GM Kulkos Racing to Ruin (Serpents Skull 2) (Inactive)

Game Master Kulko

Campaign Page
Map
Treasure Sheet

Orders:

Watch
Shalissa, Davor, Gregor, Kerndrew
Single File Marching
Gregor, Kerndrew, Shalissa, Davor
Double File Marching
Gregor & Kerndrew, Shalissa, Davor
Map


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NG| Male| Human | 4th Ranger| Conditions: 35/35| AC:17 (FF15/T13)| FO:+5 RE:+7 WL:+4|Initiative: +3/+5 in Jungle| Perc:+9| Stealth: +8

Gregor moves slowly cautiously forward, after pulling his bow out, ready to shoot as he examines the area closely looking for signs of habitation.

stealth: 1d20 + 7 ⇒ (20) + 7 = 27
survival: 1d20 + 7 ⇒ (2) + 7 = 9 +2 vs humans
perception: 1d20 + 7 ⇒ (12) + 7 = 19


Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion | Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8 | Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

Davor moves along with Gregor. He watches for any movement, ready to step out to speak if he notices anyone that is reacting like he's been spotted.

Stealth: 1d20 + 7 ⇒ (12) + 7 = 19
Survival: 1d20 + 6 ⇒ (3) + 6 = 9
Perception: 1d20 + 9 ⇒ (2) + 9 = 11

I was thinking that we should walk up 'casually'. Many die rolls are almost always going to have at least one fail....


Shiv Battle Map | Campaign Page

Gregor and Davor sneak along the trees towards the huts. Nobody moves in to intercept them and the camp still looks deserted. From here you notice obvious signs of disrepair on the dewllings.

You both notice no signs of recent activity.


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

"These huts are all in disrepair" Shalissa points out getting out of the bushes "I think we might have found some kind of temporal camp"

"Or whomever lived here was abducted..." the woman also helps to search the area looking for clues, entering in all the huts and going around.
Perception (darkvision): 1d20 + 7 ⇒ (6) + 7 = 13


NG| Male| Human | 4th Ranger| Conditions: 35/35| AC:17 (FF15/T13)| FO:+5 RE:+7 WL:+4|Initiative: +3/+5 in Jungle| Perc:+9| Stealth: +8

Gregor moves into a hut and begins to look around


Shiv Battle Map | Campaign Page

After a more thorough search you are convinced that nobody lived here anymore for some time now. But in a wall at the larges shack you find a grisly warning.

A large pentagram has been carved into one wall of the
shack and several human teeth have been hammered intothe wood in its center.

On the other hand you also dont find any skeletons or graves at this place.


NG| Male| Human | 4th Ranger| Conditions: 35/35| AC:17 (FF15/T13)| FO:+5 RE:+7 WL:+4|Initiative: +3/+5 in Jungle| Perc:+9| Stealth: +8

Gregor looks for any signs of who might have lived here...thinking it may have been folks who were stranded by one of the shipwrecks. Clothing? Books? nautical gear? anything?


Shiv Battle Map | Campaign Page

The pieces of rotten rope and empty supply crates lying ariund in one of the huts remind you very much of your own camp. On some of the chests you notice the words "Bearded Harpy".

You have not yet met a wreck with that name.


Male LG Human Paladin of Iomedae 5 | HP: 38/39 | AC: 22 (11 Tch, 22 Fl) | CMD: 19 (19 Fl) | F: +9, R: +5, W: +8 | Init: +6 | Perc: +9, SM +8 | Speed 20 ft | Active conditions: none

Father Kerndrew examines the pentagram and the teeth.

Knowledge (religion): 1d20 + 4 ⇒ (8) + 4 = 12


Shiv Battle Map | Campaign Page

Knowledge Religion Shalissa: 1d20 + 9 ⇒ (3) + 9 = 12

You cannot assign that pentagramm to any specific ritual or religion.


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

"Whomever lived here, they have not done so in a long time" Shalisa negates observing the pentagram without understanding what it might be "I hope they just got a ticket out of here. Let's move on."

"We can explore towards that river discharging in the bay to the west, then follow the river upwards until we have a new trail to follow" proposes Shalissa as an action forward.


Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion | Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8 | Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

"At least there's nothing attacking us here. But it's disturbing that there's no sign of what happened to them. Let's get moving. Good idea Shalissa."


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Shiv Battle Map | Campaign Page

You travel along the coast to the mouth of the river and stop there for the midday heat. Then you follow along its course up a steep hill and along its meandering course further up.

Its only one hour until nighttime when you reach an overgrown jungle path which leads to a small clearing where a partially collapsed hut stands on the banks of a gurgling stream. The hut itself seems to have been made from a combination of driftwood and tree trunks, with a roof of wide leaves and strips of rotten canvas sail. The front door to the hut hangs partially ajar. Dozens of bones and skulls—quite obviously of human origin—decorate the hut and the surrounding area, each bearing numerous nicks and scratches.

Map Updated.
You are on the other side of the stream, but crossing at this point only means wet feet or an Acrobatics check DC 10. Pushed you a bit further than Shalissa may have meant to go, but the progress was good and there was no obvious decision point beforehand.


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

Shalissa enjoys the trek by the meandering stream, pausing a couple of times to pick up small river plants naturally growing in the bank.

Acrobatics: 1d20 + 2 ⇒ (16) + 2 = 18
With a good leap, she manages to avoid soaking her clothing and joins with the others through the trail until they find the hut during sunset.

"Wow. It really seems this southern area of the island is inhabited. Or at least it was in a past time..." the elven woman observes closely the bones and skulls decorating the hut exterior and remembers about the idol "I do not like the look of it... this seems like more juju magic here..."

"Can we get away? It seems pretty much non inhabited anyway..."


Male LG Human Paladin of Iomedae 5 | HP: 38/39 | AC: 22 (11 Tch, 22 Fl) | CMD: 19 (19 Fl) | F: +9, R: +5, W: +8 | Init: +6 | Perc: +9, SM +8 | Speed 20 ft | Active conditions: none

Father Kerndrew decides to test the stream in his armor; failure seemed like just wet feet anyway, so why not?

Acrobatics DC 10: 1d20 - 9 ⇒ (15) - 9 = 6

<splash>

"Ahh, in this heat, it'll dry in no time," he says, striding out of the stream.

He does approach the hut, however, despite Shalissa's misgivings. "Sadly, this looks more like cannibalism than juju, but we should still investigate," he offers by way of explanation. He first studies the skulls, looking for some pattern more than just simple cannibalism. He then approaches the leaning door and cautiously peers inside.

Knowledge (religion): 1d20 + 4 ⇒ (2) + 4 = 6
Perception: 1d20 + 6 ⇒ (13) + 6 = 19


Shiv Battle Map | Campaign Page

You are sure that at this places the bodies of several dozen humanoid being are present. Most of them show suspicious markings on them.

Heal DC 15:

The Markings are from knifes or teeth.

You cannot discern any deeper religious or ceremonial meaning to the setup.

The Hut themselves is well kept, for instance there are fresh palmleaves on the right roof which must have been replaced within the last few weeks.

But inside a picture of complete disregard shows. Only fragments of the old inhabitant(s) remain like stumps froman old three legged chair and bits of fabric or rusted metal.


Male LG Human Paladin of Iomedae 5 | HP: 38/39 | AC: 22 (11 Tch, 22 Fl) | CMD: 19 (19 Fl) | F: +9, R: +5, W: +8 | Init: +6 | Perc: +9, SM +8 | Speed 20 ft | Active conditions: none

Heal DC 15: 1d20 + 4 ⇒ (13) + 4 = 17

"Hmm, knives or teeth definitely. I guess I can't say for sure that this is cannibalism, but I suspect it still." He points to the roof, "and it's more recently inhabited than the other huts we just saw. Best be on our guard around here."


NG| Male| Human | 4th Ranger| Conditions: 35/35| AC:17 (FF15/T13)| FO:+5 RE:+7 WL:+4|Initiative: +3/+5 in Jungle| Perc:+9| Stealth: +8

Ok So whoever lives here eats humanoids. Its a predator. It will probably be able to smell our scents when it gets back and it will come hunting us. I say we handle this together on our terms. Otherwise we are just as likely to lead him back to our camp....


Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion | Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8 | Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

Davor moves up to the hut looking the bones over.

Heal: 1d20 ⇒ 13

He is glad when Father Kerndrew points out clear signs of something sharp being used on them. "Could it be an animal though, rather than cannibals? Either would be dangerous, but a natural creature is a lot less disgusting!"


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

"Please be careful... this ritualistic stuff of the jungle men can become pretty dangerous... you just saw what the idol made to my mind just yesterday..." Shalissa comes into the hut just very slowly after Father Kendrew.

She casts light on her trident to help the others see better inside "Is there anything that tells us who lived in here?" she helps registering the place.
Perception (darkvision): 1d20 + 7 ⇒ (16) + 7 = 23


Shiv Battle Map | Campaign Page

You have got the feeling that this was the dwelling of a single person, long gone by now.

Searching the hut carefully you find a thin, leather-bound journal wedged in a sheltered niche.
While the journal was quite well made, the years have not been kind to its contents, and now only fragments remain.

Content of the Journal:

...many survived, the Thrune’s Fang will never sail again. Sargava’s assimilation must proceed without...

...fine hunting on the Shiv, but the bugs are a constant distraction. Nylithati’s skills at healing help fight the sickness, but I fear she has...

...founded. Nylithati has seized control of my crew. They are hers now. And so I have abandoned...

...fine home. Fresh water nearby and I need not endure Nylithati’s ceaseless raving about...

...will not be returning to that gray, silent island again. There is nothing there but horror...

...crew lurking about the area. They seem strange, almost feral. It has been almost a decade since the wreck. I wonder what strange beliefs Nylithati has...

...changed. There was no sign of Nylithati in the camp, but the focus of their ceremony was a cauldron they must have salvaged from the Thrune’s Fang at the base of the ruined lighthouse. It was into this they threw the half-eaten body of the still screaming man...

...all around. I can hear them chanting in the green even now. They call Nylithati “Mother Thrunefang” now, and promise me immortality if I lay down my arms and submit. I know what their immortality consists of, and I’ll have no part of that corrupt life after...


NG| Male| Human | 4th Ranger| Conditions: 35/35| AC:17 (FF15/T13)| FO:+5 RE:+7 WL:+4|Initiative: +3/+5 in Jungle| Perc:+9| Stealth: +8

Gregor pges through the Journal before handing over to one of the others...a scowl on his face.

So theres a ruined lighthouse here and yes cannibals. former crew members turned to some horrible cult. perhaps possession of this priestess? What are your thoughts? he directs the question to the others.


Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion | Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8 | Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

Davor studies the pages carefully. "So this Nylithati might have been a cleric, or some sort of healer. But then she gained control of the crew. A gray, silent island? And a cauldron large enough to 'throw' a man into? But look where it says 'them' chanting. So whatever this Mother Thrunefang is, her crew apparently is used in part of the ritual, at least chanting.... He says immortality and corrupt life. I wonder if she is creating some sort of zombie slaves? We'll have to be careful and not move carelessly into an area where we could be overwhelmed."


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

Shalissa closes up to Davor to read along with him. Her skin can feel the half-orc's one while they pass pages together "That gray, silent island referred here... this can be the gray island where Dalendry was killed by the vegepympies."

"It is not strange for someone to become crazy after some months closed in a place like this one, imagine a decade... what this Nylithati is doing though... yes I agree it sounds like turning people into zombies" Shalissa frowns worried by the news "I wonder where this lighthouse is. That is not the kind of thing a few stranded crew would build in the island. It should be some kind of Sargavan or Chelaxian effort to control the island... if so, maybe they come regularly to maintain that lighthouse, we must find it, it seems promising"


NG| Male| Human | 4th Ranger| Conditions: 35/35| AC:17 (FF15/T13)| FO:+5 RE:+7 WL:+4|Initiative: +3/+5 in Jungle| Perc:+9| Stealth: +8

Gregor looked at the sunsetting and told the group let's put some distance between this place and a camp. Davor take point I want to try and get rid of any sign of out presence and travel stay on a trail for about 1000 or so paces then go into the jungle we don't want our camp to be easily located.

survival: 1d20 + 7 ⇒ (12) + 7 = 19 survival to obliterate our travel signs


Shiv Battle Map | Campaign Page

Still spooked by that strange place you decide to bring some distance between yourself and the Hut. Gregor is hiding your tracks as well as possible and you move to the northeast into the jungle.

Nightfall is fast approaching, and you think about looking for a camping spot, when Gregor notices some new tracks. After some closer inspection he decides it must be of one or more dog sized lizards.

You are approaching another Monster Lair.

Survival Davor: 1d20 + 6 ⇒ (10) + 6 = 16
Survival Gregor(+2 vs Humans): 1d20 + 7 ⇒ (18) + 7 = 25

You are aware that even with 2 Survival specialist the chance of you spooting everyone of these beforehand was ridiculously small.

Do you want to turn back, camping much closwer to the hut than you planned?
Or push forward having to fight the lizards if tehy are home.
Walk around the lair, meaning walking quite a while past nightfall, if you want to reach a reasonale distance from both places.


Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion | Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8 | Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

Seeing the sign of potential danger Davor gets the group's attention. Speaking quietly and hoping the lizards aren't close enough to be alerted already.... "We don't know what these lizards are or how dangerous they might be. I'm thinking of the poisonous properties of reptiles in general.... Also, some of us can't see well in the dark. I think we should go back to the hut, barricade the door if we can, set up watches and get some rest. Once we have daylight it will be safer to assess the lizards."


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

"Did you see those bones in the hut Davor? I am very concerned yuyu magic might be at platy there... and the cannibals seem to know the place. I am more concerned of them" Shalissa looks forward to the potential danger "Gregor has done a great job of concealing our steps, let's not ruin it now by going back. We have not had any fights today, we have all our blessings with us. Let's just push forward, we are well prepared to face a few lizards. At this point I am more concerned about strange jungle magic and a tribe of cannibals"

Shalissa prefers to push forward and risk a fight with the lizards rather than passing the night at the yuyu hut.


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NG| Male| Human | 4th Ranger| Conditions: 35/35| AC:17 (FF15/T13)| FO:+5 RE:+7 WL:+4|Initiative: +3/+5 in Jungle| Perc:+9| Stealth: +8

Pulling both axes, Gregor says Going back isnt an option and traipsing through the jungle in the dark isnt either. So lets go take care of these lizards.


Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion | Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8 | Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

Davor shrugs and readies weapons. "Be ready then and hopefully we'll survive against these reptiles as we have previous battles, with strength of arm and art."

One dagger ready to throw. The magical dagger in his off hand.


Shiv Battle Map | Campaign Page

GM Rolls:

Perception Davor: 1d20 + 9 ⇒ (16) + 9 = 25
Perception Gregor: 1d20 + 7 ⇒ (7) + 7 = 14
Perception Shalissa: 1d20 + 7 ⇒ (18) + 7 = 25
Perception Kerndrew: 1d20 + 6 ⇒ (8) + 6 = 14
Stealth Lizards: 1d20 + 17 ⇒ (10) + 17 = 27
Stealth Lizards: 1d20 + 17 ⇒ (6) + 17 = 23

Davor: 1d20 + 6 ⇒ (1) + 6 = 7
Kerndrew: 1d20 + 4 ⇒ (16) + 4 = 20
Gregor: 1d20 + 3 ⇒ (2) + 3 = 5
Shalissa: 1d20 + 2 ⇒ (7) + 2 = 9
Shocker Lizard(Blue): 1d20 + 6 ⇒ (11) + 6 = 17
Shocker Lizard(Red): 1d20 + 6 ⇒ (19) + 6 = 25

Know Nature Davor: 1d20 + 6 ⇒ (14) + 6 = 20
Know Nature Gregor: 1d20 + 5 ⇒ (15) + 5 = 20
Know Nature Shalissa: 1d20 + 9 ⇒ (10) + 9 = 19
Know Nature Kerndrew: 1d20 + 1 ⇒ (13) + 1 = 14

Important Knowledge Fact
From the tracks you infer that you will meet Shocker Lizards. Apart from being small sized predators, these lizards are known for there electric shock. These are EMP like area effects centered on a lizard. If they show up in groups this effect can reinforce each other and get really dangerous.

You carefully advance with weapons ready, but still the lizards almost manage to surprise you. Shalissa and Davor spot the Lizard in the trees just before it jumps at Gregor and bites the ranger in the shoulder.

Shocker Lizard(Red)
Bite: 1d20 + 4 ⇒ (17) + 4 = 21
Dam: 1d4 ⇒ 2

Battle Status
Shocker Lizard(Red)
Kerndrew
Shocker Lizard(Blue)
Shalissa
Davor
Gregor(19/21)

Feel free to move your character up to 10 ft before battle if you wished to have a different alignment relative to Gregor.


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

K. arcana: 1d20 + 9 ⇒ (8) + 9 = 17
"We should quickly decimate their numbers or they will pool a stronger ray. I fear Gozreh's rays are not going to help in here much..." Shalissa looks worried at the cute but rather dangerous small creatures.

Adjusted token 5'


Male LG Human Paladin of Iomedae 5 | HP: 38/39 | AC: 22 (11 Tch, 22 Fl) | CMD: 19 (19 Fl) | F: +9, R: +5, W: +8 | Init: +6 | Perc: +9, SM +8 | Speed 20 ft | Active conditions: none

Father Kerndrew advances on the second lizard, bringing the fight to it so it can't fight with its partner.

Actions:

Move: 25'
Standard: attack blue

Longsword: 1d20 + 6 ⇒ (8) + 6 = 14
Damage, S: 1d8 + 3 ⇒ (6) + 3 = 9


Shiv Battle Map | Campaign Page

Hearing Shalissas warning Father Kerndrew rushes forward to block the Lizard from advancing. The creature is not yet ready for the advance and so the stap is succesfully hitting it pushing it from its branch.

But the surprised lizard is able to land on his feet. Enraged he raises his frills and makes croaking noises. Soon the other lizard joins in and then a bright lightning explodes from the frills of the lizard.

The Lightning strikes in a 20ft area around the blue lizard, barely missing Gregor

Damage: 4d8 ⇒ (8, 2, 2, 7) = 19

Kerndrew takes 19 nonlethal damage, which can be halfed by a successful DC 12 Reflex save.

Nonlethal Damage:

Nonlethal damage represents harm to a character that is not life-threatening. Unlike normal damage, nonlethal damage is healed quickly with rest.
Certain attacks deal nonlethal damage. Other effects, such as heat or being exhausted, also deal nonlethal damage. When you take nonlethal damage, keep a running total of how much you’ve accumulated. Do not deduct the nonlethal damage number from your current hit points. It is not “real” damage. Instead, when your nonlethal damage equals your current hit points, you’re staggered (see below), and when it exceeds your current hit points, you fall unconscious.

Staggered and Unconscious
When your nonlethal damage equals your current hit points, you’re staggered. You can only take a standard action or a move action in each round (in addition to free, immediate, and swift actions). You cease being staggered when your current hit points once again exceed your nonlethal damage.

When your nonlethal damage exceeds your current hit points, you fall unconscious. While unconscious, you are helpless.
If a creature’s nonlethal damage is equal to his total maximum hit points (not his current hit points), all further nonlethal damage is treated as lethal damage. This does not apply to creatures with regeneration. Such creatures simply accrue additional nonlethal damage, increasing the amount of time they remain unconscious.

Healing Nonlethal Damage

You heal nonlethal damage at the rate of 1 hit point per hour per character level. When a spell or ability cures hit point damage, it also removes an equal amount of nonlethal damage.

Battle Status
Kerndrew(18/18 + 9 or 19 NL) - Unconcious or Tingling
Shocker Lizard(Red)
Shocker Lizard(Blue)(9)
Shalissa
Davor
Gregor(19/21)


Male LG Human Paladin of Iomedae 5 | HP: 38/39 | AC: 22 (11 Tch, 22 Fl) | CMD: 19 (19 Fl) | F: +9, R: +5, W: +8 | Init: +6 | Perc: +9, SM +8 | Speed 20 ft | Active conditions: none

Reflex DC 12: 1d20 + 2 ⇒ (9) + 2 = 11


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

"Ohmg! These things are not the ones to play with!" Shalissa quickly reacts deciding trying to force one lizard to get away is the better way to save Kendrew.

Casting cause fear on the shocker lizard next to Kendrew before it can coup the grace the unconscious paladin.
Will DC 14

She then moves up, trying to get into a position out of the red lizard electrical burst, but close enough to heal Father Kendrew if needed next.


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Shiv Battle Map | Campaign Page

Blue Lizard Will DC 14: 1d20 + 2 ⇒ (20) + 2 = 22

The Lizard looks unfaced

Battle Status
Kerndrew(17/18 + 18 NL) - Unconcious
Shocker Lizard(Red)
Shocker Lizard(Blue)(9)
Shalissa
Davor
Gregor(19/21)


NG| Male| Human | 4th Ranger| Conditions: 35/35| AC:17 (FF15/T13)| FO:+5 RE:+7 WL:+4|Initiative: +3/+5 in Jungle| Perc:+9| Stealth: +8

Gregor takes a step to his right as the air crackles with electricity, feeling the hair on his arms stand up, swinging both axes at the little lizard. he says These things pack a wallop

attack Battleaxe: 1d20 + 3 ⇒ (13) + 3 = 161d8 + 2 ⇒ (5) + 2 = 7
attack Handaxe: 1d20 + 2 ⇒ (6) + 2 = 81d8 + 2 ⇒ (7) + 2 = 9


Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion | Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8 | Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

Davor moves in to flank the one Gregor is fighting. "It sounded like they were talking to each other. Maybe taking one down will stop the other from doing that blast!?!"

Attack, Flanking?: 1d20 + 3 + 1 + 2 ⇒ (4) + 3 + 1 + 2 = 10
damage if that hits?: 1d4 + 1 ⇒ (1) + 1 = 2
Sneak damage if flanking applies: 1d6 ⇒ 2

And the dice are killing us!


Shiv Battle Map | Campaign Page

Gregor hits the Lizard leaving a wound in its flank with his Battleaxe. Davor flanks the Lizard, but is not able to pierce its hide.

The Lizards defend their territory by attacking Davor and Gregor. Fortunately they are too intimitated by the sharp weapons.

Mechanics:

Shocker Lizard(Red) vs. Gregor
Bite: 1d20 + 4 ⇒ (4) + 4 = 8
Dam: 1d4 ⇒ 2
Shocker Lizard(Blue) vs. Davor
Bite: 1d20 + 4 ⇒ (7) + 4 = 11
Dam: 1d4 ⇒ 2

Battle Status
Kerndrew(17/18 + 18 NL) - Unconcious
Shocker Lizard(Red)(7)
Shocker Lizard(Blue)(9)
Shalissa
Davor
Gregor(19/21)


NG| Male| Human | 4th Ranger| Conditions: 35/35| AC:17 (FF15/T13)| FO:+5 RE:+7 WL:+4|Initiative: +3/+5 in Jungle| Perc:+9| Stealth: +8

Gregor saw the other lizard approaching davor from behind and saw the unconscious form of Father Kerndrew, with a glance at Shalissa to go help the Father, he swung hus axes.

battleaxe: 1d20 + 3 ⇒ (5) + 3 = 81d8 + 2 ⇒ (1) + 2 = 3
handaxe: 1d20 + 2 ⇒ (12) + 2 = 141d6 + 2 ⇒ (5) + 2 = 7


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

Seeing her more powerful spell fails, Shalissa clenches her teeth and runs to the danger to save Father Kendrew and let him help in the fight.
CLW (obscuring mist): 1d8 + 2 ⇒ (4) + 2 = 6 Heals 6 NL and 6 lethal damage

"We need you Kendrew, is not time for a nap!!!" she touches with the healing magic making him conscious again.


Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion | Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8 | Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

Surprised but happy that the big lizard simply bites at him rather than activating another blast of power, Davor again slashes at the beast.

Attack: 1d20 + 3 + 1 + 2 ⇒ (2) + 3 + 1 + 2 = 8
damage if I hit: 1d4 + 1 + 1d6 ⇒ (1) + 1 + (1) = 3

Well, it could've been worse....


Shiv Battle Map | Campaign Page

Gregor swings his Greataxe but misses the small lizard. But in getting away, the creature is blocked by Davor and unable to avoid the second swing of the handaxe. Unfortunately he also distracts Davor enough that the Half-Orc almost drops his rapier.

Meanwhile Shalissa rushes towards Kerndrew soothes his wounds with magic words.

The Lizards continue attacking. The first attacker misses wildly, but the slightly larger beast bites Davor in the leg.

You also notice the frills raising up again and that omnious croaking starting.

Mechanics:

Shocker Lizard(Red) vs Gregor
Bite: 1d20 + 4 ⇒ (3) + 4 = 7
Dam: 1d4 ⇒ 2
Shocker Lizard(Blue) vs Davor
Bite: 1d20 + 4 ⇒ (13) + 4 = 17
Dam: 1d4 ⇒ 4

Perception Davor: 1d20 + 9 ⇒ (20) + 9 = 29
Perception Gregor: 1d20 + 7 ⇒ (17) + 7 = 24
Perception Shalissa: 1d20 + 7 ⇒ (13) + 7 = 20
Perception Kerndrew: 1d20 + 5 ⇒ (11) + 5 = 16

Battle Status
Kerndrew(18/18 + 12 NL) - Prone
Shocker Lizard(Red)(14) - Severely Wounded
Shocker Lizard(Blue)(9) - Wounded
Shalissa
Davor(12/16)
Gregor(19/21)


Male LG Human Paladin of Iomedae 5 | HP: 38/39 | AC: 22 (11 Tch, 22 Fl) | CMD: 19 (19 Fl) | F: +9, R: +5, W: +8 | Init: +6 | Perc: +9, SM +8 | Speed 20 ft | Active conditions: none

Father Kerndrew groans as he returns to consciousness, grateful but chagrined. He stands, and then quickly steps to flank with Davor before striking at the lizard again.

Actions:

Move: stand up from prone (provokes AoO)
5' step
Standard: attack blue

Longsword, flank: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Damage, S: 1d8 + 3 ⇒ (2) + 3 = 5


NG| Male| Human | 4th Ranger| Conditions: 35/35| AC:17 (FF15/T13)| FO:+5 RE:+7 WL:+4|Initiative: +3/+5 in Jungle| Perc:+9| Stealth: +8

Gregor continues his fighting trying to end the life before the release of electrical energy. Both of his blades bite into the Lizard.

battle-axe: 1d20 + 3 ⇒ (18) + 3 = 211d8 + 2 ⇒ (1) + 2 = 3
hand-axe: 1d20 + 2 ⇒ (19) + 2 = 211d6 + 2 ⇒ (3) + 2 = 5


Shiv Battle Map | Campaign Page

Shocker Lizard(Blue) AoO vs Kerndrew
Bite: 1d20 + 4 ⇒ (3) + 4 = 7
Dam: 1d4 ⇒ 4

Using the confusion of his foe, Gregor moves in and hits the lizard with both his axes, killing it in the process.

As Kerndrew rises, the lizard tries to bite once more but it is foiled by the Paladins formidable armour. Father Kerndrew uses the opening to deliver is own blow leaving another gash.

Battle Status
Shocker Lizard(Red) - Dying
Shocker Lizard(Blue)(14) - Severely Wounded
Kerndrew(18/18 + 12 NL)
Shalissa
Davor(12/16)
Gregor(19/21)


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

Breathing relieved when Kendrew just stands up, Shalissa takes her trident firmly in her right hand while defending with the buckler in the left, and steps forward to join the attack on the last lizard, if only to provide a flank for Gregor or Davor "Don't be mislead, even alone they can be dangerous this ones!"
Trident: 1d20 - 1 ⇒ (17) - 1 = 16
Piercing damage: 1d8 - 2 ⇒ (8) - 2 = 6

HP 15/15 AC 16 TAC 12


Shiv Battle Map | Campaign Page

With all her fear put into one strike, Shalissa is nailing the Lizard into the ground, killing it.

Battle is won


Male LG Human Paladin of Iomedae 5 | HP: 38/39 | AC: 22 (11 Tch, 22 Fl) | CMD: 19 (19 Fl) | F: +9, R: +5, W: +8 | Init: +6 | Perc: +9, SM +8 | Speed 20 ft | Active conditions: none

"Shalissa--it was you who healed me, no? Thank you." He shakes his head. "I expected to be the strongest fighter amongst us, but clearly Iomedae intends that I learn more about the sin of pride. I feel ashamed to have been such a burden to all of you so far."

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