce yourselves! Also, how would you likely have spent your time working? Perhaps you've already met some of each other.

Horizon Hunters

Champion 1 | AC 17 (18 w/Raise Shield) | HP 16/17 | F: +6, R: +5, W +7;| Percep.+5 | NG Female Halfling: Twilight | Small | Speed: 25ft. | Class DC: +15 (T) |

A young female halfling watches the performances rapt at the hauting sounds of the samisen.She struggles to remain seated, trying to imitate the sitting down position of the locals. From time to time she brings into her mouth, at least for her, the rather odd food. She addresses the nearest person to her while she chews, grains of rice visible on her teeth and lips.

Hello there!, she says with an easy smile. My name is Vilkik Birdsong. I don't recall seeing you before, but then again, I'm really bad with faces.

We were supposed to be here on a mission, but all we've done is builing and paperwork and no aventure whatsoever!, she blows a strand of hair from her brow.
Now we're here at the request of the venture-captain and they're not here yet!

Horizon Hunters

M Bard 8 | HP (80/106) | AC 26 | F +13 R +16 W +12 | Perception +12 (Darkvision) | <+2 Init> Spells: F (1/2) 1: (3/3) 2: (2/3) 3:(1/3) 4:(0/3) | Fae 1/2/3 | GS(0/1) | hp (3/3)

A very excitable looking purple skinned Goblin nearly bounces with excitement as he meets his fellow Pathfinders.

"Hi! Sun Fire Boom Boom here. Delicious yum yums. I hope the mission is as good as the food."

Horizon Hunters

N male Half Orc Barbarian 1 | HP 21/21 | AC 18 | F +6 R +4 W +7 | Perc +7 | Stealth +1 | speed 20

A well-dressed Half-orc man is sitting opposite sun fire scarfing down the food as fast as it comes out

I for one don't mind the labor, better off doing it when I'm not at risk of imminent death as opposed to when I am

Sovereign Court

Bandits of Immenwood | Before the Dawn

Eventually, in rushes Venture-Captain Amara Li. Her haste is unusual, but then again so is the lateness. "My apologies, Pathfinders. I was stalled in preparing your provisions for this undertaking." She gestures out a window in your booth to a mule-drawn carriage. Even now it is being loaded with supplies by several workers. "But even so, your time is valuable, and I have no excuses.

"I fear that misfortune may have struck some of your fellow agents. I hope that you can help them return here to safety, but I fear the task I have to request of you may instead center around recovering what you can from your fallen allies and, if it is safe to do so, completing the mission in their stead." She looks at all present, hoping the gravity of the situation is recognized.

Horizon Hunters

Champion 1 | AC 17 (18 w/Raise Shield) | HP 16/17 | F: +6, R: +5, W +7;| Percep.+5 | NG Female Halfling: Twilight | Small | Speed: 25ft. | Class DC: +15 (T) |

Vilkik stops eating her meal and her eyes narrow. She stands up, seemingly unsure on whether to step outside or remain inside the tea house. She looks at her companions and then at her venture-captain.

What happened? What can you tell us? Are they dead? How?

Vigilant Seal

LG Male Human Monk 2 | HP 29/30 | AC 19 | F: +7, R: +9, W: +7 | Perc: +5, Stealth: +7 | Speed 30ft |Hero Points: 1/1 | Focus Pool: 1/1| Reactions: None | Conditions: None

A powerfully built human sits at the table near the others, eating quietly. As he lifts another bite, the news of fallen Pathfinders causes him to freeze in place for a moment, before setting the food back down on the plate. He remains sitting but turns his head to the Venture-Captain. "Rescue and recovery. I have some experience with missions of this nature. I would be glad to help."

Sovereign Court

Bandits of Immenwood | Before the Dawn

"Last year, I received a donation of relics from Taldor," Amara begins. Even if you haven't been around any artifacts she has brought in, it is widely known she has sought many originally from Minkai to keep in its new Lodge. "The route is lengthy and complicated, so I will spare you unnecessary details. A caravan carrying the relics safely arrived in Hongal to the north, where it met up with a pair of Pathfinder agents, Lin Po and Ti Lan. These agents inspected the cargo, sent me a missive indicating that all was in order, and joined a second caravan to take the Spirit Road through the Forest of Spirits. The journey is understandably long, taking over two months to complete. Still, the caravan is late, and I fear that they may have run into trouble along the way. They were supposed to reach Sakakabe two weeks ago." The Venture-Captain's composure slips ever so slightly for a moment. She then squares back up and launches into further explanation.

"While it’s possible that they were waylaid in the northernmost parts of Minkai, I believe it’s far more likely that they ran into trouble in the Forest of Spirits, a mystical place that shelters departed souls and most of the world’s kami. Kami are spiritual guardians with a deep connection to certain living locations or living things. The locals pay great respect to the kami, never intruding further into the forest than their one coastal road, the Spirit Road, and a number of small settlements built around shrines. This should make tracking the caravan simple, since there’s only a single road along which they should have had to rest or resupply at some point. I need you to check each of the roadside settlements until you find the last one to have seen the caravan, then track it from there and figure out what happened.

"Be sure to respect the kami and the local traditions honoring them; I don’t want you to come to harm in your journey. The kami are mostly benevolent, so long as they receive the proper respect, but there are some dangers that might have harried the caravan. Bandits, hobgoblins, and giants, among other creatures, dwell within the forest. The forest also hosts some aggressive plants and animals, not to mention malign spirits such as the oni, the sworn enemies of the kami. The locals will know more than I of what perils to expect."

Horizon Hunters

M Bard 8 | HP (80/106) | AC 26 | F +13 R +16 W +12 | Perception +12 (Darkvision) | <+2 Init> Spells: F (1/2) 1: (3/3) 2: (2/3) 3:(1/3) 4:(0/3) | Fae 1/2/3 | GS(0/1) | hp (3/3)

Sun Fire Boom Boom calms down and listens to the mission before asking a question

"Is there anything you can tell us regarding the relics or their previous owners? You mentioned coming from Taldor..."

Sovereign Court

Bandits of Immenwood | Before the Dawn

"Previous owners would take time to dredge up the records on, but I do have a cargo manifest. I do not believe any bear special powers." Amara produces a long sheet of parchment, and is about to hand it to Sun Fire before passing to someone else just in case.

"Yes, they were housed in Taldor. Most were in museums and left to be ogled, rather than studied. But we paid well for them, and so I assume that is where their history in Avistan ends. I doubt any would be so foolish as to pay to have them stolen back."

Relics:
  • Ivory carving of the moon
  • Silver statuette of an imperial sea dragon
  • Ceremonial dagger with turquoise hilt
  • Green scarf of unknown origin
  • Bamboo mat inlaid with seashells, bearing hidden map compartment
  • 5 cold iron arrows, pristine
  • Cracked stone helm
  • 2 bags of assorted pottery fragments
  • Painting of an eye
  • Horizon Hunters

    Male Goblin | HP 26 | AC 18 | F:+8 | R:+8 | W: +3 Alchemist 2 |speed 25 feet | Fire Resistance 1

    "I am late, as usual," a goblin calls when he is entering. "Did I miss something?"

    Horizon Hunters

    N male Half Orc Barbarian 1 | HP 21/21 | AC 18 | F +6 R +4 W +7 | Perc +7 | Stealth +1 | speed 20

    As Magnus moves to the table he sounds

    So mostly historical and ceremonial relics, sure

    he will settle in fingers arched

    Horizon Hunters

    Male Goblin | HP 26 | AC 18 | F:+8 | R:+8 | W: +3 Alchemist 2 |speed 25 feet | Fire Resistance 1

    "By the way, I am Grumzuk, alchemist is my calling." He looks nervously around, searching for some allies.

    Sovereign Court

    Bandits of Immenwood | Before the Dawn

    "Thank you, Grumzuk," Amara Li replies. "We need your team to find the caravan transporting our new artifacts. We hope they still live, but obviously something has befallen them. Your job is to investigate and retrieve whoever or whatever possible."

    Everyone let me know if you'd like me to roll Nature (recall knowledge) and I'll do it in secret.

    Horizon Hunters

    Champion 1 | AC 17 (18 w/Raise Shield) | HP 16/17 | F: +6, R: +5, W +7;| Percep.+5 | NG Female Halfling: Twilight | Small | Speed: 25ft. | Class DC: +15 (T) |

    Yes, please. My mod is +2

    Horizon Hunters

    M Bard 8 | HP (80/106) | AC 26 | F +13 R +16 W +12 | Perception +12 (Darkvision) | <+2 Init> Spells: F (1/2) 1: (3/3) 2: (2/3) 3:(1/3) 4:(0/3) | Fae 1/2/3 | GS(0/1) | hp (3/3)

    Not rolling nature.

    Used to not being trusted with important documents Sun Fire Boom Boom looks over the shoulder of his companions at the list instead.

    Midway through though he notices Grumzuk "Hi, Grum.. Sun Fire Boom Boom here, we're gonna rescue some relics and Pathfinders, or remains there of from the Spirit Road."

    Sun Fire will sing Vilkik Birdsong a little song though.

    Vilkik sing
    and Vilkik fight
    Vilkik remember
    lots tonight.

    perform sing: 1d20 + 9 ⇒ (12) + 9 = 21
    Aiding for +1 to Vilkik with inspire competence.

    Inspire Competence:
    Your encouragement inspires your ally to succeed at a task. This counts as having taken sufficient preparatory actions to Aid your ally on a skill check of your choice, regardless of the circumstances. When you later use the Aid reaction, you can roll Performance instead of the normal skill check, and if you roll a failure, you get a success instead. If you are legendary in Performance, you automatically critically succeed.

    The GM might rule that you can't use this ability if the act of encouraging your ally would interfere with the skill check (such as a check to Sneak quietly or maintain a disguise).

    Horizon Hunters

    Male Unbreakable Goblin Bard | HP 16/17 | AC 17 | F: +3 R: +6 W: +4 | Perc +7 | Speed 25 | Spell DC 17

    Apologies for my absence, I came down with something over the weekend that took it out of me for sure. I am back now though! Riff has -1 modifier for nature, but he will give it a shot! Unless it has to be trained

    A goblin wearing the flamboyant clothing of an entertainer speaks up, after being silent this whole time. "I am Riff, and I would like to ask a question. Are any of the relics important to another organization? Perhaps the caravan was robbed by a rival?"

    Horizon Hunters

    Male Goblin | HP 26 | AC 18 | F:+8 | R:+8 | W: +3 Alchemist 2 |speed 25 feet | Fire Resistance 1

    No nature check for me.

    "Was the caravan leader reliable?"

    Vigilant Seal

    LG Male Human Monk 2 | HP 29/30 | AC 19 | F: +7, R: +9, W: +7 | Perc: +5, Stealth: +7 | Speed 30ft |Hero Points: 1/1 | Focus Pool: 1/1| Reactions: None | Conditions: None

    i love how many goblins we have here

    "What can you tell us of the missing agents? Anything that may help us identify them or their remains?"

    Liberty's Edge

    Female Kasatha Solarian 1

    No nature

    Sovereign Court

    Bandits of Immenwood | Before the Dawn

    GM:
    1d20 ⇒ 13
    1d20 ⇒ 7

    "The relics should have nowhere near the import to prompt an attack by a rival of ours. Certainly not the Aspis, even. They have cut back their activities, and we hardly saw them around here to begin with.

    "The caravan leader, I have not met. But he came highly recommended and is allegedly professional. Trusted by people I trust. As for our agents...Lin Po is a short and heavy man, often shaven and smiling. His partner Ti Lan is much taller, noticeably athletic, she rarely smiles but does mean well."

    Vilkik has heard tell of the Forest of Spirits during her time in Sakakabe. The woods are host to many benign spirits, mostly kami. Such beings take many forms, but often must communicate through possession. Such a takeover should only share memories and will not overpower the host's control over themselves.

    Horizon Hunters

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    Champion 1 | AC 17 (18 w/Raise Shield) | HP 16/17 | F: +6, R: +5, W +7;| Percep.+5 | NG Female Halfling: Twilight | Small | Speed: 25ft. | Class DC: +15 (T) |

    "Yes, Sun Fire; I have eaten and fought and remembered some,", Vilkik says with a smile at Sun Fire Boom Boom's song. She turns to the others. "The forest is home to mostly benign spirits, of many different forms. If they wish to communicate with us, it is through possession, but fear not. We'd only share memories, it's not a total loss of control. Although..." she trails off, "I'd imagine it still is unpleasant.", she finishes with a slight wince.

    "Venture-Captain Li, how far away is it and when would we leave?"

    Horizon Hunters

    Male Unbreakable Goblin Bard | HP 16/17 | AC 17 | F: +3 R: +6 W: +4 | Perc +7 | Speed 25 | Spell DC 17

    Riff nods, pondering what could have happened. He listens intently to the other questions, and their answers, but has nothing to add. He looks equal parts horrified and intrigued when Vilkik mentions possession by the kami things.

    Sovereign Court

    Bandits of Immenwood | Before the Dawn

    "It would be best to leave immediately," Amara replies. "Barring any purchases or arrangements you have to make. Sadly, it will take up to several weeks of travel for you to reach the Forest of Spirits. My apologies for that, but I see no other option. I'm sure you are already bored enough with the rote labor of the past few weeks."

    Horizon Hunters

    M Bard 8 | HP (80/106) | AC 26 | F +13 R +16 W +12 | Perception +12 (Darkvision) | <+2 Init> Spells: F (1/2) 1: (3/3) 2: (2/3) 3:(1/3) 4:(0/3) | Fae 1/2/3 | GS(0/1) | hp (3/3)

    Sun Fire Boom Boom smiles "Yes, we should set out quickly."

    Horizon Hunters

    Male Goblin | HP 26 | AC 18 | F:+8 | R:+8 | W: +3 Alchemist 2 |speed 25 feet | Fire Resistance 1

    "Action, action, time for some amusement. Fire, fire, fire, start the fire," Grumzuk calls out, while jumping on one foot.

    Horizon Hunters

    N male Half Orc Barbarian 1 | HP 21/21 | AC 18 | F +6 R +4 W +7 | Perc +7 | Stealth +1 | speed 20

    Ha, Not quite time yet. But we'll get there Grum

    I'm ready

    Horizon Hunters

    Champion 1 | AC 17 (18 w/Raise Shield) | HP 16/17 | F: +6, R: +5, W +7;| Percep.+5 | NG Female Halfling: Twilight | Small | Speed: 25ft. | Class DC: +15 (T) |

    "I have no prior commitments and I worry about those missing pathfinders. I'll go pick up my kit. I'll see you all at the wagon."

    I'm ready to go.

    Vigilant Seal

    LG Male Human Monk 2 | HP 29/30 | AC 19 | F: +7, R: +9, W: +7 | Perc: +5, Stealth: +7 | Speed 30ft |Hero Points: 1/1 | Focus Pool: 1/1| Reactions: None | Conditions: None

    Bellamin nods and picks his pack up off the floor near his seat, slinging it over his shoulder. "We should be off, then."

    Ready!

    Sovereign Court

    Bandits of Immenwood | Before the Dawn

    "In that case, you'd best go soon," Amara Li says with a grim smile. "My thanks again for taking this mission. There should be food and other supplies to last you both legs of the journey. And I had the cart specifically drawn by mules, just in case." She casts a glance at the assembled goblins.

    The journey stretches nearly three weeks before any events of note. At least it gives your company as much time to converse as you'd like! The wagon makes good time over a road on the plain en route to the Forest of Spirits. Other passersby are few, and the fewer still who speak Taldane are friendly, but unable to point you towards your quarry. Entering the forest proper, it becomes clear as a place of great natural energy. A blanket of snow covers the floor. It is untouched by the many small animals, even as you watch them walk across it in their efforts to avoid you.

    Not long into your trek through the forest, a patch thins. It is exposed to the Osogen Grasslands. This patch, no longer choked with trees and other vegetation, is taken up by a quaint settlement. One woman among several holding hands outside a bamboo hut stands up. She calls out to you in decent Taldane. "Welcome to Basaru, travelers! What brings you along this way?"

    Horizon Hunters

    M Bard 8 | HP (80/106) | AC 26 | F +13 R +16 W +12 | Perception +12 (Darkvision) | <+2 Init> Spells: F (1/2) 1: (3/3) 2: (2/3) 3:(1/3) 4:(0/3) | Fae 1/2/3 | GS(0/1) | hp (3/3)

    Sun Fire Boom Boom waves "Hi, we're looking for a missing caravan that should have come south through here a few weeks back, carrying a load of Taldan stuffs."

    Horizon Hunters

    Male Goblin | HP 26 | AC 18 | F:+8 | R:+8 | W: +3 Alchemist 2 |speed 25 feet | Fire Resistance 1

    "Did they pass here?"

    Horizon Hunters

    Male Unbreakable Goblin Bard | HP 16/17 | AC 17 | F: +3 R: +6 W: +4 | Perc +7 | Speed 25 | Spell DC 17

    As the party travels, Riff sings many songs, most about random things he sees along the way. Trees, houses, people, bugs, none escape notice as a potential muse. When they arrive in the town, as Sun Fire Boom Boom begins speaking to the townswoman, Riff begins humming a tune about her.

    Horizon Hunters

    N male Half Orc Barbarian 1 | HP 21/21 | AC 18 | F +6 R +4 W +7 | Perc +7 | Stealth +1 | speed 20

    anyone got earplug, no reason in particular just been feeling like they’d be nice on longer journeys.

    Sovereign Court

    Bandits of Immenwood | Before the Dawn

    "We are fortunate enough to see many caravans," the woman replies. "Come along, let us ask my friends. You are among my friends now as well. We have extra food for you, not like you would get on the road." In the middle of her circle lies several townsfolk, who she walks back to, eyes downcast. "Some of us have grown sick. Whether by the early winter or an oni's influence, our efforts have done little.

    "Please, join us in beseeching the kami for aid. Or perhaps those trickster spirits sent you to our side themselves?"

    Everyone can make a Diplomacy, Medicine, and Performance check to help or chat up the locals. You each can do up to all three checks if you so choose, but may not want to unless you're trained.

    Horizon Hunters

    Male Goblin | HP 26 | AC 18 | F:+8 | R:+8 | W: +3 Alchemist 2 |speed 25 feet | Fire Resistance 1

    "Sorry, my dear woman, I don't think I am the right person for helping you. If you would like some fire, I could help you. Otherwise I am afraid I would ruin your efforts. But I would be happy to taste your food."

    Horizon Hunters

    Champion 1 | AC 17 (18 w/Raise Shield) | HP 16/17 | F: +6, R: +5, W +7;| Percep.+5 | NG Female Halfling: Twilight | Small | Speed: 25ft. | Class DC: +15 (T) |

    Vilkik leaves the wagon and eyes the townfolk worriedly.

    "You say you've grown sick? How so? It's not normal for a sickness to spread like this. Tell me, what has happened?"

    Medicine: 1d20 + 5 ⇒ (6) + 5 = 11
    Diplomacy: 1d20 + 3 ⇒ (19) + 3 = 22

    Horizon Hunters

    Male Unbreakable Goblin Bard | HP 16/17 | AC 17 | F: +3 R: +6 W: +4 | Perc +7 | Speed 25 | Spell DC 17

    "The caravan we are looking for would have had to humans, one that is short and shaven, and one that is athletic and doesn't smile much. Have you seen anyone like that?" Riff asks as he eats some of the food.

    Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25

    After he eats, Riff grabs his trumpet. "I will play a song for you and your kami! Maybe then they will help you feel better, and help us find the caravan." Riff says, smiling. He is hoping to build rapport with the townspeople through music.

    Perform: 1d20 + 7 ⇒ (2) + 7 = 9

    Horizon Hunters

    M Bard 8 | HP (80/106) | AC 26 | F +13 R +16 W +12 | Perception +12 (Darkvision) | <+2 Init> Spells: F (1/2) 1: (3/3) 2: (2/3) 3:(1/3) 4:(0/3) | Fae 1/2/3 | GS(0/1) | hp (3/3)

    Sun Fire Boom Boom makes friends with the locals as well, happy to eat some good food.

    diplomacy: 1d20 + 8 ⇒ (11) + 8 = 19

    Inevitable Sun Fire Boom Boom will break into song...

    Pathfinder eat
    and drink with friends
    but we still need to find
    where the caravan ends

    perform sing: 1d20 + 9 ⇒ (15) + 9 = 24

    Horizon Hunters

    Male Unbreakable Goblin Bard | HP 16/17 | AC 17 | F: +3 R: +6 W: +4 | Perc +7 | Speed 25 | Spell DC 17

    I feel like Riff is trying to play his trumpet in tune Sun Fire, but failed miserably...

    Vigilant Seal

    LG Male Human Monk 2 | HP 29/30 | AC 19 | F: +7, R: +9, W: +7 | Perc: +5, Stealth: +7 | Speed 30ft |Hero Points: 1/1 | Focus Pool: 1/1| Reactions: None | Conditions: None

    Bellamin's brow furrows in concern. "Where are the sick? How many are there? I would like to see them."

    Medicine: 1d20 + 5 ⇒ (16) + 5 = 21

    Sovereign Court

    Bandits of Immenwood | Before the Dawn

    You take about an hour to examine the ailing townsfolk and socialize. You aren't entirely certain what's wrong with them, but some catchall medical techniques see several feeling a bit better. Everyone is taking a shine to you, offering good food and chattering away despite most only speaking Tien.

    Your friendly guide has asked around, and has found a few who remember the Pathfinder caravan. It has taken a while, though - these villagers prove incredibly easy to distract. She is about to start translating when screams erupt from around the corner!

    Men and women run from a group of strange little creatures bearing knives. Two are purple, three are blue. They look a bit like goblins with their short, hunched-over stature and pointed ears.

    Map is up! Each of the two colors of fey can be ID'd with Nature.

    Perception:
    Bellamin: 1d20 + 5 ⇒ (1) + 5 = 6
    Grumzuk: 1d20 + 2 ⇒ (11) + 2 = 13
    Magnus: 1d20 + 7 ⇒ (11) + 7 = 18
    Riff: 1d20 + 7 ⇒ (17) + 7 = 24
    Sun Fire Boom Boom: 1d20 + 5 ⇒ (17) + 5 = 22
    Vilkik: 1d20 + 5 ⇒ (16) + 5 = 21

    Blues: 1d20 + 4 ⇒ (3) + 4 = 7
    Purples: 1d20 + 7 ⇒ (12) + 7 = 19

    Round One:
    Riff
    Sun Fire Boom Boom

    Purple Fey
    Vilkik
    Magnus
    Grumzuk
    Blue Fey
    Bellamin

    Horizon Hunters

    M Bard 8 | HP (80/106) | AC 26 | F +13 R +16 W +12 | Perception +12 (Darkvision) | <+2 Init> Spells: F (1/2) 1: (3/3) 2: (2/3) 3:(1/3) 4:(0/3) | Fae 1/2/3 | GS(0/1) | hp (3/3)

    "Ahh! Knifeshanks!" Sun Fire shouts as the strange creatures approach.

    "Pathfinders Sing
    and Pathfinder Fight
    Pathfinders should avoid
    getting stabbed, alright!"

    Inspire Courage, You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.

    Spending a focus point for Lingering Composition. The DC is usually a standard-difficulty DC of a level equal to the highest‑level target of your composition, but the GM can assign a different DC based on the circumstances. I'll be assuming standard DC for this, which will be 16 with this party but please feel free to correct if that's ever not the case.

    perform Lingering Composition DC 16: 1d20 + 9 ⇒ (16) + 9 = 25
    Success, Courage will last for 3 rounds.

    After that Sun Fire Boom Boom draws his shortbow and snaps off a shot at the close by purple knifeshanks.

    inspired shortbow: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
    piercing damage: 1d6 + 1 ⇒ (4) + 1 = 5

    Inspire(Lingering), Draw bow, fire bow.

    Sovereign Court

    Bandits of Immenwood | Before the Dawn

    Riff follows his fellow goblin's lead, taunting the same squat creature. He then hurls a snowball at it with his magic. But he is far off the mark on both counts.

    Both purple fey run into the fray. One tries to stab Sun Fire Boom Boom in retaliation, while the other goes for a now-surrounded Vilkik. The halfling is dealt a nasty wound, the goblin a lesser one!

    Rolls:
    Goblin Song vs. Purple: 1d20 + 7 ⇒ (3) + 7 = 10

    TK Projectile vs. Purple: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
    Damage: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6

    Pink vs. Vilkik: 1d20 + 9 ⇒ (18) + 9 = 27
    Damage: 2d6 - 2 ⇒ (4, 3) - 2 = 5
    Pink vs. Vilkik: 1d20 + 5 ⇒ (2) + 5 = 7
    Damage: 2d6 - 2 ⇒ (3, 6) - 2 = 7

    Purple vs. SFBB: 1d20 + 9 ⇒ (14) + 9 = 23
    Damage: 1d6 - 2 ⇒ (6) - 2 = 4
    Purple vs. SFBB: 1d20 + 5 ⇒ (7) + 5 = 12
    Damage: 1d6 - 2 ⇒ (1) - 2 = -1

    Round One:
    Riff
    Sun Fire Boom Boom -4
    Purple Fey (purple -5)
    Vilkik -10
    Magnus
    Grumzuk

    Blue Fey
    Bellamin

    Horizon Hunters

    Champion 1 | AC 17 (18 w/Raise Shield) | HP 16/17 | F: +6, R: +5, W +7;| Percep.+5 | NG Female Halfling: Twilight | Small | Speed: 25ft. | Class DC: +15 (T) |

    "Oh, no you don't. Shame on you!", Vilkik yells as she gives the fey attacking Sun Fire a withering look.

    Reaction: Glimpse of Redemption vs. Fey attacking Sun Fire
    Trigger: An enemy damages your ally, and both are within 15 feet of you.
    Your foe hesitates under the weight of sin as visions of redemption play in their mind’s eye. The foe must choose one of the following options:
    1) The ally is unharmed by the triggering damage.
    2)The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn.

    She then screams as the pink fey rips into her, causing a nasty wound. "Cayden, give me strength to protect my friends!", she gasps as she draws her sword and strikes at the pink fey. (1st Action)

    2nd action Strike Pink fey: 1d20 + 7 ⇒ (1) + 7 = 8
    Rapier (p) damage: 1d6 + 3 ⇒ (1) + 3 = 4
    Swinging, she lets out a whimper and focusing she touches her wound.
    Third Action: Lay on hands on self. Recovers 6 HP

    Horizon Hunters

    Male Goblin | HP 26 | AC 18 | F:+8 | R:+8 | W: +3 Alchemist 2 |speed 25 feet | Fire Resistance 1

    Grumzuk runs toward the left side of Sun Fire Boom Boom. He takes out a lesser acid flask and throws it toward the left blue fey with his quick bomber ability.

    1st strike blue fey: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
    [color=#0000ff] damage: 1 acid damage + 1d6 perstistent acid damage + 1 acid splash damage [/color]

    He then returns to the back of the group, where he began.

    Horizon Hunters

    N male Half Orc Barbarian 1 | HP 21/21 | AC 18 | F +6 R +4 W +7 | Perc +7 | Stealth +1 | speed 20

    Magnus will step up 1st action began ragingsecond action and make a strike against the pink one attack roll: 1d20 + 7 ⇒ (20) + 7 = 27 for dmg: 1d12 + 6 ⇒ (9) + 6 = 15 third action

    Sovereign Court

    Bandits of Immenwood | Before the Dawn

    Grumzuk sears a blue fey, while Magnus tears another in twain with a single strike! The slower gremlins run in, but their swings barely register or are turned away entirely.

    Rolls:
    Persistent Acid: 1d6 ⇒ 3
    Blue vs. Grumzuk: 1d20 + 8 ⇒ (6) + 8 = 14
    Damage: 1d6 + 1 ⇒ (6) + 1 = 7
    Recovery: 1d20 ⇒ 11

    Green vs. Vilkik FF: 1d20 + 8 ⇒ (9) + 8 = 17
    Damage: 1d6 - 1 ⇒ (2) - 1 = 1

    Red vs. Magnus FF: 1d20 + 8 ⇒ (4) + 8 = 12
    Damage: 1d6 - 1 ⇒ (1) - 1 = 0

    Round One/Two:
    Riff
    Sun Fire Boom Boom

    Purple -4
    Vilkik -5
    Magnus
    Grumzuk
    Blue Fey (blue -6, persistent 1d6)
    Bellamin

    Horizon Hunters

    Male Unbreakable Goblin Bard | HP 16/17 | AC 17 | F: +3 R: +6 W: +4 | Perc +7 | Speed 25 | Spell DC 17

    "Damn!" Riff curses as his snowball misses. He draws his whip, lashing out at the knife blue creature right in front of him with a loud crack. "Foolish knifeshank, you cannot hope to defeat the Pathfinders!"

    Whip: 1d20 + 4 ⇒ (8) + 4 = 12
    Whip Damage: 1d4 + 1 ⇒ (3) + 1 = 4

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