GM Inara's Rise and then Ruin (Currently Inactive)

Game Master inara14

Loot List
Current date: 22nd Desnus 4708AR
Ruins of Azlant Maps and NPC gallery


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halfling rogue (eldritch scoundrel) 1 | HP 8/8 | AC 15 T 15 FF 11 | Fort +1 Ref +7 Will +2 | Init +4 | Perc +9 Active Conditions:

"Oh... that is... neat" Melody rises to her tip toes to see it properly as it is cupped in the larger woman's hands.


HP: 12/12 | AC: 16 (13 Tch, 13 Fl) | CMB: +5, CMD: 19 | F: +3, R: +5, W: +3 | Init: +4 | Slth +8, SM +7, Perc/Surv +6 | Speed 30ft | Spear: +5, d8+6, x2, P. Bite/Claws +5, d6/d4+4, x2, BPS/P | Aspect 4/4, FE (Water) +2 | Active conditions:

"Can anyone make it stop or do I need to take it apart?" Morgana asks. Once it becomes clear that no-one can, she begins to neatly detach the legs with a single clawed hand, trying not to do too much damage to the joints.


halfling rogue (eldritch scoundrel) 1 | HP 8/8 | AC 15 T 15 FF 11 | Fort +1 Ref +7 Will +2 | Init +4 | Perc +9 Active Conditions:

disable device: 1d20 + 7 ⇒ (2) + 7 = 9
disable device: 1d20 + 7 ⇒ (10) + 7 = 17
disable device: 1d20 + 7 ⇒ (12) + 7 = 19
disable device: 1d20 + 7 ⇒ (2) + 7 = 9
disable device: 1d20 + 7 ⇒ (19) + 7 = 26

"Wait!" Melody startles when she sees the delicate legs are about to be snapped "I think... I can... there is something inside it, a key, and I think if we can get it out, we can make him ours?" her tone turns to a question, looking up at all the big people around her to see if she should.

if they want her to try:

Crosslegged on the floor with her little picks, sewing needles, and a quick tie to keep her hair out of her face, she tries...

not sure how many tries she gets or if the 1 breaks it.
disable device: 1d20 + 7 ⇒ (17) + 7 = 24
disable device: 1d20 + 7 ⇒ (1) + 7 = 8
disable device: 1d20 + 7 ⇒ (4) + 7 = 11
disable device: 1d20 + 7 ⇒ (4) + 7 = 11
disable device: 1d20 + 7 ⇒ (12) + 7 = 19
disable device: 1d20 + 7 ⇒ (13) + 7 = 20
disable device: 1d20 + 7 ⇒ (19) + 7 = 26


Female Phantom | HP 12/12 | AC 13 T 12 FF 11 DR 5/slashing (ecto form)| Fort +4 Ref +1 Will +2 | Init +1 | Perc +0

Jenica gives Melody an encouraging nod and a smile.


◆◇↻

With Morgana holding the creature still Melody is able, after some time and work, to extract the key. She snaps a couple of things in the process but the construct still seems to function... Unwinding it reveals its last orders which seem to be its current orders: to maintain position, keep itself wound, await the arrival of humanoids other than monkey goblins, record any conversation, and return to a predetermined location for further instructions. The clockwork’s recording gem is blank, except for a short snippet of conversation it seems to have caught before Morgana jumps on it.

With nothing else to find in the government house you press on to the long buildings which take up most of the north eastern wall. These two long, rectangular buildings are constructed entirely from planks on a wooden frame, with a pitched thatched roof. Each building has two doorframes on the side of the buildings opposite the palisade, but lacks doors. Four window frames open into either side of the long walls, a few of which have no cover and others only a canvas draped across the inside. A partial view of the interior is possible from the doorways. Inside, the floors are hard-packed earth, and along the walls are wooden bunk beds. Many of the pallet beds are covered with blankets that now gather dust. Those beds have sacks or tied bundles of clothes sitting at their feet.

Unfortunately there is also a large bug which rears up, mandibles clacking to defend its territory!

Knw Arcana DC8:
This is an ankheg larva, which means that there must be an adult ankheg somewhere in the region.

Melody: 1d20 + 3 ⇒ (6) + 3 = 9
Morgana: 1d20 + 3 ⇒ (6) + 3 = 9
Shaumatiel: 1d20 + 6 ⇒ (10) + 6 = 16
Vasia: 1d20 ⇒ 2
Ankheg: 1d20 + 1 ⇒ (20) + 1 = 21

It spits a long line of acid, splattering over Morgana and Shaumatiel, before diving under one of the beds.

Acid: 2d4 ⇒ (1, 4) = 5 DC13 reflex to halve the damage.

Everyone up.


Appearance | Female Elf Warpriest 2 | HP: 17/17| AC: 20 (14 Tch, 16 Fl); +2 vs chaotic | CMB: +2, CMD: 16 | F: +4, R: +4, W: +5 (+2 vs. ench, +4 vs charm or compulsion) | Init: +6 | Perc: +5, SM: +7

Reflex: 1d20 + 4 ⇒ (20) + 4 = 24

Shaumatiel nimbly leaps aside, only getting splashed by the acid. "Argh! Get back here!" She chases after the critter, stooping down low and slicing under the bed with her long, curved blade!

Curve Blade: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d10 + 2 ⇒ (10) + 2 = 12


halfling rogue (eldritch scoundrel) 1 | HP 8/8 | AC 15 T 15 FF 11 | Fort +1 Ref +7 Will +2 | Init +4 | Perc +9 Active Conditions:

Melody opens her mouth to babble out an incident about bugs in the dragon's pantry but shuts it at the slicing, scalunching, cracking gore that happens under the bed (and happily out of sight).

Melody holds to see if there is anything left to do after Shaumatiel's lovely attack


Female Human Spiritualist 1 | HP 10/10 | AC 10/14 T 10 FF 10/14 | Fort +3 Ref +0 Will +6 | Init +0 | Perc +5 | 1st: 2/2

Knowledge (arcana) is +7, so ...

"That's an ankheg larva!" Vasia calls out. "Keep an eye out for the mother." Keeping her distance from the melee, she looks around watching for the much more dangerous parent.


Female Phantom | HP 12/12 | AC 13 T 12 FF 11 DR 5/slashing (ecto form)| Fort +4 Ref +1 Will +2 | Init +1 | Perc +0

"A bug bigger than that?" Jenica says with a raised eyebrow. "That's just ... wrong." Nevertheless, she keeps her ghostly sabres ready in case it shows its insectile face.


HP: 12/12 | AC: 16 (13 Tch, 13 Fl) | CMB: +5, CMD: 19 | F: +3, R: +5, W: +3 | Init: +4 | Slth +8, SM +7, Perc/Surv +6 | Speed 30ft | Spear: +5, d8+6, x2, P. Bite/Claws +5, d6/d4+4, x2, BPS/P | Aspect 4/4, FE (Water) +2 | Active conditions:

Reflex: 1d20 + 4 ⇒ (7) + 4 = 11

Morgana is caught unawares by the spitting and staggers, frantically trying to get the acid out of her eyes, whilst making a very angry spitting noise like a cat in pain.

Also holding to see whether Shaumatiel got it.


◆◇↻

Shaumatiel's blade cleaves through the legs of the bed and into the bug hiding beneath it. The bed groans and then collapses in a cloud of dust. The bug does not emerge from the wreckage.

Perception DC12:
You find a lesser talisman of good fortune, 321sp and 87gp scattered amongst the various pack, pillows and other small hiding holes.

Make DC17

Spoiler:
You find a wand of color spray with 12 charges hidden inside one of the mattresses. It has the initials UH carved into it.

The sun is setting as you emerge so you push on quickly to investigate the remaining buildings within the stockade. The first is a rectangular building is constructed of mud brick walls. The building has a simple door facing east, but unlike all other buildings in the colony, it lacks any windows. A heady smell of dried plants, herbs, and dried meat lingers in the air. Opening the door reveals what must have been the colonies food-store, but the building has apparently been ransacked and worse, infested with bugs. Unwilling to face that challenge right now you shut the door quickly and avoid that problem for the time beings. There's a fight with a cockroach swarm, but I figured you don't want to do that right now.

The final building is a simple mud wall building which has a door facing east and one shuttered window. Above the door is a plain wooden sign that reads, “Tool House.” The contents of this building are useful but unremarkable. Hanging on the wall from hooks and nails are an assortment of tools, such as hammers, handsaws, hatchets, machetes, trowels, and the like. Various other implements, such as makeshift ladders, barrels of tar, and shovels are stacked or otherwise arrayed about the room. Absent are tools and implements that would pertain to or be exclusively used for blacksmithing.

Morgana and Vasia share a look as they come to the same conclusion - there is no way the colonists could have relocated without these supplies. In fact the second wave of colonists is relying on them just as much, so the fact that they are still here is a blessing.

A small wooden box marked 'Emergency Only' sits on one shelf. It is locked and the key cannot be found but shaking the box gently elicits the sound of clinking glassware. DC15 to open.

There is nothing else within the stockade to investigate and night is falling swiftly. Bedding down and continuing in daylight seems like the most sensible plan.


halfling rogue (eldritch scoundrel) 1 | HP 8/8 | AC 15 T 15 FF 11 | Fort +1 Ref +7 Will +2 | Init +4 | Perc +9 Active Conditions:

While the others discuss where to bed down, Melody sits with the box and opens it easily. She smiles softly, her fingers finally remembering how to do this. Sherriff Hemlock would be disappointed.

disable: 1d20 + 7 ⇒ (14) + 7 = 21


Female Phantom | HP 12/12 | AC 13 T 12 FF 11 DR 5/slashing (ecto form)| Fort +4 Ref +1 Will +2 | Init +1 | Perc +0

Jenica gives the halfling a small hip shove. "You make that look easy, My Lovely," she says with a grin.


Female Human Spiritualist 1 | HP 10/10 | AC 10/14 T 10 FF 10/14 | Fort +3 Ref +0 Will +6 | Init +0 | Perc +5 | 1st: 2/2

Perception vs DC 12: 1d20 + 4 ⇒ (11) + 4 = 15
Perception vs DC 17: 1d20 + 4 ⇒ (7) + 4 = 11

Vasia points out the talisman and the scattered coins in the bunks.

~~~~~

"We should sleep somewhere defensible," Vasia says looking around as the sunlight is quickly fading. "Is there room enough in the tool building? We could pull in some bedding from the bunkhouse and hole up in there. It has a sturdy door and only one window with shutters."

She looks around at the others awaiting any contradiction.


halfling rogue (eldritch scoundrel) 1 | HP 8/8 | AC 15 T 15 FF 11 | Fort +1 Ref +7 Will +2 | Init +4 | Perc +9 Active Conditions:

Melody sways alarmingly to the side from Jenica's hip bump, but the little halfing doesn't mind one bit, since Jenica's lovely hip is at Melody's head level.

At Venica's suggestion, she nods. "I don't take much room."


HP: 12/12 | AC: 16 (13 Tch, 13 Fl) | CMB: +5, CMD: 19 | F: +3, R: +5, W: +3 | Init: +4 | Slth +8, SM +7, Perc/Surv +6 | Speed 30ft | Spear: +5, d8+6, x2, P. Bite/Claws +5, d6/d4+4, x2, BPS/P | Aspect 4/4, FE (Water) +2 | Active conditions:

"It'll be a tight fit, but you're right about that being safest." Morgana agrees.

Perception: 1d20 + 6 ⇒ (15) + 6 = 21

As they're moving bedding over to the tool house Morgana finds a wand stashed in one of the mattresses and promptly offers it to Vasia for analysis. "Maybe you can give it to Shaumatiel once you know what it does." She whispers in her lovers ear. "I intend to show you I can be better than any wand at the soonest opportunity!"

Once the bedding is set up in the tool house Morgana lies down and opens her arms for Vasia. As the only one to not sleep earlier she's exhausted and falls into slumber quickly once she has her favorite person in her arms.


Female Human Spiritualist 1 | HP 10/10 | AC 10/14 T 10 FF 10/14 | Fort +3 Ref +0 Will +6 | Init +0 | Perc +5 | 1st: 2/2

It takes some willpower, but Vasia avoids immediately falling asleep. She takes comfort in listening to Morgana's heart beat beneath her and in the quiet whisperings and giggles coming from where Bunica and Melody are nested under their own blanket.

Holding out as long as possible, she finally loses the battle somewhere in the early morning hours and drops off to sleep.


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halfling rogue (eldritch scoundrel) 1 | HP 8/8 | AC 15 T 15 FF 11 | Fort +1 Ref +7 Will +2 | Init +4 | Perc +9 Active Conditions:

Melody falls into anything and everything Jenca is offering. A hint of desperation is laced into the little one's performance though. Whether it comes from just missing the ghost beyond her heart's ability to comprehend or that... she feels... abandoned and... even more lonely than before... no that can't be it, Melody informs the writer inside her head, that is silly...

Ignoring implications, worries, and sleep, she does her best to memorize hills and valleys and the melodious echoes as she explores them thoroughly.


◆◇↻

The box proves to contain two vials of alchemist's fire and a neatly folded swarm suit. These will no doubt be useful when you attempt to clear out the cockroaches in the storage shed.

Your rest in the tool building is peaceful and you awake with the sunlight to your first full day in your own personal hell paradise. A quick check of the tents outside the palisade reveals that all but two tents have collapsed due to wind, rain, and lack of maintenance. The two that remain standing lean haphazardly and do not appear to have been entered for a long time based on the grass which has begun to grow around them. A2 cleared.

There is a rudimentary field to the north, which is the direction you will have to go to return to the Peregrine and a number of small cottages which you bypassed on the way to the Levin farm in the south.


HP: 12/12 | AC: 16 (13 Tch, 13 Fl) | CMB: +5, CMD: 19 | F: +3, R: +5, W: +3 | Init: +4 | Slth +8, SM +7, Perc/Surv +6 | Speed 30ft | Spear: +5, d8+6, x2, P. Bite/Claws +5, d6/d4+4, x2, BPS/P | Aspect 4/4, FE (Water) +2 | Active conditions:

"Let's finish up with the village first." Morgana suggests, "Then head north to the meeting point. We should be done today if we're quick."

Start at 14 and work through to 17. Then head north via 13.


Female Phantom | HP 12/12 | AC 13 T 12 FF 11 DR 5/slashing (ecto form)| Fort +4 Ref +1 Will +2 | Init +1 | Perc +0

Jenica seems oblivious to the mixed emotions her companion is wrestling with as she spends the night hours Vasia can spare her completely focused on giving the halfling pleasure.


Female Human Spiritualist 1 | HP 10/10 | AC 10/14 T 10 FF 10/14 | Fort +3 Ref +0 Will +6 | Init +0 | Perc +5 | 1st: 2/2

"Keep an eye out for the insect's mother," Vasia says as they make their way to the next building.


◆◇↻

A14
Rows of small cottages line the crossroads of two streets formed by months of regular foot traffic. The scene is silent and still. The houses are recently built, but there is no sign of life or activity. Many of these simple homes have no proper shutters, and in some cases even lack doors. Nearby, once-cut grass has begun to regrow undisturbed. Gardens and plots of farmland behind some houses have begun to grow wild as weeds threaten to choke out the vegetables and herbs.

The colonist’s houses all tell a similar story: the occupants are missing and show no sign that they packed their belongings. There are no signs of violence.

A15
In addition to the small garden plots near the constructed houses, Talmandor’s Bounty has five large vegetable patches. Larger sections of farmland have already been surveyed and marked off just east of the settlement with plans for expansion. Two of the plots prove to have been infested with even more Anhkeg Nymphs but you dispatch them with relative ease, having fought the same creatures previously.

Of more interest is the vegetable patch that has clearly not been ravaged by the Ankheg Nymphs. Apart from being a little overgrown it seems completely undisturbed.

A16

DC 15 Perception:
You catch sight of some small animal skeletons and what looks like a partially buried skull. With this split's second warning, you are able to act as ....

Razor-sharp leaves dripping in blood unravel themselves from the length of a cornstalk and lash out towards the invaders.

Initiative:

Vasia: 1d20 + 0 ⇒ (18) + 0 = 18
Shaumatiel: 1d20 + 6 ⇒ (1) + 6 = 7
Melody: 1d20 + 3 ⇒ (16) + 3 = 19
Morgana: 1d20 + 3 ⇒ (4) + 3 = 7
Plant: 1d20 + 2 ⇒ (20) + 2 = 22

Anyone who makes the above perception check can act in the surprise round before the plant

A sudden burst of pollen is emitted from the plant, heavily clouding the area quickly, the sickly scent overpowering everything it touches.

Its a small area and everyone is within range. This acts as Obscuring Mist in a 20ft radius. Everyone is in the cloud so must make a DC 13 Fort save or be blinded for 1 round. Everyone may act!


Appearance | Female Elf Warpriest 2 | HP: 17/17| AC: 20 (14 Tch, 16 Fl); +2 vs chaotic | CMB: +2, CMD: 16 | F: +4, R: +4, W: +5 (+2 vs. ench, +4 vs charm or compulsion) | Init: +6 | Perc: +5, SM: +7

Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Fortitude: 1d20 + 3 ⇒ (6) + 3 = 9

Shaumatiel cries out in surprise, caught off guard by the attack of the evil corn! Blinded by corn spray, she calls on fire to burn the plant and make popcorn!

Volcanic Rift: 1d6 ⇒ 4

4 fire damage (Fortitude DC 12 half).


HP: 12/12 | AC: 16 (13 Tch, 13 Fl) | CMB: +5, CMD: 19 | F: +3, R: +5, W: +3 | Init: +4 | Slth +8, SM +7, Perc/Surv +6 | Speed 30ft | Spear: +5, d8+6, x2, P. Bite/Claws +5, d6/d4+4, x2, BPS/P | Aspect 4/4, FE (Water) +2 | Active conditions:

Perception, Fort: 1d20 + 6 ⇒ (1) + 6 = 71d20 + 3 ⇒ (18) + 3 = 21

Morgana likewise is caught unawares by the plant but resists the pollen cloud and surges forwards to rip at the plant as Shaumatiel lights it up.

Spear: 1d20 + 5 ⇒ (5) + 5 = 101d8 + 6 ⇒ (6) + 6 = 12


Female Human Spiritualist 1 | HP 10/10 | AC 10/14 T 10 FF 10/14 | Fort +3 Ref +0 Will +6 | Init +0 | Perc +5 | 1st: 2/2

Perception vs DC 15: 1d20 + 4 ⇒ (18) + 4 = 22

"Vines!" Vasia calls out as she catches the movement and flings a sharp rock towards the attacking tendrils.

Telekinetic Projectile: 1d20 + 0 ⇒ (15) + 0 = 15
Projectile Damage: 1d6 ⇒ 3

Fortitude Save vs DC 13: 1d20 + 4 ⇒ (1) + 4 = 5

A moment later and she's blinded by the pollen

Telekinetic Projectile: 1d20 + 0 ⇒ (18) + 0 = 18
Total Concealment - 50% Miss: 1d100 ⇒ 65
Projectile Damage: 1d6 ⇒ 1

Current HP: 11/11
Current AC: 14
Current Effects: mage armor
Current Spells: 1st:1/2


halfling rogue (eldritch scoundrel) 1 | HP 8/8 | AC 15 T 15 FF 11 | Fort +1 Ref +7 Will +2 | Init +4 | Perc +9 Active Conditions:

perception: 1d20 + 6 ⇒ (10) + 6 = 16
fort: 1d20 + 1 ⇒ (12) + 1 = 13

"That corn stalk is... oh, no that is bad." the halfling inspires her friends they just don't know why until pollen explodes around them. The halfling manages to close her eyes before the puff.

She'll run to the other side of the corn critter to help Morgana try and kill it.
flank, aid another. +3 for aiding
long spear, aid another: 1d20 + 0 ⇒ (13) + 0 = 13


◆◇↻

With Melody's help Morgana impales the maize on her spear before Shaumatiel calls upon volcanic fire to cook the corn that Morgana has just cobbed. Having already been beaten by Vasia's telekinetic projectiles the creature collapses into a burned, skewered and surprisingly pleasant-smelling mess.

Combat over.

After clearing a few more vegetable patches and houses you come to the only major landmark around, an evergreen tree with spiny branches and reddish-purple, apple-shaped plums. A few plums have fallen to the ground to spoil in the heat and birds have pecked at others. Nevertheless, there are still many fruits still fit to pick and eat.

Knw Nat, DC12:
The fruit is perfectly safe to eat.

Perc/Survival, DC17:
There's a small disturbed patch of earth near a stone in the tree roots. Digging up this spot reveals a small, flat, leather pouch.

Survival DC14

Spoiler:
It seems to have been buried for several weeks, but is remarkably undamaged.


Appearance | Female Elf Warpriest 2 | HP: 17/17| AC: 20 (14 Tch, 16 Fl); +2 vs chaotic | CMB: +2, CMD: 16 | F: +4, R: +4, W: +5 (+2 vs. ench, +4 vs charm or compulsion) | Init: +6 | Perc: +5, SM: +7

Perception: 1d20 + 4 ⇒ (14) + 4 = 18

Shaumatiel breathes a sigh of relief when the killer corn is quickly cooked! She eyes the plums dubiously, but her keen eyes pick out something odd near the tree's roots. "Looks like something might be buried there."

She digs through the dirt and is rewarded with a small, flat leather pouch. "Let's see what's inside!"


HP: 12/12 | AC: 16 (13 Tch, 13 Fl) | CMB: +5, CMD: 19 | F: +3, R: +5, W: +3 | Init: +4 | Slth +8, SM +7, Perc/Surv +6 | Speed 30ft | Spear: +5, d8+6, x2, P. Bite/Claws +5, d6/d4+4, x2, BPS/P | Aspect 4/4, FE (Water) +2 | Active conditions:

Morgana leans over Shaumatiel's shoulder to have a look.

"So some sort of split between the original colonists?" She says slowly. "It sounds like it got nasty and some of them tried to run. Given that we found that canoe with the hole in it I'm guessing not."


Female Human Spiritualist 1 | HP 10/10 | AC 10/14 T 10 FF 10/14 | Fort +3 Ref +0 Will +6 | Init +0 | Perc +5 | 1st: 2/2

"Well, clearly something happened and some of them paid with their lives," Vasia adds. "But it doesn't look like there was a pitched battle or anything like that."

She turns to gaze over the abandoned settlement.

"Whatever happened here was much more ... subtle. Betrayal? Slavers? Maybe something more mentally intrusive?"


halfling rogue (eldritch scoundrel) 1 | HP 8/8 | AC 15 T 15 FF 11 | Fort +1 Ref +7 Will +2 | Init +4 | Perc +9 Active Conditions:

Melody stretched on her toes to read the parchment "We didn't find a canoe, did we? Just the boat sunk? Maybe the ones from this note got away."


HP: 12/12 | AC: 16 (13 Tch, 13 Fl) | CMB: +5, CMD: 19 | F: +3, R: +5, W: +3 | Init: +4 | Slth +8, SM +7, Perc/Surv +6 | Speed 30ft | Spear: +5, d8+6, x2, P. Bite/Claws +5, d6/d4+4, x2, BPS/P | Aspect 4/4, FE (Water) +2 | Active conditions:

"Maybe." Morgana agrees, flashing the perfect smile that has somehow survived all the trials of the last year. She doesn't want to spoil Melody's hopes, even though she knows they are extremely unlikely to come true.

"We should head north. There's nothing else here without going into those caves again."


halfling rogue (eldritch scoundrel) 1 | HP 8/8 | AC 15 T 15 FF 11 | Fort +1 Ref +7 Will +2 | Init +4 | Perc +9 Active Conditions:

The perfect smile makes Melody feel better.


◆◇↻

Now that Melody feels better and the entire settlement has been scoured you collect everything you've found that may be immediately useful and head northwards towards the meeting point with the Peregrine. On the way out of town, you walk through the field to the north.

Inundating the meadow is a series of large holes dug in at an angle. Piles of dirt surround each hole. A large copse of trees grows due east, providing shelter for the crops that will one day grow here.

However, there is clearly something going on here. A few holes have small leathery eggshells in them and a number of others have tunnels connecting them. Finally, you find one that has a pitted skeleton in it and a huge armored insect that chitters angrily at you. This seems to be the momma ankheg whose babies you've been killing! It comes surging out of the hole for vengeance as you prepare your weapons.

Initiative:

Vasia: 1d20 + 0 ⇒ (18) + 0 = 18
Shaumatiel: 1d20 + 6 ⇒ (18) + 6 = 24
Melody: 1d20 + 3 ⇒ (3) + 3 = 6
Morgana: 1d20 + 3 ⇒ (17) + 3 = 20
Ankheg: 1d20 ⇒ 8

Vasia, Shaumatiel and Morgana can act.


Appearance | Female Elf Warpriest 2 | HP: 17/17| AC: 20 (14 Tch, 16 Fl); +2 vs chaotic | CMB: +2, CMD: 16 | F: +4, R: +4, W: +5 (+2 vs. ench, +4 vs charm or compulsion) | Init: +6 | Perc: +5, SM: +7

"Falayna!" shouts Shamautiel, rushing up to attack the ankheg with her glowing sword!

Curve Blade: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d10 + 2 ⇒ (8) + 2 = 10


HP: 12/12 | AC: 16 (13 Tch, 13 Fl) | CMB: +5, CMD: 19 | F: +3, R: +5, W: +3 | Init: +4 | Slth +8, SM +7, Perc/Surv +6 | Speed 30ft | Spear: +5, d8+6, x2, P. Bite/Claws +5, d6/d4+4, x2, BPS/P | Aspect 4/4, FE (Water) +2 | Active conditions:

Morgana circles the creature to fight with her packmate.

Spear, Flank: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 171d8 + 6 ⇒ (3) + 6 = 9


Female Human Spiritualist 1 | HP 10/10 | AC 10/14 T 10 FF 10/14 | Fort +3 Ref +0 Will +6 | Init +0 | Perc +5 | 1st: 2/2

Vasia results to her normal schoolground tactics of flinging a rock at the creature. However, as is par for the course, the dirt-covered stone misses the beast and sails off ineffectively into nearby bushes.

Telekinetic Projectile: 1d20 + 0 ⇒ (1) + 0 = 1
Projectile Damage: 1d6 ⇒ 4


Female Phantom | HP 12/12 | AC 13 T 12 FF 11 DR 5/slashing (ecto form)| Fort +4 Ref +1 Will +2 | Init +1 | Perc +0

Jenica, as well, seems to be performing at a suboptimal level as her sabres fail to connect with the giant insect.

Spectral Sabre Attack (slam): 1d20 + 3 ⇒ (4) + 3 = 7
Spectral Sabre Damage - B: 1d6 ⇒ 4

Spectral Sabre Attack (slam): 1d20 + 3 ⇒ (7) + 3 = 10
Spectral Sabre Damage - B: 1d6 ⇒ 6


◆◇↻

Shaumatiel and Morgana take on the ankheg from each side and cut brutally through its chitinous plates. The ankheg screeches in pain and bites hard at Shaumatiel! But trying to consume the woman's blade was likely a tactically unreasonable move...

Bite: 1d20 + 5 ⇒ (1) + 5 = 6

Everyone can act.

Ankheg -19


Appearance | Female Elf Warpriest 2 | HP: 17/17| AC: 20 (14 Tch, 16 Fl); +2 vs chaotic | CMB: +2, CMD: 16 | F: +4, R: +4, W: +5 (+2 vs. ench, +4 vs charm or compulsion) | Init: +6 | Perc: +5, SM: +7

Shaumatiel whirls her blade and slices again!

Curve Blade, Flank: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d10 + 2 ⇒ (3) + 2 = 5


halfling rogue (eldritch scoundrel) 1 | HP 8/8 | AC 15 T 15 FF 11 | Fort +1 Ref +7 Will +2 | Init +4 | Perc +9 Active Conditions:

Melody inspires with her magical words but can't think of anything other than an old McDonald who owned a farm.

inspire courage


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HP: 12/12 | AC: 16 (13 Tch, 13 Fl) | CMB: +5, CMD: 19 | F: +3, R: +5, W: +3 | Init: +4 | Slth +8, SM +7, Perc/Surv +6 | Speed 30ft | Spear: +5, d8+6, x2, P. Bite/Claws +5, d6/d4+4, x2, BPS/P | Aspect 4/4, FE (Water) +2 | Active conditions:

Spear, Flank: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 181d8 + 6 + 1 ⇒ (3) + 6 + 1 = 10

If Old McDonald had animals like this and farm-hands like Morgana then 'had a shop-of-horrors' might be more appropriate as Morgana stabs the creature right through its insectile eyes!


◆◇↻

Shaumatiel cuts the creature once more and then Morgana rams her spear through its head, dropping the magical bug once and for all. The corpse in the bottom of the pit proves to have something useful - a copper ring engraved with symbols. It is a ring of protection +1, whose magic has preserved it against the ankheg's acid.

The trip northwards towards the rendezvous is immensely time-consuming and slow. The complete lack of trails or paths makes progress little more than a blind trek through the jungle until you hit on the bright idea of staying as close to the shore as possible. This makes the journey easier and by the time you reach the banks of a stream trickling from the woods you are making better time.

It's been four hours since the fight with the ankheg.

As you approach the stream something becomes clear - there is a body in the stream. But as you approach it leaps from the water, tentacles emerging from its mouth and head!

Knw Religion, DC11:
The body is clearly some form of zombie.

Knw Arcana, DC14:
There's something riding in her skull - the source of the tentacles. It looks like an incultus - a aquatic magical creature that drowns victims and animates their corpses...

Intiative:
Vasia: 1d20 + 0 ⇒ (15) + 0 = 15
Shaumatiel: 1d20 + 6 ⇒ (7) + 6 = 13
Melody: 1d20 + 3 ⇒ (3) + 3 = 6
Morgana: 1d20 + 3 ⇒ (1) + 3 = 4
Dead Person: 1d20 + 6 ⇒ (16) + 6 = 22

The zombie staggers forward, ending up close enough to vomit water all over Morgana!

Everyone up!


Appearance | Female Elf Warpriest 2 | HP: 17/17| AC: 20 (14 Tch, 16 Fl); +2 vs chaotic | CMB: +2, CMD: 16 | F: +4, R: +4, W: +5 (+2 vs. ench, +4 vs charm or compulsion) | Init: +6 | Perc: +5, SM: +7

Shamautiel moves to flank the tentacle zombie!

Curve Blade, Flank: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d10 + 2 ⇒ (4) + 2 = 6


halfling rogue (eldritch scoundrel) 1 | HP 8/8 | AC 15 T 15 FF 11 | Fort +1 Ref +7 Will +2 | Init +4 | Perc +9 Active Conditions:

"...'tentacle zombie'..." Melody whispers in awe. "Sweets had a book about them. Protect your...! um... just be careful, please."

inspire courage


Female Phantom | HP 12/12 | AC 13 T 12 FF 11 DR 5/slashing (ecto form)| Fort +4 Ref +1 Will +2 | Init +1 | Perc +0

"Just remember that your 'um' is all mine," Jenica says with a laugh and wink over her shoulder at the halfling as she engages with the tentacled beast.

Spectral Sabre Attack (slam): 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Spectral Sabre Damage - B: 1d6 + 1 ⇒ (6) + 1 = 7

Spectral Sabre Attack (slam): 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13
Spectral Sabre Damage - B: 1d6 + 1 ⇒ (5) + 1 = 6


Female Human Spiritualist 1 | HP 10/10 | AC 10/14 T 10 FF 10/14 | Fort +3 Ref +0 Will +6 | Init +0 | Perc +5 | 1st: 2/2

Knowledge (religion) vs DC 11: 1d20 + 6 ⇒ (15) + 6 = 21
Knowledge (arcana) vs DC 14: 1d20 + 7 ⇒ (6) + 7 = 13

"Yes, it's a zombie of some sort," Vasia says, agreeing with Melodie as she mentally flings a stone towards the undead.

Telekinetic Projectile: 1d20 + 0 + 1 ⇒ (17) + 0 + 1 = 18
Projectile Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Current HP: 11/11
Current AC: 14
Current Effects: mage armor
Current Spells: 1st:1/2


HP: 12/12 | AC: 16 (13 Tch, 13 Fl) | CMB: +5, CMD: 19 | F: +3, R: +5, W: +3 | Init: +4 | Slth +8, SM +7, Perc/Surv +6 | Speed 30ft | Spear: +5, d8+6, x2, P. Bite/Claws +5, d6/d4+4, x2, BPS/P | Aspect 4/4, FE (Water) +2 | Active conditions:

Morgana, being a simple soul, goes for the same tactic that worked well before - stabbing her spear into the creature's head!

Spear, IC, Flank: 1d20 + 5 + 1 + 2 ⇒ (18) + 5 + 1 + 2 = 261d8 + 6 + 1 ⇒ (5) + 6 + 1 = 12


◆◇↻

Shaumatiel and Jenica cut the zombie down to protect Melody's 'um', but the tentacles seem to detach themselves and the creature's brain detaches and starts dragging itself away, right up until Morgana rams her spear through it and Vasia crushes it with a rock! Despite the brutal assault the thing keeps wriggling, crawling up her spear to attack the shifter!

Morgana gets an AOO as it moves into her space.

Tentacles!: 1d20 + 2 ⇒ (5) + 2 = 71d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Grab: 1d20 + 7 ⇒ (13) + 7 = 20

Morgana takes a blow from the tentacles which are unpleasantly sticky.

Unless she deals 4 points of damage with the AOO in which case it dies.

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◆◇↻

Chat on discord, and dot away.


Female Human Spiritualist 1 | HP 10/10 | AC 10/14 T 10 FF 10/14 | Fort +3 Ref +0 Will +6 | Init +0 | Perc +5 | 1st: 2/2

Spiritualist 2

HP +7
FCB +1 Phantom HP
BAB +1

Fort +1
Will +1

Bonded Senses

New Spells:
Light
Cure Light Wounds

Skills: 7+2
Diplomacy +1, Heal +1, Knowledge (arcana) +1, Knowledge (planes) +1, Perception +1, Sense Motive +1, Use Magic Device +1, Handle Animal +1, Knowledge (history) +1


Female Human Shaman 5 | HP: 38/38 | AC: 15, T: 12, FF: 13 | F: +2, R: +3, W: +9 | Channels: 4/4 | Init: +8 x2 | Perception: +12

Shaman 2

Hex: Evil Eye
Spells: Dropped Bless for Bane. Added Protection from Evil.


halfling rogue (eldritch scoundrel) 1 | HP 8/8 | AC 15 T 15 FF 11 | Fort +1 Ref +7 Will +2 | Init +4 | Perc +9 Active Conditions:

level two added: dancing lights and biting words, and once a day channel and well versed.

level one: switched to being a bard, dropped reactionary to get trap finder (initiative is +9 now). Moved attributes around to get charisma higher, dropping strength, dex, and wisdom a little to get there. Um... added spells (level 0): ghost sound, grasp, mending, lullaby (level 1): hideous laughter, saving finale.


Female Human Spiritualist 1 | HP 10/10 | AC 10/14 T 10 FF 10/14 | Fort +3 Ref +0 Will +6 | Init +0 | Perc +5 | 1st: 2/2

Spiritualist 3

HP +7
BAB +1
Ref +1

Bonded Manifestation
Phantom can deliver Touch Spells

Feat:
Toughness

Spells:
0 - Message
1 - Positive Pulse

Skills: 7+2
Bluff +1, Diplomacy +1, Knowledge (arcana) +1, Knowledge (local) +1, Perception +1, Sense Motive +1, Use Magic Device +1, Knowledge (geography) +1, Knowledge (history) +1

~~~~~~~~
Phantom 3

HP +9

Feat:
Improved Initiative

Skills: 1
Stealth +1


halfling rogue (eldritch scoundrel) 1 | HP 8/8 | AC 15 T 15 FF 11 | Fort +1 Ref +7 Will +2 | Init +4 | Perc +9 Active Conditions:

Melody bard level 3
feat: lingering performance,
skills: acrobatics, bluff, climb, disable device, knowledge local, perception, stealth, use magic device +2
background: perform oratory, craft clothing

spells: know direction, eagle's splendor
ability: inspire competence +2


Female Human Shaman 5 | HP: 38/38 | AC: 15, T: 12, FF: 13 | F: +2, R: +3, W: +9 | Channels: 4/4 | Init: +8 x2 | Perception: +12

Shaman 3

Feat: Extra Hex (Misfortune)
L2 Spells: CMW, Lesser Restoration, Barkskin


Fluid Human Magus (Kapenia Dancer) 4| HP: 27/35| AC: 19, T:16, FF:13 | CMD: 17 | CMB: +3| Fort: +7 Ref: +6 Will: +5 | Init: +4 | Perception: +0 (-2 visual) | Arcane Pool 6/6 | Appearance

Magus 3

Feat: Extra Arcane Pool
Magus Arcana: Arcane Accuracy
New Spells: shield, vanish


Female Human Spiritualist 1 | HP 10/10 | AC 10/14 T 10 FF 10/14 | Fort +3 Ref +0 Will +6 | Init +0 | Perc +5 | 1st: 2/2

Spiritualist 4

HP +5
BAB +1
Fort/Will +1

Wisdom +1

Spells:
Purge Spirit
Ghoul Touch

Spiritual Interference

Skills: 7+2
Diplomacy +1, Heal +1, Knowledge (arcana) +1, Knowledge (religion) +1, Perception +1, Sense Motive +1, Use Magic Device +1, Handle Animal +1, Knowledge (history) +1


Female Human Shaman 5 | HP: 38/38 | AC: 15, T: 12, FF: 13 | F: +2, R: +3, W: +9 | Channels: 4/4 | Init: +8 x2 | Perception: +12

Shaman 4

Hex: Cackle
Revelations: Temporal Celerity
Spells: Chill Touch, Lesser Restoration

Of note, Temporal Celerity means I get to roll for initiative twice. So if you use a macro for init, add a second line for me please!


halfling rogue (eldritch scoundrel) 1 | HP 8/8 | AC 15 T 15 FF 11 | Fort +1 Ref +7 Will +2 | Init +4 | Perc +9 Active Conditions:

BARD!!! Level... FOUR
spells: heroism and glitterdust
um... and skills, oh and +1 charisma putting her at 19


Female Human Spiritualist 1 | HP 10/10 | AC 10/14 T 10 FF 10/14 | Fort +3 Ref +0 Will +6 | Init +0 | Perc +5 | 1st: 2/2

Spiritualist 5

HP +7

Detect Undead at will

Feat:
Spiritualist's Call

New Spells:
2 - Cure Moderate Wounds

Skills: 8+2
Diplomacy +1, Heal +1, Knowledge (arcana) +1, Knowledge (religion) +2, Perception +1, Sense Motive +1, Use Magic Device +1, Handle Animal +1, Knowledge (history) +1

Phantom:

HP +9
BAB +1
Good Saves +1
Dex +1

+2 AC

Damage increases to 1d8

Skills:
Stealth +1


halfling rogue (eldritch scoundrel) 1 | HP 8/8 | AC 15 T 15 FF 11 | Fort +1 Ref +7 Will +2 | Init +4 | Perc +9 Active Conditions:

Level 5 Melody
bard 5
inspire courage +2, inspiring healing (replaced loremaster)
fcb +1 skill
skills: acrobatics, escape artist, bluff, climb, disable device, perception, stealth, perform oratory, craft(clothing) all +1, sleight of hand +2

spell: pilfering hand

feat: charming performance (lets melody's plays and stories turn people friendly toward all of you)


Female Human Shaman 5 | HP: 38/38 | AC: 15, T: 12, FF: 13 | F: +2, R: +3, W: +9 | Channels: 4/4 | Init: +8 x2 | Perception: +12

Shaman 5

Spells: Protection from Evil, Dispel Magic, Heroism
Feat: Extra Hex - Protective Luck (makes attackers gain disadvantage on an attack against someone, can be extended with cackle)


Female Human Spiritualist 1 | HP 10/10 | AC 10/14 T 10 FF 10/14 | Fort +3 Ref +0 Will +6 | Init +0 | Perc +5 | 1st: 2/2

Finally got around to de-leveling Vasia and Jenica.


Female Human Spiritualist 1 | HP 10/10 | AC 10/14 T 10 FF 10/14 | Fort +3 Ref +0 Will +6 | Init +0 | Perc +5 | 1st: 2/2

Spiritualist 2

HP +7
BAB +1

Fort/Will +1

Bonded Senses

New Spells:
0 - Grave Words
1 - Cure Light Wounds

Skills: 8+2

Diplomacy +1, Heal +1, Knowledge (arcana) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (planes) +1, Perception +1, Sense Motive +1, Knowledge (history) +1, Linguistics +1 (Azlanti)

Jenica: Stealth +1


halfling rogue (eldritch scoundrel) 1 | HP 8/8 | AC 15 T 15 FF 11 | Fort +1 Ref +7 Will +2 | Init +4 | Perc +9 Active Conditions:

bard 2

5 hp
bab +1
saves +1

new spell: comprehend languages
skills 8

acrobatics, climb, diplomacy, disable device, disguise, escape artist, perception, stealth, use magical device
background: craft clothing, perform oratory


Appearance | Female Elf Warpriest 2 | HP: 17/17| AC: 20 (14 Tch, 16 Fl); +2 vs chaotic | CMB: +2, CMD: 16 | F: +4, R: +4, W: +5 (+2 vs. ench, +4 vs charm or compulsion) | Init: +6 | Perc: +5, SM: +7

Warpriest 2

HP +7
Fort +1, Will +1
BA +1
Fervor 1d6
More spells/day!
Skill points!

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