Skulk & Shackles with GM Apoc

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LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Fort: 1d20 + 5 ⇒ (19) + 5 = 24

Huzzah! When I die, I won't come back as a ghoul necessarily!


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

"Die!
F%~! you, zombie scum!"

Zombies At My Pirate Ship

Draxxie steps to the side and pulls her cutlass. She drops the pike, and grasps the curved sword with both hands.

Come on, come on!

raging fatigued cutlass: 1d20 + 3 ⇒ (18) + 3 = 21damage: 1d6 + 3 ⇒ (4) + 3 = 7miss chance: 1d100 ⇒ 90

confirm?: 1d20 + 3 ⇒ (2) + 3 = 5crit damage: 1d6 + 3 ⇒ (6) + 3 = 9

Fatigued, raging, and without her buckler equipped, Draxxie is AC13


Behind the Screen:

1 drax 2 est: 3d2 ⇒ (1, 2, 1) = 4
bite v est: 1d20 + 3 ⇒ (14) + 3 = 17 1d6 + 1 ⇒ (3) + 1 = 4
cl v drax: 1d20 + 3 ⇒ (19) + 3 = 22 1d6 + 1 ⇒ (4) + 1 = 5
cl v est: 1d20 + 3 ⇒ (11) + 3 = 14 1d6 + 1 ⇒ (2) + 1 = 3

Look, making faces of any kind is really hard when you're paralyzed. It's not Asami's fault!

Draxxie's cutlass hacks a horrid gash in the ghoul's stomach, ripping apart her already ragged bodice and spilling ancient dried guts out like dusty sausage links. The ghoul shrieks, but doesn't go down. Her milky eyes flash with some agonizing madness and she tears at both Estelle and Draxxie in a near-mindless frenzy of hunger. When the blood stops flying, Draxxie has four fresh claw marks across her chest, and Estelle is on the ground bleeding out.

I rolled more rocks, sorry! Draxxie took 5 slashing from a claw attack, and Estelle got the bite for 4 damage (putting her at 0 HP and disabled), then the other claw for another 3 damage. Don't bother rolling the paralysis, but definitely roll the Fort save against disease.

After several long, terrifying seconds of having absolutely no control over his own body, Oduim finally begins to feel painful tingling at the tips of his fingers. They twitch a few times, and then the feeling begins returning to his arms, then his legs, and finally his neck and face. He's free!

I need a Con check to stabilize from Estelle, DC 10 with a -3 penalty, and I need Oduim's round 4 actions now that he can move again!

[color=green]ROUND 3/4
Characters in BOLD may act.
Oduim (9/20 hp, fatigued)
Ghoul 3 (13 dmg, dead)
Asami (10/20 hp, +1 AC, paralyzed 1 round)
Ghoul 1 (13 dmg, dead)
Draxxie (6/18 hp, fatigued, Raging Song)
Ghoul 2 (12 dmg)
Estelle (-3/17 hp, unconscious and dying)
[/color]


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

Fort vs Disease: 1d20 + 2 ⇒ (16) + 2 = 18

Fuuuck. I was stressing on that roll.

Grasping at her wounds, the young witch is unable to keep her eyes open as everything goes dark.

Not again!

Stabilize Con Check plus involuntary song? DC 10 - Injury: 1d20 + 2 + 1 - 3 ⇒ (19) + 2 + 1 - 3 = 19


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

SHIIIT, COMPLETELY FORGOT!

The green plant wrapped around her neck unwinds and stands over the body of the witch. Two little leafy vines stretch out from its side and the tips clench up into tiny little adorable fists.

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6

His panic subsides as the paralysis fades. In its place rises his primal rage. This THING needs to be destroyed! The undine pulls his shortspear and moves to pin the last undead. Unfortunately there is some numbness in his limbs, spoiling his attack.

Shortspear (flank): 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

I should be able to move into position without provoking an AoO.


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

Looks like Draxxie can act too.

"Far across the sea
Zombies wait for me
Craving brains and treasure
It's their destiny
Til my dying day
Hear these words I say
Zombies ate my pirate ship
I will make them pay!"

Draxxie nods towards Oduim as she sings her bloody fighting song and swings her cutlass...

raging fatigued cutlass, flank: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25damage: 1d6 + 2 ⇒ (1) + 2 = 3

confirm?: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15crit damage: 1d6 + 2 ⇒ (4) + 2 = 6

"Aye, 'tis desperate work, b&!#!es!"


Behind the Screen:

3d4 ⇒ (2, 4, 1) = 7

You can, sorry! The initiative tracker was confusing the hell out of me.

Though the paralysis is fading, Oduim's limbs are still stiff, and his jab with the spear fails to penetrate the ghoul's leathery hide. Draxxie, however, has significantly better luck.

Already wavering on her feet, the ghoul seems ready to fall, but the obvious desperation of her hunger makes her stand her ground when clearly she should have fled. She pays for her foolishness with her unlife when the skald bellows a final stanza and lops the fiend's head clear off her shoulders. As the creature's head rolls lopsidedly across the floor, spilling her ancient, rancid blood across the floorboards, Asami's muscles finally flex and relax as her paralysis fades.

The plant hovering over Estelle with its little leafy dukes up makes a rude gesture at the headless ghoul.

COMBAT OVER!

The haze of battle begins to fade, but the young witch is unconscious and covered in blood. A quick scan notes that her breath is steady and she is more or less stable, but she's in terrible shape -- as are you all.

On the ghouls, you find a smattering of interesting items. On one, you find a slender, gnarled stick and an ornate leather hip flask with the design of a crocodile on it, both of which radiate magic. Another of the ghouls has a set of six well-used but still very sharp daggers, one of which is masterwork.

Appraise DC 15:

The hip flask is worth 25gp by itself, thanks to the fine stitchwork.

Detect Magic + Spellcraft, DC 16:

The stick is a wand of cure light wounds with 7 charges.

Detect Magic + Spellcraft, DC 18:

The hip flask contains a potion of cure moderate wounds.

Current HP/Status

Asami: 0/20 HP, disabled
Draxxie: 6/18 HP, fatigued
Estelle: -3/17 HP, unconscious and stable
Oduim: 9/20 HP, fatigued

Shockingly, no one failed a single save against ghoul fever! Well done!


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Asami clenches one eye shut in pain as her muscles finally start to loosen; she staggers over to Estelle... and her little plant buddy.

"Don't worry, little thing. I'm here to help."

"Don't suppose any of us knows healing arts?" she asks; already, she's working on propping Estelle's mouth open. "Never saw one more reliable than a bottle, anyway. We were holding onto one, weren't we?" she asks, looking back at her companions.


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

Draxxie grins through the pain. "You're such a Momma Fox."

"There's one healing potion left, but I can get New Girl on her feet. I ain't no priestess, mind."

Draxxie summons up the last of her magic, and lays a hand on the unconscious Estelle.

cure light wounds: 1d8 + 2 ⇒ (3) + 2 = 5

"There ya go, Estelle. I ain't gonna say 'good as new', but ye'll live. Best hope there ain't no more ghouls about though."


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

The ivy ‘eyes’ down Asami and Draxxie, but allows them to work on their friend. When Estelle’s eyes flutter open they jump and wave their arms before going in for a big hug.

Coming back to the waking world Estelle feels nothing but pain. Then the comforting snuggle of her oldest friend. She lightly squeezes the plant back and sits up. Everything hurts, but at this point this isn’t different from the last week of hell she has been through. The witch gives another shaky thumbs up.

Without even asking she notices the items found and casts a spell, making her eyes glow blue.

Appraise DC 15: 1d20 + 4 ⇒ (4) + 4 = 8
Spellcraft t DC 16: 1d20 + 9 ⇒ (2) + 9 = 11
Spellcraft t DC 18: 1d20 + 9 ⇒ (12) + 9 = 21

She signs to Odium while pointing at the flask, ”Powerful Healing Potion, who needs it most?”


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5
Draxxie wrote:
"You're such a Momma Fox."

Asami grunts.

"I've seen people posture and let people die in the process. Great way to make an ass of yourself."

As Estelle opens her eyes, she can't help but smile.

"Good."

Her own wounds still burn, and she grits her teeth.

"How many of those can you do in a day?" she asks Draxxie, leaning against the wall; her previous sitting spot now has a dead ghoul in it.

She's still bleeding, slowly, from a few big wounds.

She watches Estelle's hand gestures closely and furrows her brow.

"And if anyone knows how to do that, teach me."

No one knows about Ghoul Fever, either, which is honestly the ideal situation for resource allocation!


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

She adds to Odium more signs, ”And the wand is also healing, just less. Are you okay with Asami joining our lessons?”

The witch pulls out a chalkboard and wipes off the old message. Scribbling a few things down she shows everyone the following.

Flask: One Big Heal Potion
Wand: Seven Small Heal Spells
Hand Signs: Yes I can teach you


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Asami glances over at the lootables.

"That's more convenient than anything else has been for weeks," she snorts. She grabs the daggers and offers them up to the rest of the group, pocketing at least one.

"Any of you that don't have a knife, take one," she advises. "Never know when you're going to need one."

She smiles at the last line; "Thank you. I know a few words of Minkan sign, but I'm not sure if it's the same..."

She mimes the signs for Hello, Goodbye, and Thank You.

So, here's some if:thens for ya.

Asami is claiming at least one dagger regardless of any other arguments.

Asami can make half-decent use of a masterwork dagger for an axe-and-dagger style (lowering her damage output slightly but doubling her crit threat range and increasing her chance to hit).

She can also use any number of them at (short) range, even with Brawler's Flurry, with a Quick Draw flex to keep it going for longer.

That said, that's all highly situational and anyone who would or might use them on a more-regular basis is more than welcome to them.

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6

Oduim nods at the idea of Asami's inclusion.

"Whatever we take, best be sure to hide it when we get back to the Promise. I imagine Plugg's gonna be on the lookout for any spoils coming on to 'his' ship."

He scoops up the wand, "I can use this on us now. There probably ain't nothing else going bump in the night, but maybe it's better to be safe than sorry. I'd rather save it fer later, but who knows if there will be a later. We're all pretty spent."

If we decide to use the Wand of CDL now:

CLW vs Asami: 1d8 + 1 ⇒ (6) + 1 = 7 {7 of 20 hp}
CLW vs Asami: 1d8 + 1 ⇒ (8) + 1 = 9 {16 of 20 hp}
CLW vs Draxie: 1d8 + 1 ⇒ (4) + 1 = 5 {11 of 18 hp}
CLW vs Draxie: 1d8 + 1 ⇒ (4) + 1 = 5 {16 of 18 hp}
CLW vs Estelle: 1d8 + 1 ⇒ (7) + 1 = 8 {10 of 17 hp}
CLW vs Estelle: 1d8 + 1 ⇒ (8) + 1 = 9 {FULL hp}
CLW vs Oduim: 1d8 + 1 ⇒ (5) + 1 = 6 {15 of 20 hp}

"Maybe we save the big potion for an emergency?"

Pretty sure a druid does not really get a vote on the metallic masterwork dagger unless we plan to sell it. I say keep it and use it for it's intended purpose of keeping us alive.


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

"I've got a knife, Momma" Draxxie winks. "And an axe, an' a pike, an' a cutlass. The rest o' yers c'n take two o' the fishslicers each.

As fer the happy stick, well, we're all the worse fer wear but we oughta be able t' rest up now. Estelle here has got a bit o' healin' magic, so do I, mebbe we can save a bit o' th' wand fer emergencies, th' potion too?

An' what is that little plant fella, Estelle?"

Maybe one CLW charge each, then see how we're fixed? We don't have to go back to the ship 'tomorrow', we can take 2 rests before we need to return.


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

Estelle pulls a very nice switchblade out of her bodice and clips it to her belt, waving off the offer of a dagger. She starts writing then shows her thoughts to the group.

Let’s take a hit each from the wand and scout the village again. Then get some rest and head out like planned. Usually undead are rare, I doubt there are more. Plus they would have killed any other threats in this area.

She points at the plant who is now on her shoulder.

This is Cry Vee, my only family. They are a drama queen but have saved my life enough times I have lost count. We watch each other’s backs.

If Asami takes two charges and everyone else one, I think we will all be over half HP with two charges left over.


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

"Works for me," Asami says of the plan.

She reaches out a fingertip to shake Cry Vee's... hand-vine.


Behind the Screen:

Okay, so just for my own edification, that's the first charge use per person from Oduim's spoiler, plus the second one for Asami?


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

Yup!

End result (pre-rest) if my math is right should be Asami: 16, Draxxie: 11, Estelle: 10, Odium: 15

______________

Cry responds with an awesome fist bump.


Behind the Screen:

asa bit?: 1d20 + 5 ⇒ (17) + 5 = 22
drax bit?: 1d20 + 5 ⇒ (8) + 5 = 13
est bit?: 1d20 + 2 ⇒ (6) + 2 = 8
od bit?: 1d20 + 5 ⇒ (11) + 5 = 16
est gf dc 13: 1d20 + 2 ⇒ (1) + 2 = 3

Looks right to me! I'll go ahead and fast-forward us to the next morning.

Aside from an assault from mosquitos and botflies, the party is otherwise unbothered the rest of the night -- though the stench is enough to force you all to find another abandoned hut to sleep in for the evening. At dawn, the group is much more rested, though poor Estelle is absolutely covered in bug bites.

That puts current HP at:
Asami 18/20
Draxxie 15/18
Estelle 12/17
Oduim 17/20

Heal DC 13:

Estelle's bug bites appear to be infected, as they are more swollen than they should be, but you can't quite tell what. It looks like one of the bugs might have been carrying something. It might behoove you to avoid the mosquitos on your next rest, as they seem to come out in droves at night. Perhaps somewhere over open water...?

Same check, DC 18:

A faint black spiderweb can just barely be seen under the dermal layer around the bites, difficult to spot without your exceptional medical eye. You can only think of one disease that the mosquitos might be carrying on an island with ghouls running around.

These mosquitos are carrying ghoul fever.

Where to next?


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

Heal: 1d20 + 7 ⇒ (19) + 7 = 26

S$#%.

Estelle shares the info.


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Asami swears under her breath.

"Right. The yakuza answer to this is to snap your neck and burn your body. But this is not the yakuza. Anyone got a better plan? I don't like killing unless I have to."

Her definition of "have to" might be different than most, but it's still some level of true.

She frowns. "Well, we got a good look at the place. We can get back in the boat and bring it around--and then we'll have a safer place to sleep so we don't catch this again."

Asami glowers, arms crossed as she ponders. Finally, she seems to come to a conclusion:

"Never a dull moment."

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6

Heal: 1d20 + 7 ⇒ (5) + 7 = 12

"Unfortunately I lack the ability to cure such an affliction." He studies the undersized human. "How long do you have?"


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

She writes, A few days, probably a week at least. Might be treatable or beatable. I have survived other diseases. I need a moment to figure out what spells to prepare.

Looks like first level spells today should be Positive Pulse, Hidden Spring and Diagnose Disease. Sorry Asami no Enlarge Person.

Once done she activates a spell and begins scanning her wounds (Cast Diagnose Disease). She then treats it as well as she can, cleaning the bites with fresh water.

Heal + Diagnose Disease vs Ghoul Fever DC?: 1d20 + 7 + 4 ⇒ (13) + 7 + 4 = 24

If successful she should get +4 on her next save.


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Yeah, I'm not gonna blame you for the lack of Enlargement.

Is this my mistake? I saw the signs. I just didn't piece them together.

"Right. Our mission is the same, it's just more complicated now--if we find Sandara--and she's alive--she might be able to help."

"How are you feeling?"


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

Estelle scrawls a quick note and packs up her measly possessions.

Find Sandara and water. Get off this island quickly to avoid further infection. No time to waste.

She heads out the door.

West on the path?


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

GM, by sight: how quick would we reach the destination? Is this a day's walk or just a couple of hours? Or more?


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

Estelle also replaced a prepared cantrip, Resistance with Stabilize, if that is okay.


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active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

"Crap. Ghoul Fever?" Maybe we can get her close to Plugg when she turns.

"Yeah. Let's pray we can find Sandara in time. If we need t' sleep off the land, we should row the boat around the coast instead o' walking. It's gonna be faster too I reckon."


Behind the Screen:

@Estelle:
After looking over the wounds, Estelle makes a simple herbal concoction to boost her immune system. It tastes violently of peppermint.

Considering you beat the DC by ELEVEN, I'd say yeah it was a success! +4 to your next Fortitude save against ghoul fever.

----

@Everyone:
All this talk of saving Sandara, nobody cares that poor Barefoot Samms was disappeared too. I see how it is. XD

As to your destination, that depends on which destination you're going to.

The overland movement rules are like... ridiculously crunchy, so I'm hurting my brain trying to figure out travel times here, but I believe to get out of the swampy bits up north (which you'll need to do in order to get to either of the locations you spotted from the Fist) will take you just under an hour. From there, how long it takes depends on which location you want to hit first.

To reach C7: To get to the unusual break in the treeline, you can mostly stick to the SE coast for easier overland travel. That will take you another hour once you're out of the swamp. It is definitely the closer of the two locations.

To reach C8: Reaching the wooden structure is a little harder to tell. Assuming there's a path to follow like the one leading out of the village through the swamp, it might take you anywhere from two to four hours; the ravine it's on isn't exceptionally tall, but is probably a good 2-300 feet of climbing if you can't find a path, so it's hard to say until you're closer.

Which brings me to the very important question of which location you want to go to first. The wooden structure on the ridge (C8), or the break in the treeline to the south (C7)?


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

I vote C7, it seems to be on the way.


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Works for me!


Behind the Screen:

We have two votes for a destination, so I'll move us forward. Draxxie and Oduim are free to continue the debate but since you have to go through the swamp either way, we'll start with that.

As the party discusses where to go first, they start down the path southward out of the abandoned village, leaving the rotting carcasses of the ghouls as a token of their passing.

The swamp is, unsurprisingly, infested with bugs, and the waters on either side of the path are scum-covered and brackish. Dark weeds and willows grow from the water's edge, and the sound of life teems throughout -- bird calls, monkey howls, chirping crickets, even the occasional shrieking cicada. The air here is distinctly more humid than by the shore, making the heat from the pounding sun overhead drape over you like a wet, warm blanket. You honestly can't say how much of the moisture pouring off you is sweat and how much is purely condensed water from the oppressive air. Thankfully you have cantrips to keep everyone's waterskins full; in this awful heat, you will need it.

After about twenty minutes, the dirt-packed trail starts to turn muddy as it dips slightly to match the level of the brackish waters to either side. You trudge through the sludge, slowing your group for a few minutes, but mostly just annoying you as your feet and/or shoes become caked with dark brown mud.

Another ten minutes later, and you are forced to stop. The trail vanishes entirely, becoming a deep, mildew-laden bog about sixty-five feet across. It appears there was once some sort of bridge that crossed it, but that has long since rotted away to nothing, leaving only short timber platforms at either end, and the aging pilings that jut up from the scummy water like rotting teeth.

Knowledge (nature), Perception, or Survival DC 10:

This bog is in fact a mire, which means it is exceedingly dangerous to go in the water. (It functions mechanically like quicksand.) You notice the canopy of trees over your head look flexible but sturdy. You have a few options. You could:

- a) clamber across the boughs of those trees with a difficult Climb check;

- b) climb a tree with a slightly easier Climb check, lash a rope, and then multiple people could swing across with an Acrobatics check; or

- c) hop across the pilings with an Acrobatics check.

What do you do?


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

Knowledge: Nature t: 1d20 + 8 ⇒ (14) + 8 = 22

Estelle’s scratches on her chalkboard break the oppressive blanket of warm silence in the swamp. When completed it reads, DO NOT GO IN THE WATER! Climbing through the trees or jumping across the pylons should work though. Anyone have a rope? We could climb up a tree and swing across the gap too.


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

"You don't have t' tell me twice, Estelle" Draxxie gags at the stench of the bog. "It's a bad as the bilges!"

"I got some rope. An' I reckon I c'n make the jumps but we should take precautions, like use our ropes to tie round our waists so we c'n be pulled back."

How far are the jumps, GM?


Behind the Screen:

The pilings are relatively close together, less than 5ft apart. The Acrobatics check is more about maintaining balance while hopping from piling to piling, rather than to "jump" from one to the next.

Also I totally failed to describe the smell, sorry. Swamps and bogs create a very special brand of Hell for your nostrils. The town I live in is more or less on a swamp and there are areas that have this wet metallic stink to them that's pretty heinous. Like a cross between swamp-ass and an abattoir. O_O


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

"Agreed," says Asami. Her nose crinkles in disgust, but she doesn't comment on it (unless swatting her hundredth fly of the day counts).

I hate all of this.

Asami, assuming no one objects, moves into position to pull anyone who falls from the... "water."

I figure she'll go last; that way, she can use her high STR to help negate any disasters for everyone else.


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

Estelle ties herself off to the two ropes (we need two to manage 65 ft so I hope you all have two) and scrawls, I’m going the tree route. If I die, burn my body.

Limbering up her fingers and arms, she scrambles up a nearby tree and starts looking for a route across the canopy of boughs.

Take 10 climb for 18


Behind the Screen:

Estelle clambers nimbly up the tree without issue, but once she gets to the actual boughs, she finds herself stymied. The branches aren't quite as stable as they appeared from the ground, bending and creaking with her movements, and she can't quite gain enough purchase to crawl across them.

You made the DC to climb the tree, but you missed the DC of the Climb check to cross the boughs. You missed by less than 5 so you don't fall, but you also don't get across. However, you are high enough up that you could attempt to swing across from here on the rope with a successful Acrobatics check; it would be a significantly lower DC than the Climb check to cross the branches. If you secured the rope here rather than on the other side of the bog, anyone else who wanted to attempt to swing across could make the Acro check as well (I'll say without requiring the initial Climb check, since you'd essentially be setting it up for them).

I will say that anyone who swings across (or crosses the pilings) and fails the Acro check by 5 or more is definitely ending up in the bog.

Knowledge (nature) DC 15:

Quicksand, which is what this bog functions as, is no joke. Characters in quicksand must make a DC 10 Swim check every round to simply tread water in place, or a DC 15 Swim check to move 5 feet in whatever direction is desired. If a trapped character fails this check by 5 or more, he sinks below the surface and begins to drown whenever he can no longer hold his breath.

Characters below the surface of quicksand may swim back to the surface with a successful Swim check (DC 15, +1 per consecutive round of being under the surface).

Pulling out a character trapped in quicksand can be difficult. A rescuer needs a branch, spear haft, rope, or similar tool that enables them to reach the victim with one end of it. Then they must make a DC 15 Strength check to successfully pull the victim, and the victim must make a DC 10 Strength check to hold onto the branch, pole, or rope. If both checks succeed, the victim is pulled 5 feet closer to safety. If the victim fails to hold on, they must make a DC 15 Swim check immediately to stay above the surface.


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

Knowledge: Nature t: 1d20 + 8 ⇒ (5) + 8 = 13

Estelle frowns, shrugs, ties the rope off to a high sturdy branch and calculates the angles to swing on it like a vine through the jungle. With a salute in Draxxie’s and Asami’s direction, she jumps and allows physics to take the helm.

Acrobatics: 1d20 + 1 ⇒ (14) + 1 = 15


Behind the Screen:

est per: 1d20 + 4 ⇒ (2) + 4 = 6
f1 stlth: 1d20 + 7 ⇒ (16) + 7 = 23
f2 stlth: 1d20 + 7 ⇒ (10) + 7 = 17
f1 t v est ff: 1d20 + 3 ⇒ (3) + 3 = 6
f2 t v est ff: 1d20 + 3 ⇒ (2) + 3 = 5
f1 init: 1d20 + 1 ⇒ (13) + 1 = 14
f2 init: 1d20 + 1 ⇒ (16) + 1 = 17

Y'all had to know it wouldn't be this easy.

Estelle deftly swings across the murky bog. At the apex of her swing, as she scrapes mere feet above the surface of the mire, two long pink tongues whip out from the water to lash at her. Through sheer blind luck, the tongues snap at a scrap of cloth on her leggings, pulling the stray fabric away but allowing Estelle to complete her Tarzan impression and land safely on the other side.

Emerging from the water are two massive frogs each the size of a pony, croaking with shocking volume before swimming through the murky bogwater toward the party.

Party Initiatives:

Asami: 1d20 + 2 ⇒ (8) + 2 = 10
Draxxie: 1d20 + 6 ⇒ (12) + 6 = 18
Estelle: 1d20 ⇒ 7
Oduim: 1d20 + 2 ⇒ (12) + 2 = 14

[color=green]ROUND 1
Characters in BOLD may act.
Draxxie (15/18 hp)
Oduim (17/20 hp)
Giant Frog 1 (0 dmg)
Giant Frog 2 (0 dmg)
Asami (18/20 hp)
Estelle (12/17 hp)
[/color]

Knowledge (nature) DC 11:

These frogs are not particularly different from their smaller cousins -- they are adroit swimmers but are somewhat awkward on land, which they often avoid. They are known to attempt to eat prey almost as large as they are if they get hungry enough, and their tongues are coated in a sticky secretion that allows them to snag a target and pull them closer to it, where they can bite and tear with their sharp ridges of back teeth to make larger prey easier to consume.

Mechanically, giant frogs can attack targets up to 15 ft away with their tongues, which deal no damage but has the Grab special ability. A creature grabbed by the frog's tongue attack can be immediately pulled 5ft closer to the giant frog. They also have a fairly painful Bite attack.


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

Knowledge: Nature t: 1d20 + 8 ⇒ (10) + 8 = 18

With an *EEEP* noise, Estelle jerks her feet away from the tongue and lands on solid ground.

With no easy way to communicate her knowledge she just raises her hands in the air together, one indicating a ‘one’ and another a ‘five’ then spreads her hands apart.


active effects:
female half elf Skald 4| hp 36/36 [40/40]| AC 15 T 11 FF 13 Uncanny Dodge | F:+6 R:+3 W:+4; +2 vs enchantment; well-versed; rage +1F, +2W | CMD 18 | Init +6 | Perc +4 | Raging song 6/12 | Spells (-, 2/4, 2/2)

know.nature, bardic: 1d20 + 1 ⇒ (9) + 1 = 10

"What's she signin'? Anyone know?" Draxxie looks across the bog with a puzzled frown.

"Best deal wi' these overgrown frogs. They must'o eaten a s!#!-load of bugs t' get that big!"

Draxxie focuses her innate magic on what she assumes is a simple animal brain, conjuring primal survival instincts in the closer of the two amphibians.

"If it comes yer way Estelle, let it go by!"

Casting Cause Fear on Frog 2, which is just in range. Will DC14 for Shaken 1 rd, failure is 1d4 rds of Frightened.

Draxxie readies her pike, and steps back from the bog's edge.

Can't move off the map on Roll20, but Draxxie backpedals to 10 feet away from the water's edge.


Behind the Screen:

f2 will: 1d20 - 1 ⇒ (9) - 1 = 8

Yeah, I mean I get they were trying to save space and all, but like... even 15 feet of actual ground on either side would have been nice, you know?

Can a frog croak fearfully? It would appear so. #2 lets out a shrill, trilling croak that makes everyone cringe in pain.

Big ol' fail! #2 is Frightened for 1d4 ⇒ 4 rounds.

[color=green]ROUND 1
Characters in BOLD may act.
Draxxie (15/18 hp)
Oduim (17/20 hp)
Giant Frog 1 (0 dmg)
Giant Frog 2 (0 dmg, Frightened 4 rounds)
Asami (18/20 hp)
Estelle (12/17 hp)
[/color]

The Concordance

60' Darkvision | 30' swim speed AC 16 (T:12/ FF14) HP:27/27 | F:+5/ R:+2/ W:+6 | Init: +2 | Perception: +8 | SLA's: Obscuring Mist 0/1 | Storm Burst (1d6+1 NL) 6/6

Oduim pulls a short spear and hurls it at the other frog.

Spear vs #1: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d6 + 2 ⇒ (5) + 2 = 7


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

RIP shortspear.


Behind the Screen:

f v od: 1d20 + 3 ⇒ (11) + 3 = 14

The shortspear flies true and buries in the giant frog's side, but the creature remains conscious, croaking furiously. In retaliation, it speeds through the murky water with shocking alacrity, and its long sticky tongue whips out at the druid. Oduim can actually feel the wind across his cheek as he jerks his head out of the way of being snagged in the face at the last second.

Missed you by 1!

Meanwhile, #2 utters a high-pitched ribbit and hops right the f!&* out of there.

Fleeing. For all intents and purposes, Frog 2 has left the combat for now.

[color=green]ROUND 1
Characters in BOLD may act.
Draxxie (15/18 hp)
Oduim (17/20 hp)
Giant Frog 1 (7 dmg)
Giant Frog 2 (0 dmg, Frightened 4 rounds, fleeing)
Asami (18/20 hp)
Estelle (12/17 hp)
[/color]


LN Nogitsune Tiefling Brawler (Turfer) 4 | AC 17, T 13, FF 14 | 38/38 HP | Fort +6, Ref +6, Will +2| Init +2 | Percep +6 | CMD 19 (+3 vs. Grapple) | Cold, Fire, Electric Resist 5

Asami sighs, grabs one of the less-good knives, and hurls it.

Ranged Attack: 1d20 + 4 - 2 - 2 ⇒ (19) + 4 - 2 - 2 = 19
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

"Useful," she snorts.


Mods: Ghoul Fever | Female Human 4 | HP 34 (-0) | AC/Tch/FF 11/11/10 | CMD 12 | F/R/W +3/+1/+6 | Speed 30ft | TBD | Spells Tracked in Profile | Perc: +4, SM: +4 | Init: +0

Estelle pulls her spring blade out, snaps it into weapon form and then tries to make herself as small a target as possible. It isn’t difficult to do, though it may make her a more inviting target actually. She starts anxiously reconsidering her plan.

Is this one of those critters I need to look big and scary towards?

Total Defense

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