DM Khel's Questapalooza (Inactive)

Game Master Khelreddin


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Horizon Hunters

Human (half-elf) Rgr5 | HP: 73/73 | AC: 22| Fort: +11, Refl: +13, Will: +10 | Perc (E): +10 (low-light vision) | Speed 25 | Default exploration: Avoid Notice (Stealth +11) | Focus points: 1/1 | Hero Points: 1 | Conditions: . |

Worth asking: do we think Flitch or Yuleg might know someone who we can hire to get us boats or craft some rafts? Hampton and Zandu can go try and chase down that lead if it's possible.

Verdant Wheel

M Human Wizard 1 [ HP 16/16 | AC 13 | Fort +4 Ref +3 Will +4 | Perc +2 | Effects: none ]

Filbert will go along with whatever!


DM | Map Stuff | Burden of Envy

With their plans laid, the Pathfinders split up and make their way to tell the would-be travelers where and when to meet them to begin the journey to freedom from the repressive Xin-Edasseril. With these messages delivered, the party reconvenes at the Rockfish Inn, to work through final details and prepare themselves for the morning journey through the sewers to meet the Rolanna’s Prayer.

There are a few things you were going to do once back at the inn: attempt to Treat Disease on Vurna (Medicine check), build some rafts (Crafting), and forge some documents (Society, with a +2 because you have Flitch’s documents to base your forgery on). Go ahead and make those checks. As you travel the city before heading back to the inn, you could try other things as well, such as trying to Steal travel documents from locals, or whatever you come up with. Let me know if you'd like to do anything else before retiring for the evening.

Vigilant Seal

CN Human Charlatan Sorcerer 4(Hag bloodline) | HP 36/36 | AC 18 | Class DC 20 | F: +7, R: +8, W: +9 | Perc: +7 | Speed 25ft | Ranged: +8, Melee: +6 1d6+4 Active conditions: None

On the way back to the inn, Farzin bumps into a man and can't help but try to appropriate the man's travel documents.

Thievery: 1d20 + 6 ⇒ (18) + 6 = 24

Figure I can always return them when I'm done. Somehow...

Horizon Hunters

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CG, Human Male, Brb2 | HP 39/39 AC: 19 (18 in combat, 17 if Raging)| F: +9 R: +5, W: +7 | Perc: +7 (E)
Class Abilities:
  • Rage ◆
  • Default Exploration: Scout

    Unable to be of any assistance, Rax instead decides to regal the party with a song for drinking! Performance: 1d20 + 0 ⇒ (1) + 0 = 1 [i]and it's AWESOME![/ooc]

    Horizon Hunters

    Male Human Rogue 3 | HP 3/38 | 0/3 Hero Point | Perc’ +8 ; Speed 30 ft. | AC 20 | Fort +6 ; Ref +11 ; Will +8 | Default Exploration: Avoid Notice (Stealth +11, +2 from Incredible Initiative) | Languages: Common, Elven, Varisian | Active conditions: Trap Finder

    Knowing that Vurna is still not doing well, Zandu shows a surprising commitment to nursing her back to health.
    Treat Disease (Medicine): 1d20 + 4 ⇒ (3) + 4 = 7

    Horizon Hunters

    Human (half-elf) Rgr5 | HP: 73/73 | AC: 22| Fort: +11, Refl: +13, Will: +10 | Perc (E): +10 (low-light vision) | Speed 25 | Default exploration: Avoid Notice (Stealth +11) | Focus points: 1/1 | Hero Points: 1 | Conditions: . |

    Hampton tires his hand at making rafts.
    Crafting: 1d20 ⇒ 4 >.>

    Unfortunately, rafts are not common in Osirion.

    Horizon Hunters

    M Half-Orc Sorcerer 1 [ HP 16/16 | AC 15 | Fort +5 Ref +4 Will +5 | Perc +3 | Effects: mage armor ]

    If folks have hero points now might be a good time to burn them.


    DM | Map Stuff | Burden of Envy

    And I'm probably a bit behind in distributing hero points, so I'm going to say whoever wants to use one (that's one for the group, not each) to reroll something in this phase of checks, go for it. I believe only Hampton and Zandu have used hero points, so I've updated the PC roster sheet to reflect that.

    Horizon Hunters

    Human (half-elf) Rgr5 | HP: 73/73 | AC: 22| Fort: +11, Refl: +13, Will: +10 | Perc (E): +10 (low-light vision) | Speed 25 | Default exploration: Avoid Notice (Stealth +11) | Focus points: 1/1 | Hero Points: 1 | Conditions: . |

    I will give that hero point reroll to Zandu so maybe another shot to make Vurna better.

    Vigilant Seal

    CN Human Charlatan Sorcerer 4(Hag bloodline) | HP 36/36 | AC 18 | Class DC 20 | F: +7, R: +8, W: +9 | Perc: +7 | Speed 25ft | Ranged: +8, Melee: +6 1d6+4 Active conditions: None

    As Farzin makes to slip the stolen documents into his pocket, Papayo caws:

    "The camps, boss! The camps!"

    Which causes Farzin to pause and consider the terrible fate to which he may be dooming this poor, undeserving man.

    Farzin sighs.

    "Excuse me, sir, I believe you dropped these." Farzi hands the man his documents, and then continues on his way, resigned to finding a more legal route to ensuring the mission is a success.

    "At least I know I've still got it," he says, smiling and flexing his nimble fingers.

    "HAHAHA," caws Papayo.


    DM | Map Stuff | Burden of Envy

    In spite of Zandu's struggles with treating her, Vurna manages to fight her way back towards health on her own.

    Vurna Fort save: 1d20 ⇒ 15

    No need to reroll that Medicine check! Might want to save it for the Society check to forge documents.

    Verdant Wheel

    M Human Wizard 1 [ HP 16/16 | AC 13 | Fort +4 Ref +3 Will +4 | Perc +2 | Effects: none ]

    Filbert wanders over to the table with the poorly-forged documents on it and sits down to study them. After a moment he picks one up, shakes his head, wads it into a ball, drops it on the ground, and proceeds to step on it. A moment later he does the same with the rest, and then he smiles a crooked smile and takes a break from his hard work.

    Society (existing document bonus): 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20

    After a few minutes of resting, the older man reaches down and picks up the documents, flattens them out a bit, and gives a satisfied nod.

    Horizon Hunters

    CG, Human Male, Brb2 | HP 39/39 AC: 19 (18 in combat, 17 if Raging)| F: +9 R: +5, W: +7 | Perc: +7 (E)
    Class Abilities:
  • Rage ◆
  • Default Exploration: Scout

    Rax looks around, genuinely sad that he isn't better equipped to help. Smashing skulls is important and all, but it's not often he really stops to focus on this aspect of things.

    Vigilant Seal

    CN Human Charlatan Sorcerer 4(Hag bloodline) | HP 36/36 | AC 18 | Class DC 20 | F: +7, R: +8, W: +9 | Perc: +7 | Speed 25ft | Ranged: +8, Melee: +6 1d6+4 Active conditions: None

    Papayo passes nails to Farzin as he takes a turn at hammering some of the wood together into a passable raft.

    Craft: 1d20 + 1 ⇒ (6) + 1 = 7

    Hero point!

    Craft: 1d20 + 1 ⇒ (17) + 1 = 18

    ”Not too bad, I hope.” He admires his work. “Wood does float on its own, right?”

    Horizon Hunters

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    Human (half-elf) Rgr5 | HP: 73/73 | AC: 22| Fort: +11, Refl: +13, Will: +10 | Perc (E): +10 (low-light vision) | Speed 25 | Default exploration: Avoid Notice (Stealth +11) | Focus points: 1/1 | Hero Points: 1 | Conditions: . |
    Farzin Maaravi wrote:

    “Wood does float on its own, right?”

    ...why are you asking the guy from a desert? Hampton says with a smile. Looks pretty good, though.

    Horizon Hunters

    Male Human Rogue 3 | HP 3/38 | 0/3 Hero Point | Perc’ +8 ; Speed 30 ft. | AC 20 | Fort +6 ; Ref +11 ; Will +8 | Default Exploration: Avoid Notice (Stealth +11, +2 from Incredible Initiative) | Languages: Common, Elven, Varisian | Active conditions: Trap Finder

    "Yeah, that raft looks good. We need a few more though. Keep at it?"

    Horizon Hunters

    Human (half-elf) Rgr5 | HP: 73/73 | AC: 22| Fort: +11, Refl: +13, Will: +10 | Perc (E): +10 (low-light vision) | Speed 25 | Default exploration: Avoid Notice (Stealth +11) | Focus points: 1/1 | Hero Points: 1 | Conditions: . |

    Using Farzin's example, Hampton tries again.

    Crafting: 1d20 ⇒ 11

    Without much success.

    Vigilant Seal

    CN Human Charlatan Sorcerer 4(Hag bloodline) | HP 36/36 | AC 18 | Class DC 20 | F: +7, R: +8, W: +9 | Perc: +7 | Speed 25ft | Ranged: +8, Melee: +6 1d6+4 Active conditions: None

    Assuming there were previous opportunities to work on the rafts, Farzin tries again another night.

    Craft: 1d20 + 1 ⇒ (16) + 1 = 17 Just missed?


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    DM | Map Stuff | Burden of Envy

    Farzin hit the DC on the nose.

    Farzin's second raft, while not elegant in its form, looks like it will at least float - though he's a little leery of putting a stone giant in it. Still, it's significantly better than Hampton's raft. As the Osiriani finishes his work and gives it a satisfied thump on the keel, the raft's rather clunky bow falls off!

    Filbert feels pretty good about the falsified travel documents, though it's tougher to gauge how good they are than it is to judge a raft.

    Two out of three rafts done!

    Horizon Hunters

    2 people marked this as a favorite.
    CG, Human Male, Brb2 | HP 39/39 AC: 19 (18 in combat, 17 if Raging)| F: +9 R: +5, W: +7 | Perc: +7 (E)
    Class Abilities:
  • Rage ◆
  • Default Exploration: Scout

    Rax, tired of just standing around, fashions a raft in the vein of one of his favorite brands of grog. He's stared enough at the label to be able to mentally recall the make. "I got this!" Craft: 1d20 + 0 ⇒ (20) + 0 = 20 "HAHAHAHAHA! I'm helping! Call me captain and shiver me timbers! I dub her the SS Vercing-sailor-rax!"

    Verdant Wheel

    M Human Wizard 1 [ HP 16/16 | AC 13 | Fort +4 Ref +3 Will +4 | Perc +2 | Effects: none ]

    Looks like Rax managed the raft-building quite well!

    Is there anything else that needs doing?

    Horizon Hunters

    Human (half-elf) Rgr5 | HP: 73/73 | AC: 22| Fort: +11, Refl: +13, Will: +10 | Perc (E): +10 (low-light vision) | Speed 25 | Default exploration: Avoid Notice (Stealth +11) | Focus points: 1/1 | Hero Points: 1 | Conditions: . |
    Vercingeterax wrote:
    "I dub her the SS Vercing-sailor-rax!"

    That's a terrible name, Hampton says, shaking his head. Might as well call some citadel Rainbow DreamCastle.


    1 person marked this as a favorite.
    DM | Map Stuff | Burden of Envy

    Rax's raft is a work of art, clearly inspired by his careful, deeply focused study of the label of Grogram's Firewater, a cheap, diluted rum with an effervescent touch of lime. It's sturdy enough to hold a couple of extra passengers, and the inclusion of two small casks built into the structure under the stern and bow (which Rax envisioned could be used to carry grog, but which he's forgotten to fill before sealing them up) will add buoyancy to the handsome little vessel.

    Horizon Hunters

    CG, Human Male, Brb2 | HP 39/39 AC: 19 (18 in combat, 17 if Raging)| F: +9 R: +5, W: +7 | Perc: +7 (E)
    Class Abilities:
  • Rage ◆
  • Default Exploration: Scout

    "A grog powered ship! I'd be rich!"


    DM | Map Stuff | Burden of Envy

    An early morning walk through the sewers is no one’s favorite way to start the day, but Vurna and Yuleg move with an eagerness fueled by hope as they join the Pathfinders and make their way to the nearest sewer entry in the first moments after curfew is lifted for the day. As planned, the group meets Themolin along the way, and the giant Seddothrum soon after.

    The stone giant grumbles and complains as the group moves through the sewers; the ceilings are too short for his head, and walls are uncomfortably close together for his great bulk. Still, he isn’t willing to let a bit of discomfort get in the way of rescue from a life of cruel servitude.

    More challenging than placating the giant is moving the rafts, as the party attempts to negotiate tight turns and narrow stretches of tunnel on their way to the outfall at Shard Cove.

    Whoever is carrying the rafts (one PC per raft, as I read the scenario) has to make an Acrobatics check to Squeeze or an Athletics check to Shove to get the raft through a particularly narrow passage.

    Horizon Hunters

    CG, Human Male, Brb2 | HP 39/39 AC: 19 (18 in combat, 17 if Raging)| F: +9 R: +5, W: +7 | Perc: +7 (E)
    Class Abilities:
  • Rage ◆
  • Default Exploration: Scout

    "Oi, we should have spent money on some butter! A 10 pound block would have helped. Now, suck it in on the count of three so I can SHOVE you! HAHAHAHAHA" Athletics: 1d20 + 7 ⇒ (19) + 7 = 26


    DM | Map Stuff | Burden of Envy

    Rax is easily able to flip his sturdy raft on its side and slip it through the chokepoint in the tunnels!

    That's one of threee, and is even a crit success - which doesn't help at all with the other boats, unfortunately.

    Horizon Hunters

    M Half-Orc Sorcerer 1 [ HP 16/16 | AC 15 | Fort +5 Ref +4 Will +5 | Perc +3 | Effects: mage armor ]

    "Hmmph."

    Presented with a problem he's equipped to help with, Karsus drives a shoulder into the stuck raft.

    Athletics: 1d20 + 6 ⇒ (10) + 6 = 16


    DM | Map Stuff | Burden of Envy

    Karsus manages to pop the raft free! It sails through the air a moment before landing and sliding some ways down the tunnel on an unpleasant slick of mysterious, highly viscous, fluid.

    Horizon Hunters

    1 person marked this as a favorite.
    Human (half-elf) Rgr5 | HP: 73/73 | AC: 22| Fort: +11, Refl: +13, Will: +10 | Perc (E): +10 (low-light vision) | Speed 25 | Default exploration: Avoid Notice (Stealth +11) | Focus points: 1/1 | Hero Points: 1 | Conditions: . |

    Acrobatics: 1d20 + 8 ⇒ (16) + 8 = 24
    Pivot! Hampton says. PIVOT!

    Vigilant Seal

    CN Human Charlatan Sorcerer 4(Hag bloodline) | HP 36/36 | AC 18 | Class DC 20 | F: +7, R: +8, W: +9 | Perc: +7 | Speed 25ft | Ranged: +8, Melee: +6 1d6+4 Active conditions: None

    Farzin, who has never thought of himself as particularly acrobatic or athletic, attempts to squeeze a raft trough the narrow passage.

    Acrobatics: 1d20 + 2 ⇒ (13) + 2 = 15

    ”Perhaps now is when we need a grease spell?”


    DM | Map Stuff | Burden of Envy

    Between them, Hampton and Farzin are able to get the last raft through the tight spot and continue on their way. As the Pathfinders come to the tunnel mouth, they can see the calm waters of Shard Cove. At the mouth of the cove, probably a couple of hundred feet away, floats a ship matching the description of the Rolanna’s Prayer. The ship appears unoccupied, but that is likely because the crew has remained below deck to avoid drawing attention. In any case, there is no one visible on the ship, and thus no one likely to provide any assistance, so the Pathfinders will have to escort the refugees across open water. Fortunately, the water is calm, pure, and appears to be about forty feet deep.

    The party divides up amongst the rafts and takes up the crude paddles they’ve fashioned, ready to lead the first group of refugees under their care to freedom.

    Time for some improvised raft movement rules, rather than the cumbersome ones in the Gamemastery Guide, which came out after this scenario. The rafts have a speed of 20 feet, and a PC in a raft can use one action per round to move the raft up to its speed.

    Initiative:
    Zandu: 1d20 + 9 ⇒ (17) + 9 = 26
    Farzin: 1d20 + 5 ⇒ (9) + 5 = 14
    Filbert: 1d20 + 3 ⇒ (6) + 3 = 9
    Hampton: 1d20 + 8 ⇒ (9) + 8 = 17
    Karsus: 1d20 + 3 ⇒ (9) + 3 = 12
    Rax: 1d20 + 6 ⇒ (6) + 6 = 12
    ?: 1d20 + 8 ⇒ (6) + 8 = 14

    Round 1 Initiative:
    Zandu
    Hampton

    ?
    Farzin
    Karsus
    Rax
    Filbert

    New map is up! As you move your raft, please draw a line on the map to show your route.

    Horizon Hunters

    Human (half-elf) Rgr5 | HP: 73/73 | AC: 22| Fort: +11, Refl: +13, Will: +10 | Perc (E): +10 (low-light vision) | Speed 25 | Default exploration: Avoid Notice (Stealth +11) | Focus points: 1/1 | Hero Points: 1 | Conditions: . |

    Hampton begins to paddle, looking anxiously at the water. He is very much out of his depth here.

    Paddle, 20' movement.

    Horizon Hunters

    Male Human Rogue 3 | HP 3/38 | 0/3 Hero Point | Perc’ +8 ; Speed 30 ft. | AC 20 | Fort +6 ; Ref +11 ; Will +8 | Default Exploration: Avoid Notice (Stealth +11, +2 from Incredible Initiative) | Languages: Common, Elven, Varisian | Active conditions: Trap Finder

    Zandu also paddles along, his eyes scanning for any sort of trouble
    Paddle, Seek, Seek


    DM | Map Stuff | Burden of Envy

    DM Screen:
    Zandu Perception: 1d20 + 6 ⇒ (18) + 6 = 24
    Hampton Perception: 1d20 + 6 ⇒ (2) + 6 = 8

    Hampton and Zandu begin paddling their rickety watercraft into Shard Cove. As they move, Zandu’s sharp eyes pick out a strange distortion of light in the water to his left, as if there’s something massive and translucent jutting up from the rocky bottom. It appears to be an immense, jagged piece of clear crystal, some ten feet across and reaching forty feet up from the seafloor. It is not animate, but running into its sharp, crystalline edges would surely damage any vessel.

    As he considers this, he is taken by surprise, as a creature resembling a huge lobster surfaces and grabs at him with oversized claws! It cuts into him – and hangs on!

    Claw vs Zandu: 1d20 + 9 ⇒ (16) + 9 = 25
    Damage: 1d6 + 3 ⇒ (2) + 3 = 5

    Zandu is grabbed.

    Round 1 Initiative:
    Zandu (grabbed)
    Hampton
    Reefclaw
    Farzin
    Karsus
    Rax
    Filbert

    Bold are up!

    Horizon Hunters

    Male Human Rogue 3 | HP 3/38 | 0/3 Hero Point | Perc’ +8 ; Speed 30 ft. | AC 20 | Fort +6 ; Ref +11 ; Will +8 | Default Exploration: Avoid Notice (Stealth +11, +2 from Incredible Initiative) | Languages: Common, Elven, Varisian | Active conditions: Trap Finder

    "Steer clear of that area," Zandu says, pointing out the big, raft-destroying piece of crystal. "It'll tear AHHH-" he shouts, surprised by the rock lobster monster.

    Vigilant Seal

    CN Human Charlatan Sorcerer 4(Hag bloodline) | HP 36/36 | AC 18 | Class DC 20 | F: +7, R: +8, W: +9 | Perc: +7 | Speed 25ft | Ranged: +8, Melee: +6 1d6+4 Active conditions: None

    ”Zandu! Don’t panic!” Farzin shouts, as much to himself as to the captured rogue.

    First, he tries to remember anything he can about this type of creature.

    Nature: 1d20 + 1 ⇒ (5) + 1 = 6

    Then, having no idea what he’s up against, as calmly as possible he speaks in an eldritch tongue and draws a cosmic symbol in the air before crushing it with his hand. Casting Phantom Pain, DC 18 Will Save

    Damage: 2d4 ⇒ (2, 4) = 6 Mental Damage

    Damage: 1d4 ⇒ 3 Persistent Mental Damage

    Verdant Wheel

    M Human Wizard 1 [ HP 16/16 | AC 13 | Fort +4 Ref +3 Will +4 | Perc +2 | Effects: none ]

    "Hrmph," grunts Filbert, clambering forward and squinting at the lobster-creature pensively. "Hrmph!" he adds, reaching down into the water and rubbing a bit of it between his fingers. After a moment he gives a final grunt and flicks the water toward the other raft, shaking his head and turning his attention back to the one he's on.

    5' step, cast grease on Zandu.

    Horizon Hunters

    M Half-Orc Sorcerer 1 [ HP 16/16 | AC 15 | Fort +5 Ref +4 Will +5 | Perc +3 | Effects: mage armor ]

    "Get off of him you aquatic cockroach" Karsus growls at the lobster-thing.

    Intimidate (-4 if it doesn't understand Common): 1d20 + 6 ⇒ (1) + 6 = 7

    Finding his words ineffective, the sorcerer snaps his fingers sending a jolt of electricity through the water into the crustacean.

    Electric Arc (Reflex 16): 1d4 + 3 ⇒ (2) + 3 = 5


    DM | Map Stuff | Burden of Envy

    Farzin is able to conclude that the creature attacking Zandu looks like a big lobster! It is wracked with illusory pain from Farzin’s spell, but manages to keep a hold on Zandu, even though Filbert has coated him in grease! Its wriggling wildly back and forth while holding on to Zandu with its massive claws causes Karsus' arc of electricity to miss the creature completely!

    Will, DC 18: 1d20 ⇒ 9 Failure
    Reflex, DC 17 vs Farzin: 1d20 ⇒ 14 Success
    Reflex, DC 16 vs Karsus: 1d20 ⇒ 19 Crit success

    Round 1/2 Initiative:
    Zandu (grabbed)
    Hampton

    Reefclaw (-6 HP, 3 persistent damage, sickened 1)
    Farzin
    Karsus
    Rax
    Filbert

    Rax to finish the round! Zandu and Hampton to start round 2

    Horizon Hunters

    Male Human Rogue 3 | HP 3/38 | 0/3 Hero Point | Perc’ +8 ; Speed 30 ft. | AC 20 | Fort +6 ; Ref +11 ; Will +8 | Default Exploration: Avoid Notice (Stealth +11, +2 from Incredible Initiative) | Languages: Common, Elven, Varisian | Active conditions: Trap Finder

    "I'm not panicking! Not yet at least," Zandu calls back, trying to draw his shortsword from its scabbard.
    Flat check, DC 5: 1d20 ⇒ 8

    Managing to pull the blade free, he proceeds to stab several times at the lobster-clawed monster.
    Strike: 1d20 + 7 ⇒ (11) + 7 = 18
    Damage (P): 1d6 + 4 ⇒ (4) + 4 = 8

    Strike: 1d20 + 3 ⇒ (2) + 3 = 5
    Damage (P): 1d6 + 4 ⇒ (6) + 4 = 10

    Horizon Hunters

    Human (half-elf) Rgr5 | HP: 73/73 | AC: 22| Fort: +11, Refl: +13, Will: +10 | Perc (E): +10 (low-light vision) | Speed 25 | Default exploration: Avoid Notice (Stealth +11) | Focus points: 1/1 | Hero Points: 1 | Conditions: . |

    Hampton drops his makeshift paddle and pulls out his bow, taking time to hunt his prey. Then he looses a pair of arrows at the clutching thing.

    Hunted Shot (1): 1d20 + 8 ⇒ (17) + 8 = 25
    Hunted Shot (2): 1d20 + 8 - 3 ⇒ (9) + 8 - 3 = 14

    shot 1 dmg: 1d6 ⇒ 1
    shot 2 dmg: 1d6 ⇒ 2

    Drop (free), Interact to draw, Hunt Prey ◈, Hunted Shot ◈ with Hunter's Edge.


    DM | Map Stuff | Burden of Envy

    Zandu draws his blade and flails about with it, but can’t penetrate the chitinous shell of the lobster! Hampton has slightly better luck, and one of his arrows just manages the penetrate the thing’s thick plates of armor.

    Forgot that these things have poison – Zandu, please make a Fort save.

    Round 1/2 Initiative:
    Zandu (grabbed)
    Hampton
    Reefclaw (-7 HP, 3 persistent damage, sickened 1)
    Farzin
    Karsus
    Rax
    Filbert

    Rax is up! Need a Fort save vs poison from Zandu.


    DM | Map Stuff | Burden of Envy

    Botting for Rax

    Rax paddles furiously to get closer to the fight, laughing with joy as he goes at how well his hand-built craft performs. He can't quite get close enough to attack the throbbing lobster, but he tosses a javelin at the thing! It's a powerful throw, but unfortunately it just misses!

    Javelin: 1d20 + 4 ⇒ (15) + 4 = 19
    Damage: 1d6 + 4 ⇒ (4) + 4 = 8


    DM | Map Stuff | Burden of Envy

    As if the journey across Shard Cove weren’t already exciting enough for the refugees, another giant lobster critter surfaces , this one popping up right next to Farzin! The lobsters attack! The one holding Zandu squeezes him with its massive claw!

    Yellow Claw vs Farzin: 1d20 + 9 ⇒ (2) + 9 = 11 If this hits, please make a Fort save vs poison. Also, you are grabbed.
    Damage: 1d6 + 3 ⇒ (6) + 3 = 9

    Constrict vs Zandu: 1d6 ⇒ 2 Make a basic DC 17 Fort save against this damage.
    Constrict vs Zandu: 1d6 ⇒ 2 Make a basic DC 17 Fort save against this damage.
    Constrict vs Zandu: 1d6 ⇒ 4 Make a basic DC 17 Fort save against this damage.

    Round 2/3 Initiative:
    Zandu (grabbed)
    Hampton

    Reefclaws (Red: -10 HP, 3 persistent damage, sickened 1)
    Farzin
    Karsus
    Rax
    Filbert

    Everyone is up! Still need a Fort save vs poison from Zandu from last round.

    Horizon Hunters

    M Half-Orc Sorcerer 1 [ HP 16/16 | AC 15 | Fort +5 Ref +4 Will +5 | Perc +3 | Effects: mage armor ]

    Yellow is just in range.

    Karsus repeats his tactic, conjuring another jolt of lightning between the two attackers. Miraculously, the magic narrowly misses Farzin and Zandu.

    Electric Arc (Reflex 16): 1d4 + 3 ⇒ (4) + 3 = 7

    Eager to bring the fight to the lobsters, he resumes rowing. The improvised craft wheels about bringing his group close to one of them.


    DM | Map Stuff | Burden of Envy

    The red-shelled creatures manages to dodge some of Karsus' zap, but the yellow one is not so quick!

    Yellow Reflex, DC 16: 1d20 ⇒ 2 Fail
    Red Reflex, DC 16: 1d20 ⇒ 16 Success

    Round 2/3 Initiative:
    Zandu (grabbed)
    Hampton

    Reefclaws (Red: -13 HP, 3 persistent damage, sickened 1; Yellow: -7 HP)
    Farzin
    Karsus
    Rax
    Filbert

    Bold are up!

    Vigilant Seal

    CN Human Charlatan Sorcerer 4(Hag bloodline) | HP 36/36 | AC 18 | Class DC 20 | F: +7, R: +8, W: +9 | Perc: +7 | Speed 25ft | Ranged: +8, Melee: +6 1d6+4 Active conditions: None

    ”Now I’m panicking!” Farzin says, somehow dodging the creatures’ claws.

    ”Here’s one I learned from Magaambya!

    Also casting Electric Arc on the 2 creatures! DC 18 Reflex: 2d4 ⇒ (1, 4) = 5

    Horizon Hunters

    Male Human Rogue 3 | HP 3/38 | 0/3 Hero Point | Perc’ +8 ; Speed 30 ft. | AC 20 | Fort +6 ; Ref +11 ; Will +8 | Default Exploration: Avoid Notice (Stealth +11, +2 from Incredible Initiative) | Languages: Common, Elven, Varisian | Active conditions: Trap Finder

    Fort save: 1d20 + 4 ⇒ (15) + 4 = 19 Per Slack. What happens?
    Fort save: 1d20 + 4 ⇒ (20) + 4 = 24
    Fort save: 1d20 + 4 ⇒ (5) + 4 = 9
    Fort save: 1d20 + 4 ⇒ (19) + 4 = 23

    Zandu proceeds to stab repeatedly at the lobstrosity.
    Strike 1: 1d20 + 7 ⇒ (8) + 7 = 15
    Damage (P): 1d6 + 4 ⇒ (4) + 4 = 8
    Strike 2: 1d20 + 3 ⇒ (12) + 3 = 15
    Damage (P): 1d6 + 4 ⇒ (3) + 4 = 7
    Strike 3: 1d20 - 1 ⇒ (2) - 1 = 1
    Damage (P): 1d6 + 4 ⇒ (6) + 4 = 10

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