[Outpost III] GM MattMorris Lost on the Spirit Road (Inactive)

Game Master ChesterCopperpot

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Myth-Speaker Prey for Death

Please dot in!

Verdant Wheel

Champion of Gozreh (Redeemer) 2 - HP 34/34, AC 20 (22 w shield) - Perception +7 - F: +8 / R: +4* / W: +9 - Speed: 20

Marra is wearing earth tone clothes and padded armor.

With her is a velociraptor wearing light barding.

"Greetings!"

Vigilant Seal

Male Goblin Inventor 11 (Alchemist Ded) / HP 142/142, Perc +15, AC 31, Fort +19 Ref +20 Will +20 /Vials 4/4, Advanced alchemy prepared: Alchemist's fire 4 / Darkvision, unbreak gob, Burn it! Toughness, Diehard, Resist fire 1/2 lvl, Resist void 1, +1 hp/min

The small goblin wearing the same kind of armor arrives with a backpack doing some noise and a bandolier changed with flasks and bombs.

I beg your pardon. Is it here I have an appointment for a mission?

Envoy's Alliance

Male Observant Halfling Ranger/2 | HP: 30/30 | AC: 19 | F: +8 R: +10 W: +6 | Per: +8 (Per DC 19)

Hello


Myth-Speaker Prey for Death

~+~The Adventure Begins~+~
You arrived in Minkai within the past few months. Since then, you have been working with Venture-Captain Amara Li to help lay the groundwork for
a lodge in Minkai, performing a variety of tasks that are well-suited to your individual skills. The Venture-Captain has been collecting relics from across the world to house in a new museum with a focus on relics from Minkaian history that have been kept in other nations. To this end, she has been traveling all over the nation to pursue leads. These relics have come from a combination of purchases and donations, and she has occasionally called on local Pathfinders to guard the relics.

You are currently working in Sakakabe, a prosperous city famous for its trade in silver and pearls.

Amara Li sweeps in the the Kiniro Kyomai teahouse, where you have been enjoying the high-quality tea, food, and samisen music. She joins you at your table and thanks you for waiting for her so graciously. Talk then turns to business.

“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.”

“Last year, I received a donation of relics from Taldor. 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. “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.”

"Do you have any questions?"

For Recall Knowledge checks, I'll put the information in spoilers and trust that you'll open the appropriate spoilers. (It speeds up the game.) I'll do other secret checks behind a GM Screen spoiler.

The Forest of Spirits

Nature or Forest Lore DC 15:
You recall general information about the Forest of Spirits, including its dense populations of kami
and mostly benign spirits that can possess living creatures to share memories but exert little control over their hosts.
Critical Success?
Spoiler:
You knows several details about villages bordering the Forest of Spirits, as well as the kitsune that populate the region. Such PCs gain a +2 circumstance bonus on checks to investigate the village
and to negotiate with any kitsune you meet.


Critical Failure:
You recall that the Forest of Spirits is named for its numerous incorporeal undead denizens, including fell spirits who possess travelers’ bodies only to horrifically murder their hosts.

Envoy's Alliance

Male Observant Halfling Ranger/2 | HP: 30/30 | AC: 19 | F: +8 R: +10 W: +6 | Per: +8 (Per DC 19)

so we roll our own recall knowledge checks?
Nature [dice=nature] 1d20+5


[1d20+5]


nature: 1d20 + 5 ⇒ (1) + 5 = 6


Crap, I hate undead
3rd time is a charm. Figured out how to roll and of course my very first roll of my very first PbP game is a 1

Envoy's Alliance

Male Observant Halfling Ranger/2 | HP: 30/30 | AC: 19 | F: +8 R: +10 W: +6 | Per: +8 (Per DC 19)

Seems straight forward. Back track caravan, figure out why they are lost, and save Pathfinders

Vigilant Seal

Male Goblin Inventor 11 (Alchemist Ded) / HP 142/142, Perc +15, AC 31, Fort +19 Ref +20 Will +20 /Vials 4/4, Advanced alchemy prepared: Alchemist's fire 4 / Darkvision, unbreak gob, Burn it! Toughness, Diehard, Resist fire 1/2 lvl, Resist void 1, +1 hp/min

The goblin is suspicious.

What kind of relics do we find in the wagons?

This can explain why they are late.

Grand Archive

Human (Vudrani) Sorcerer (Rogue Dedication) 7 / HP 71/71,Perc +9, AC 24(+2 Nimble dodge), Fort +13 Ref +12 Will +11 / Spells 1st 4/4, 2d 4/4, 3d 4/4, 4d 3/3, Focus 2/2 / Active conditions: Toughness, Diehard, Breath control

An unarmed human in an explorer's outfit says for his part: My name's Garad. Why did this caravan went through the forest if they knew that there were spirits?

Horizon Hunters

Half-Elf Wizard 2 / HP 20/20, Perc +6, AC 16, Fort +4 Ref +6 Will +8 / Active conditions: Low-light vision

[I will edit this post a little bit later with more proper formatting, my apologies.]

The youthful wizard sips his tea and smiles at their Venture-Captain.

”Could you offer some advice on how to pay proper respects to these kami?”

Horizon Hunters

Half-Elf Wizard 2 / HP 20/20, Perc +6, AC 16, Fort +4 Ref +6 Will +8 / Active conditions: Low-light vision

Nature: 1d20 + 6 ⇒ (8) + 6 = 14

Verdant Wheel

Champion of Gozreh (Redeemer) 2 - HP 34/34, AC 20 (22 w shield) - Perception +7 - F: +8 / R: +4* / W: +9 - Speed: 20

Marra seeks magical Guidance before contemplating what she knows of The Forest of Spirits.

kn Nature: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25

"I have heard much of this forest. There are many Kami there who share their memories with travelers. Probably an odd experience but most of them are harmless. Many Kitsune live in the area and I've heard a bit about the villages along the way."

"Oh. I'm Marra by the way. And this is Tor."

She then tries to answer the question of the guy who looks like a sexy vampire :)

kn Religion on Kami: 1d20 + 7 ⇒ (19) + 7 = 26

Envoy's Alliance

Male Observant Halfling Ranger/2 | HP: 30/30 | AC: 19 | F: +8 R: +10 W: +6 | Per: +8 (Per DC 19)

You see a male halfling in a Charcoal Grey Frock Coat and matching wide brim Cavalier's hat. Under it is Black leather armor, the chest piece is covered with gold filigree in the shape of many tiny keys. This is crossed with Bandoliers on one, high up about heart level it holds a dagger among different vials and few potions, The other holds who knows what. One hip has a shortsword and the other has a bolt quiver. Over his shoulder he casually holds an unloaded crossbow.
Names Anton Goldthimble, bounty hunter extraordinaire. He glares at everyone menacingly And yes before you say it I am a little short when it comes to your expectations of a bounty hunter but I have never failed to get a bounty. Puts one finger to his chin and tilts his head to the sky. Although I have lost money when I failed to bring them back alive. That is why the church fired me.

Vigilant Seal

Male Halfling (Chelaxian) Liberator Champion 1 | HP: 17/17 | AC: 18 | F: +6 R: +7 W: +6 | Per: +4 | Focus: 1/1

A blond halfling, adorned in hide armor with a steel shield and sheathed short sword at his back, sips his tea as he listens to Amara's tale.

"How many wagons are we looking for? And are there any more people accompanying the caravan in addition to our two fellow Pathfinders?"


Myth-Speaker Prey for Death

Amara Li considers your question, "I've been unable to determine exactly what kind of relics the shipment holds, though if they traveled all the way from Minkai to Taldor, I'm sure that they are interesting. It's likely a mixed lot that my agents were able to pick up at auction."

"As to the Forest of Spirits: Li Po and Ti Lan are both experienced agents. Either they had good information to take them down that trail or they overestimated their abilities to travel a hazardous route. They are traveling with three wagons and a number of caravan laborers, so I do hope that no tragedy has befallen them. Kami are a complex subject, and I would not consider myself an expert. All of them revere nature, and are fiercly protective of their wards--usually an object or location that they are tied to. Depending on their type, they might have more specific interests as well."

Vigilant Seal

Male Goblin Inventor 11 (Alchemist Ded) / HP 142/142, Perc +15, AC 31, Fort +19 Ref +20 Will +20 /Vials 4/4, Advanced alchemy prepared: Alchemist's fire 4 / Darkvision, unbreak gob, Burn it! Toughness, Diehard, Resist fire 1/2 lvl, Resist void 1, +1 hp/min

Well it seems there are a lot of things we will discover on our way.

The goblin is thinking they have nothing more to learn here and now.

Grand Archive

Human (Vudrani) Sorcerer (Rogue Dedication) 7 / HP 71/71,Perc +9, AC 24(+2 Nimble dodge), Fort +13 Ref +12 Will +11 / Spells 1st 4/4, 2d 4/4, 3d 4/4, 4d 3/3, Focus 2/2 / Active conditions: Toughness, Diehard, Breath control

The sorcerer is also thinking that they have sold out what they could learn from the briefing.

We will be patient with the spirits. Don't be afraid.

Then he speaks for himself: I hope anyway.


Myth-Speaker Prey for Death

Your business with Amara Li concluded, you rest for the night and depart in the morning. Although Sakakabe is the closest city to the forest of Spirits, it still takes several weeks of travel on a road that winds through the Osogen Grasslands to reach the Forest of Spirits. Along the way, you cross paths with travelers heading south into Minkai, as well as the nomadic herders who call the rolling plains home. No one you meet in the grasslands has seen the caravan that you are looking for.

When you enter the Forest of Spirits, the atmosphere changes. The forest is cool and damp, and profoundly alive. Snow blankets the ground and clings to branches of towering pine and spruce trees. Birds, rodents, foxes, deer, bears, and numerous other creatures roam through the woods, keeping their distance from the road. The density of the trees suggests that logging is almost unheard of in this forest.

Animals are not the only creatures moving out in the woods; you occasionally see unexplained movement in the trees and rocks or feel like someone is watching them.

As you progress through the forest, you visit several small villages, none of which have seen the caravan you are looking for. They can find signs of passage from several caravans and groups that travelled on foot, and the remains of campsites right next to the trail. However, there are no indications that any of these groups came to harm.

Eventually, you arrive at a village called Suboyashi nestled deeper in the forest’s outskirts. It appears that the village is in the midst of a local festival. Tumblers perform folk dances and elders relate tales of the kami that watch over the village.

Envoy's Alliance

Male Observant Halfling Ranger/2 | HP: 30/30 | AC: 19 | F: +8 R: +10 W: +6 | Per: +8 (Per DC 19)

The Bounty Hunter remains Vigilant in watching out for Danger. As the party enters the town he is eyes are constantly darting about watching the Rooftops and windows, Noticing every Doorway and obstacles that may be used for cover. He squints while attempting to search for what might be lurking in the shadows. He does not seemed impressed by the towns antics. He turns to the goblin, What fools these longshanks be?! Longshanks, that is the correct work ain’t it

Vigilant Seal

Male Goblin Inventor 11 (Alchemist Ded) / HP 142/142, Perc +15, AC 31, Fort +19 Ref +20 Will +20 /Vials 4/4, Advanced alchemy prepared: Alchemist's fire 4 / Darkvision, unbreak gob, Burn it! Toughness, Diehard, Resist fire 1/2 lvl, Resist void 1, +1 hp/min

The goblin advances on the road in the middle of the party. That's not because he doesn't like the nature but he's glad to arrive to their first step of their journey.

The correct word, yes. The correct word. He answers to Anton once they are in the village. Let's see what will outcome of these festivities. He's always to live festivities with goblins. But he doesn't know how to understand these ones.

Grand Archive

Human (Vudrani) Sorcerer (Rogue Dedication) 7 / HP 71/71,Perc +9, AC 24(+2 Nimble dodge), Fort +13 Ref +12 Will +11 / Spells 1st 4/4, 2d 4/4, 3d 4/4, 4d 3/3, Focus 2/2 / Active conditions: Toughness, Diehard, Breath control

The sorcerer discovers a new culture with this village. He tries to understand the reason of the festivities and to find details which can help him that for. They will have also to meet someone to ask for the wagon and the caravan. Let's see how will the festival run first.

Verdant Wheel

Champion of Gozreh (Redeemer) 2 - HP 34/34, AC 20 (22 w shield) - Perception +7 - F: +8 / R: +4* / W: +9 - Speed: 20

"We may as well enjoy ourselves while here. And ask around, Even if they have not seen the caravan they may know useful local lore."

Marra smiles and finds a clear space to try and imitate the tumblers.

acrobatics: 1d20 + 6 ⇒ (7) + 6 = 13


Myth-Speaker Prey for Death

A small crowd of locals starts to gather around Marra, but after polite applause, they rush away to see other performers.

If you'd like to attract the attention of the villages, you can attempt an Acrobatics, Occultism, or Religion check. Each character may attempt 1 check.

Verdant Wheel

Champion of Gozreh (Redeemer) 2 - HP 34/34, AC 20 (22 w shield) - Perception +7 - F: +8 / R: +4* / W: +9 - Speed: 20

Due to a critical success on the earlier knowledge check Marra gains +2 to investigate the village. I didn't include that, Would it make a difference?


Myth-Speaker Prey for Death
Marra Nelandra wrote:
Due to a critical success on the earlier knowledge check Marra gains +2 to investigate the village. I didn't include that, Would it make a difference?

I forgot about that as well!

One small girl sticks around to chat with Marra after her performance. "You remind me of those funny travelers that came through the village! They had a cart with all sorts of things on it. But none of them had a dinosaur!"

Verdant Wheel

Champion of Gozreh (Redeemer) 2 - HP 34/34, AC 20 (22 w shield) - Perception +7 - F: +8 / R: +4* / W: +9 - Speed: 20

"Can you tell me about the travelers? Did any of them have one of these?"

Marra shows the girl her Wayfinder.


Myth-Speaker Prey for Death

The girls nods, then giggles and runs away into the crowd.

Vigilant Seal

Male Goblin Inventor 11 (Alchemist Ded) / HP 142/142, Perc +15, AC 31, Fort +19 Ref +20 Will +20 /Vials 4/4, Advanced alchemy prepared: Alchemist's fire 4 / Darkvision, unbreak gob, Burn it! Toughness, Diehard, Resist fire 1/2 lvl, Resist void 1, +1 hp/min

The goblins approaches the druid.

Have you got a new friend? She's small.

And he looks in the direction the little girl left.

Verdant Wheel

Champion of Gozreh (Redeemer) 2 - HP 34/34, AC 20 (22 w shield) - Perception +7 - F: +8 / R: +4* / W: +9 - Speed: 20

Marra nods.

"The girl mentioned funny travelers with a cart. And at least one of them had a Wayfinder. Let's see if anyone knows where they went."

Vigilant Seal

Male Goblin Inventor 11 (Alchemist Ded) / HP 142/142, Perc +15, AC 31, Fort +19 Ref +20 Will +20 /Vials 4/4, Advanced alchemy prepared: Alchemist's fire 4 / Darkvision, unbreak gob, Burn it! Toughness, Diehard, Resist fire 1/2 lvl, Resist void 1, +1 hp/min

You attract them with your funniest acrobatics and I ask?

Verdant Wheel

Champion of Gozreh (Redeemer) 2 - HP 34/34, AC 20 (22 w shield) - Perception +7 - F: +8 / R: +4* / W: +9 - Speed: 20

"This ceremony is to honor the Kami. You know a fair amount about the Occult, Go impress them."

Marra looks at the rest of the party.

"Go be Pathfinders."

Envoy's Alliance

Male Observant Halfling Ranger/2 | HP: 30/30 | AC: 19 | F: +8 R: +10 W: +6 | Per: +8 (Per DC 19)

::sighs::
So to get there attention we must impress them with trick like a canine? Well that is no worse when I had to wear a dress to capture Ebony Potts.
He lays his crossbow down and attempts a tumbling routine back and forth hopefully ending up right back besides his crossbow
Acrobatics: 1d20 + 7 ⇒ (8) + 7 = 15

Envoy's Alliance

Male Observant Halfling Ranger/2 | HP: 30/30 | AC: 19 | F: +8 R: +10 W: +6 | Per: +8 (Per DC 19)

“there attention” should read as “their attention” I hate when I do that but I am not going to edit it because that seems uncouth to edit a post that has a dice roll in it. It doesn’t take a genius to realize that is probably PbP bad form.


Myth-Speaker Prey for Death
Anton Goldthimble wrote:
“there attention” should read as “their attention” I hate when I do that but I am not going to edit it because that seems uncouth to edit a post that has a dice roll in it. It doesn’t take a genius to realize that is probably PbP bad form.

The dice roller actually saves your rolls, so it's not necessarily bad form. Feel free to correct typos!

Vigilant Seal

Male Halfling (Chelaxian) Liberator Champion 1 | HP: 17/17 | AC: 18 | F: +6 R: +7 W: +6 | Per: +4 | Focus: 1/1

One trick I do is to actually preview the post with my dice roll, and then edit it to add a reaction to whatever the result was.

Yergi, seeing others proselytizing in the streets, joins in by preaching the joys of Chaldira, the halfling trickster goddess.

Religion: 1d20 + 4 ⇒ (7) + 4 = 11

Unfortunately he is more a man of action, not one of words.

Horizon Hunters

Half-Elf Wizard 2 / HP 20/20, Perc +6, AC 16, Fort +4 Ref +6 Will +8 / Active conditions: Low-light vision

Aehronim grins watching Oros flying in lazy circles about him. The bird cautiously flits from branch to occasional branch or lands to look hopefully at small children for festival treats.

The young wizard reaches into his pack and with the ceremony of practiced ease flicks it out and lets it settle down slowly onto the ground. He then sits down himself and pulls out large finely decorated cards.

He glances about conspiratorially and starts laying them about.

Fortune Telling Lore: 1d20 + 8 ⇒ (9) + 8 = 17
Occultism: 1d20 + 8 ⇒ (20) + 8 = 28

Grand Archive

Human (Vudrani) Sorcerer (Rogue Dedication) 7 / HP 71/71,Perc +9, AC 24(+2 Nimble dodge), Fort +13 Ref +12 Will +11 / Spells 1st 4/4, 2d 4/4, 3d 4/4, 4d 3/3, Focus 2/2 / Active conditions: Toughness, Diehard, Breath control

The sorcerer tries also to tumble to gain the attention of the villagers.

Acrobatics: 1d20 + 5 ⇒ (14) + 5 = 19


Myth-Speaker Prey for Death

Quite the crowd gathers around Aehronim and Garad. When the performances end, villagers applaud and press street food and sweet treats on them.

An elderly grandmother pats Aehronim on the should and says, "The kami will be very pleased with such excellent performances! What brings such talented travelers to Suboyashi ?"

Horizon Hunters

Half-Elf Wizard 2 / HP 20/20, Perc +6, AC 16, Fort +4 Ref +6 Will +8 / Active conditions: Low-light vision

Aehronim inclines his head.

”I am honored. We come seeking lost friends who we believe came through here with a caravan. Perhaps you may have seen them young lady?”

Grand Archive

Human (Vudrani) Sorcerer (Rogue Dedication) 7 / HP 71/71,Perc +9, AC 24(+2 Nimble dodge), Fort +13 Ref +12 Will +11 / Spells 1st 4/4, 2d 4/4, 3d 4/4, 4d 3/3, Focus 2/2 / Active conditions: Toughness, Diehard, Breath control

After taking back his gear, the sorcerer tries to engage the conservation.

Yes, we are not here through hazard. We are looking for a caravan which should have come through this village. It isn't arrived at destination then. Have you seen something?


Myth-Speaker Prey for Death

"Oh, you kid!" The woman blushes. "We did have a caravan come through here recently. They continued down the road toward Minkai. We warned them to take the western road, but the caravan chose to take an older path toward Minkai, which veers into thicker woodland for several days’ journey before rejoining the main road. They were determined to take the eastern path, though they would not tell us why."

The townsfolk have really made you feel at home. You feel as if friendly wind spirits, which increase agility, are welcoming you. For the remainder of the scenario, you gain a 5-foot bonus to Speed.

Vigilant Seal

Male Goblin Inventor 11 (Alchemist Ded) / HP 142/142, Perc +15, AC 31, Fort +19 Ref +20 Will +20 /Vials 4/4, Advanced alchemy prepared: Alchemist's fire 4 / Darkvision, unbreak gob, Burn it! Toughness, Diehard, Resist fire 1/2 lvl, Resist void 1, +1 hp/min

The goblin arrives then.

Good job guys. Now we have to follow this lead.


Myth-Speaker Prey for Death

Just as Ukh makes the excellent suggestion to follow the caravan, you notice some strange noises coming from the forest at the edge of the clearing.

Suddenly, a scream! "The trees--they're moving!" The villagers quickly scatter from the town square. The small girl stops for a second to pull on Marra's sleeve, "You've got to help us!" before running to hide inside a nearby building.

The source of their distress is soon evident: Two pine trees saunter out of the forest, swinging their branches at the stragglers!

Initiative (Perception):

Ukh: 1d20 + 3 ⇒ (9) + 3 = 12
Garad: 1d20 + 3 ⇒ (9) + 3 = 12
Marra: 1d20 + 7 ⇒ (17) + 7 = 24
Aehronim: 1d20 + 4 ⇒ (19) + 4 = 23
Yergi: 1d20 + 4 ⇒ (16) + 4 = 20
Anton: 1d20 + 7 ⇒ (19) + 7 = 26
Red: 1d20 + 7 ⇒ (20) + 7 = 27
Yellow: 1d20 + 7 ⇒ (19) + 7 = 26

The trees lumber into the town square, driving out the remaining townsfolk!

Recall Knowledge (Nature) DC 15:
These are pine brutes. They are resistant to bludgeoning to piecing damage and weak to fire...and axes!

Remember: Recalling Knowledge is 1 action.

~+~Combat Round 1~+~
Red
Yellow
Anton
Marra
--Tor
Aehronim
Yergi
Ukh
Garad

Group Buffs: +5 ft. Speed
Map Please start your token in the yellow square.

Anyone in bold may act. (Don't worry if someone is in front of you. This grouped initiative is common on PBP and helps speed things along.)

Aehronim, I guessed at your initiative. Please fill in Slide 3 when you get a chance.

Verdant Wheel

Champion of Gozreh (Redeemer) 2 - HP 34/34, AC 20 (22 w shield) - Perception +7 - F: +8 / R: +4* / W: +9 - Speed: 20

Marra attempts to identify the enemies.

kn nature: 1d20 + 7 ⇒ (5) + 7 = 12

"No clue. We must protect the town."

She will then cast Guidance on Tor and send him after one of the trees.
She has Tor move into a possible flank provoking aoo? then attack.

jaws including Guidance: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
piercing dmg: 1d8 + 2 ⇒ (1) + 2 = 3

Envoy's Alliance

Male Observant Halfling Ranger/2 | HP: 30/30 | AC: 19 | F: +8 R: +10 W: +6 | Per: +8 (Per DC 19)

Will Hunt Prey on Red. Load Crossbow and shoot.

Crossbow attack: 1d20 + 7 ⇒ (19) + 7 = 26
piercing dmg: 1d10 + 1d8 + 2 ⇒ (4) + (3) + 2 = 9

Vigilant Seal

Male Halfling (Chelaxian) Liberator Champion 1 | HP: 17/17 | AC: 18 | F: +6 R: +7 W: +6 | Per: +4 | Focus: 1/1

Yergi draws his sword (1 action), Strides to the western tree-thing (1 action), and Strikes with his Short Sword (1 action).

As he does so, he yells, "Lucky for these townfolk some Pathfinders were visiting when these terrible creatures attacked! Yaaaaaahhhh!

Attack: 1d20 + 7 ⇒ (15) + 7 = 22
Slashing damage: 1d6 + 2 ⇒ (3) + 2 = 5


Myth-Speaker Prey for Death

Three hits! Though it seems that the damage from Tor's jaws does not penetrate the thick bark. Anton's crossbow hits a vital mark, though some of its damage is resisted as well.

Tor and Yergi: Sap sprays from the trees when you hit it. Please make Reflex saves.

DC 17:
On failure, you are affected by a lesser tanglefoot bag. (-10 Speed) and you are clumsy 1 until the sap is removed. Yergi, you can avoid this be leaving your sword stuck in the tree--DC
17 Athletics check to remove it on your turn.

~+~Combat Round 1~+~
Red (-18)
Yellow
Anton
Marra
--Tor (REFLEX SAVE)
Aehronim
Yergi (REFLEX SAVE)
Ukh
Garad

Group Buffs: +5 ft. Speed
Map Please start your token in the yellow square.

Anyone in bold may act. (Don't worry if someone is in front of you. This grouped initiative is common on PBP and helps speed things along.)

Aehronim, I guessed at your initiative. Please fill in Slide 3 when you get a chance.

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