The Lost Island

Game Master J. A. Chapman

GM (XX Month, 4721 AR):
[dice=Encounter]1d20[/dice]
[dice=Type]1d10[/dice]
[dice=Subsist (Dar) DC 10]1d20+6-5[/dice]
[dice=Perception (Haedrig)]1d20[/dice]

Init:
[dice=Dar]1d20+6[/dice]
[dice=Haedrig]1d20+7[/dice]
[dice=Senizar]1d20+4[/dice]
[dice=Enemy]1d20+[/dice]


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HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Hail, Vors. We are indeed those adventurers, though I could use a tiny bit less adventure at the moment. . Everything wet and soggy the half-orc hauls himself to his feet. He walks over and offers his hand. Hail to the Wind and the Waves. Though Papa Storm can be cold and brutal sometimes, he did indeed see us to shore. I am Dar. .
He turns and motions to his comrades. This is Senizar the Erudite, a more intelligent man you may never meet. And this is Haedrig Lucridious. His steady shield and fierce axe is the only reason we survived those sea devils.

The druid looks up and down the shore. Now, do you have any idea what direction New Riddonport is?

DM questions. What time of day is it? What of the landscape, is it jungle, temperate forests, boreal forest, dry chaparral, rocky coastline? Do we have all of our stuff?


Male, NG, Seer | HP 0/25 | AC: 17 (Mage Armor)| F: +6 R: +6, W: +7| Perc: +5 (T) | Speed: 25' | Hero Points: 1/3 Default Exploration: Detect Magic

Senizar nods, but says little. He looks around to get a feel for the land.

Wayfinders

Signal: Map & Handouts |

It's early morning, it feels like it's a little above 50F, and the trees you can see are deciduous. By Golarion's calendar it is late in the month of Desnus (May by our standards). I'll make a point to put the date in posts going forward.

"Given where we came from, I'm guessing west. If we're lucky, we just follow the coast and we'll reach town. But I don't know for sure, and I don't know how far that might be. The captain would have known that. Except, well... he's gone now."

Senizar listens and looks about, trying to get his bearings. He peers into the trees, seeing that beyond the beach is a mix of short trees and shrubbery. The coast, as far as he can tell, goes in a roughly east-west direction.


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Being that we are all exhausted from a long swim, the party should probably take a little rest before hiking down the coast line looking for New Ridonport.

Dar volunteers to take first watch if the others want to sleep. The druid goes over all his gear does he have all his stuff or were things lost in the shipwreck? . Then he checks the immediate area, checking out the flora and fauna.

Dar discusses things with Senizar and Haedrig. After a rest, shall we walk to town?

Wayfinders

Signal: Map & Handouts |

"If it's all the same to you, I'd like to get a bit distance from the shore. Who knows if those sea devils come looking for us," Vors says. He takes off his headwrap, wrings the water out from it, and continues. "Hopefully there's something to eat nearby. I don't want to have to fish, but I will if I have to."

You have all your gear, with the exception of Haedrig's shield since he tossed it down (it could have been fixed).

All - this is a good time to find out what your typical exploration activity will be. Some examples might be:
- Avoid Notice
- Detect Magic
- Investigate
- Scout
- Search
Relevant rules are HERE


M Dwarf F2 HP 36/36;AC 18/20;Perc +8 ;F +9 W +6 R +7;Hero Points: 2
Axe:
[dice=Attack]d20+10[/dice] [dice=damage]d8+4[/dice]
Sling:
[dice=Sling]d20+7[/dice][dice=damage]6+2[/dice]

While they're talking, Haedrig takes out a few bibs & bobs from his bandolier, including some wraps that remained dry in their watertight seals. He begins applying poultices & powders to the nasty wounds the sea devil inflicted.

Medicine: 1d20 + 5 ⇒ (12) + 5 = 17
heal: 2d8 ⇒ (3, 1) = 4

He looks a bit better after his self-care.

Looking about, he grumbles durned luck. I didn't think we'd be dropped in the drink. Dropped me shield. Didn't last long, but I'll be damned if it didn't save me life!! Gotta get me another.

He points to Senizar, then to a nearby large rock. Wizard. Sit.

He then repeats most of the process on his new friend.
Medicine: 1d20 + 5 ⇒ (16) + 5 = 21
heal: 2d8 ⇒ (4, 2) = 6

Dar, did that thing tag you too? I didn't see in the kerfuffle.


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

No, somehow I came thru all that untouched. But Im sure glad you have such skill with medicine. I only had the one healing spell, no more till tomorrow
While Haedrig is tending to his and Senizar’s wounds, Dar takes the time to refocus. He sits on the ground with his back against a tree. He feels the coastal breeze while one of his hands traces patterns in the sand…


Male, NG, Seer | HP 0/25 | AC: 17 (Mage Armor)| F: +6 R: +6, W: +7| Perc: +5 (T) | Speed: 25' | Hero Points: 1/3 Default Exploration: Detect Magic

"Aye, let's get away from shore. I think we need to also set up shelter. Maybe Dar can scout a place. Once we have shelter we can use it as a base. I'd say anything outside of sea view and relatively defensible. We may want to Subsist, who knows what the ration situation will be."

Senizar flips to the back of his journal and starts a map, a trained cartographer, it not only brings him comfort, but it might matter. GM, I meant that as flavor, but since we're hexploring, I figure it's also about to be mechanical. Anything I should know?

Wayfinders

Signal: Map & Handouts |

No flavour goes unrewarded. Seemed more than fair to give you something!

Hexploration Details:
The first thing to note is that a big focus for this is mapping this new land. It's literally your mandate and I'm assuming you all will jump to it now. So here's the mechanical bits.

The full rules are HERE

The first thing to note is that the group gets a number of Hexploration activities based on the speed of the group. For this group that number is 1. There are two group activities, and they are
- Travel: What you think it is. Going from hex to hex requires this group activity
- Reconnoiter: Basically survey the hex you are in. If there's an interesting site in the hex (like a dungeon) you'll generally need to do this to find it. When you do this you are also assumed to be documenting it. When you start doing this I will give you guys a map so you can track it.

It's important to note that the terrain type impacts these activities. For example, a forest hex is typically difficult terrain and thus takes 2 actions to travel through (unless there's a road). Reconnoiter takes the same number of actions as travelling the hex.

The standard exploration actions also apply. So while you Travel (group Hexploration action) you can also be using the normal exploration actions in the CRB.

There are special cases though, one being with Subsist (a Downtime action). Characters can use the Subsist downtime activity, which follows the same rules but assumes they’re using it after 8 hours or less of exploration. If you plan to Subsist, let me know. It's probably easier if I roll it for you guys (I'll put it in a spoiler for you to see).

That's the basics. We can discuss further on Slack

Vors watches Haedrig tend to the wounded, sitting down on the beach. He glances briefly when Dar begins to commune with nature, but turns his attention to Senizar quickly. "You have rations? I'm starving right now, and was thinking I would need to fish to stay fed. If you have food, then... we've got a chance to reach New Ridonport."


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

After a short time the druid is refocused. He starts going through his pack and he talks to the sailor. Vors, I have some rather bland rations. Im happy to share. . The half-orc gives the man a toothy grin and tossed him a small bundle. roughly 1 days rations . Dar continues. We will see what this land bares but Ive always been good at finding food in the wilds. Either way, I have some extra food in my pack.

Dar finished sorting his gear and reshoulders his backpack. He checks over his short spear and knife. He takes a moment to wipe any remaining wetness and seawater off his steel. Vors, do you need a weapon? I know all sailors fight when they must but do you have any strengths in combat?

On the subject, the druid catches Haedrig’s eyes. He hefts his wooden round shield. Poor replacement for your lost one I know. But if you fight better with a shield you can have mine till you get a replacement. Im okay with it but I could see your shield skills are superior. You fended off some vicious claws from that damned devil of the sea. . The half-orc mimes a few claw attacks with his hands.


M Dwarf F2 HP 36/36;AC 18/20;Perc +8 ;F +9 W +6 R +7;Hero Points: 2
Axe:
[dice=Attack]d20+10[/dice] [dice=damage]d8+4[/dice]
Sling:
[dice=Sling]d20+7[/dice][dice=damage]6+2[/dice]

I've also got a weeks' worth of food. I'll share too.

The dwarf nods at the half-orc's offer. Hmm...Always fought with a shield. Even though I can hit harder with two hands on me axe, I'd rather wear the enemy down against me defenses. Aye, I'll take ye up on that offer, friend, and say thankya. He sets it on his arm with some satisfaction. Didn't think me steel shield would break that fast. Torag's toenails, that was a nasty beastie.

He checks the rest of his gear, paying special attention to his clan dagger--making sure it's well-attached, and as dry as possible


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Well, I reckon we should get started. We dont need to make it a long day. Im happy to stop early if we find a good place to camp.

Cover tracks/Survival 1d20 + 6 ⇒ (1) + 6 = 7

As the party gets started, the druid hangs back and does his best to remove all trace of their time spent on the beach. However, the soft sand is difficult. While easy to cover the tracks. He has a hard time making it look natural

Once the party gets into the woods and off the sand Dar stops bothering to cover tracks. He then assists Senizar with exploring and mapping as they go along. Haedrig takes the role of scouting ahead to lookout for danger. Not in an real rush the party takes its time.

The druid contributes with both his nature and survival skills, taking measure of the flora and fauna as they go. In the afternoon Dar starts to look for a good camp.

Does Vors have a weapon? Dar would make sure he does, giving him a dagger or short spear if needed.


Male, NG, Seer | HP 0/25 | AC: 17 (Mage Armor)| F: +6 R: +6, W: +7| Perc: +5 (T) | Speed: 25' | Hero Points: 1/3 Default Exploration: Detect Magic

Actually, it looks like we should Reconnoiter this hex, which is a Group Activity.

Wayfinders

Signal: Map & Handouts |

Vors takes the offered rations from Dar and Haedrig. He begins eating, and through bites says, "I managed to get away with my dirk, so there's that. I'm able to defend myself. Let's not go looking for trouble though, aye?"

Exploration
Dar - Cover Tracks
Haedrig - Search
Senizar - Detect Magic

Subsist: No

Hex: Reconnoiter
Please let me know if what I have above is correct. Over Slack is fine, but mostly I want to know if the Exploration activities are correct and whether anyone wants to Subsist.


Male, NG, Seer | HP 0/25 | AC: 17 (Mage Armor)| F: +6 R: +6, W: +7| Perc: +5 (T) | Speed: 25' | Hero Points: 1/3 Default Exploration: Detect Magic

I think yes, with the exception that we should subsist and save rations. Recon should help us find a camp.


M Dwarf F2 HP 36/36;AC 18/20;Perc +8 ;F +9 W +6 R +7;Hero Points: 2
Axe:
[dice=Attack]d20+10[/dice] [dice=damage]d8+4[/dice]
Sling:
[dice=Sling]d20+7[/dice][dice=damage]6+2[/dice]
GM JChapman wrote:


Haedrig - Search

Outdoors: Scout default

Indoors, or outdoors if we're in an area that is particularly interesting like a ruin: Search

savvy?

Wayfinders

Signal: Map & Handouts |

GM:
DAY 1
Encounter: 1d20 ⇒ 16
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (11) + 6 - 5 = 12
Hex 016.037 Feature: 1d20 ⇒ 1

The adventurers begin the task of getting to learn the land around them. They begin by keeping close to the shoreline, with Vors' advice about following it to find civilization a driving force to that decision.

At around noon the group stops to rest. Dar wades into the water with his spear, looking to catch lunch. Senizar leans back on a nearby rock, resting his legs while the ever vigilant Haedrig stands on the beach. He's about to take a break from scouting when a large crustacean emerges from the water. It begins to scuttle towards the group, clearly intent on having its own lunch!

Initiative:

Dar (Cover Tracks - Perception): 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Haedrig (Scout - Perception): 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Senizar (Detect Magic - Perception): 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Vors: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Giant Crab: 1d20 + 8 ⇒ (5) + 8 = 13

Dar is first to notice, and the first to react!

ROUND 1
Dar - Go
Crab - TBD
Haedrig - TBD
Senizar - TBD
Vors - TBD


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Round 1

Action 1: Recall Knowledge, Nature 1d20 + 5 ⇒ (17) + 5 = 22
Action 2: Move
Action 3: Ready spear or club

having issues w/ my computer/internet, live in semi-boonies. Can someone move me two spaces north and two spaces over. So Dar ends move two spaces south of Haedrig

Wading in the shallows, the druid searches for food. Continually scanning he spots the huge crab on the sand. Look alive gentlemen. Lunch is coming to us! . Dar scrambles out of the water and tries to remember something useful about crustaceans. Hmmm… Should I stab with my spear or try to break it out of the shell with my club?

Wayfinders

Signal: Map & Handouts |

Dar recognizes a giant crab when he sees one. Crustaceans that are surprisingly nimble for their size, the biggest challenge will be to crack through their tough outer shell. Since gulls often pick up smaller specimens to drop them from above, Dar knows that a bludgeoning weapon is best suited for the task at hand.


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Bludgeoning weapon if you’ve got one men! . The druid calls out as he stabs his spear into the sand and pulls a trusty piece of hickory from his belt

Wayfinders

Signal: Map & Handouts |

The giant crab does a sidelong scuttle towards Dar, claw snapping for its prey!

Claw vs Dar: 1d20 + 10 ⇒ (9) + 10 = 19
Damage (P ): 1d10 + 4 ⇒ (2) + 4 = 6

It grabs hold of the druid, its grip firm!

ROUND 1
Dar - Move
Crab - Grab!
Haedrig - Go
Senizar - Go

Vors - TBD

When it's first attacked:
We will resolve that action before you continue your turn.


Male, NG, Seer | HP 0/25 | AC: 17 (Mage Armor)| F: +6 R: +6, W: +7| Perc: +5 (T) | Speed: 25' | Hero Points: 1/3 Default Exploration: Detect Magic

"Bloody hell!" Senizar releases his staff which flies forth to strike the creature. "Dar! Watch your fingers!"

ATK: 1d20 + 7 ⇒ (11) + 7 = 18 for DMG if hit: 1d6 + 4 ⇒ (1) + 4 = 5

Wayfinders

Signal: Map & Handouts |

As soon as Senizar's staff leaves his grasp the crab releases its grip on Dar and reflexively skitters away! That movement seems more than enough to throw off the wizard's aim, his staff striking the sand harmlessly.

ROUND 1
Dar - Move
Crab - Grab!
Haedrig - Go
Senizar - 2 Actions

Vors - TBD


Male, NG, Seer | HP 0/25 | AC: 17 (Mage Armor)| F: +6 R: +6, W: +7| Perc: +5 (T) | Speed: 25' | Hero Points: 1/3 Default Exploration: Detect Magic

"Blast! Keep the pressure up! Don't let it keep doing that!" Senizar then moves forward, raising s shield spell as he does. He puts trust in Haedrig's acumen to close the distance.


M Dwarf F2 HP 36/36;AC 18/20;Perc +8 ;F +9 W +6 R +7;Hero Points: 2
Axe:
[dice=Attack]d20+10[/dice] [dice=damage]d8+4[/dice]
Sling:
[dice=Sling]d20+7[/dice][dice=damage]6+2[/dice]

The dwarf lumbers forth and takes a swipe at the crab, trying to set up a flank with Dar.

2 moves, 1strike

Attack: 1d20 + 8 ⇒ (19) + 8 = 27
damage: 1d8 + 4 ⇒ (6) + 4 = 10

will use Reactive Shield if (when) it goes for me

Wayfinders

Signal: Map & Handouts |

Haedrig gets close and with a powerful swing attempts to cleave his way through the tough shell of the crab. His weapon meets resistance, but pierces enough to cause pain!
Resistance applies

Vors draws his dagger and rushes forward to help Haedrig. "Don't let it escape! This could be supper!"

ROUND 2
Dar - Go
Crab - TBD
Haedrig - TBD
Senizar - TBD
Vors - TBD


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Round 2

Action1: move
Action2-3: casting

Tempest Surge 1d12 ⇒ 11 reflex DC15, failed save 1 persistent electrical damage and Clumsy 2 for 1 round.

Dar moves forward and raises his club but decides to call down some of Papa Storm’s fury. The druid casts Tempest Surge

On my phone. Could somebody move Dar 20’ closer to the crab, please?

Wayfinders

Signal: Map & Handouts |

Reflex save vs DC 15: 1d20 + 9 ⇒ (2) + 9 = 11

The sudden storm manifests over the crab, crackling with electricity! It's limbs twitch and jolt from the magical energy!

Shocked and frightened the crab lashes out at the warrior!
Claw vs Haedrig: 1d20 + 10 ⇒ (8) + 10 = 18
Damage (S): 1d10 + 4 ⇒ (8) + 4 = 12

Haedrig reflexively raises his borrowed shield, warding off the blow!

It then scuttles into the water, sinking beneath the waves!

Let me know if you plan to chase it, otherwise I'll take us off initiative.

GM:
roll: 1d20 ⇒ 9
roll: 1d20 ⇒ 4
roll: 1d20 ⇒ 10
roll: 1d20 ⇒ 4
roll: 1d20 ⇒ 4
roll: 1d20 ⇒ 9

Wayfinders

Signal: Map & Handouts |

Per Slack, you're all letting the crab go.

Vors rushes to the edge of the water after the giant crustacean disappears. "That's right! You better run!"
For surviving the giant crab you each earn 60xp. And because I was remiss in posting this, you each earn 80xp for living through the sea devil. You also earn 10xp for making it to land.

"A shame it got away," Vors says while Dar takes care of his wounds.

The adventurers then resume their reconnaissance. As the day comes to a close the party realize that they are likely looking at another full day of work to map out the area completely. Just before night approaches Dar is able to catch enough fish to feed the group. Cooking them over a fire, they all eat well and save their rations.
It takes 2 days to Reconnoiter. Dar succeeded at his Subsist, and was able to feed the group.


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

At the end of the day the group sits around the campfire. Vors is on watch. Haedrig treats and bandages Dar’s nasty crab cut.
Medicine 1d20 + 5 ⇒ (19) + 5 = 24
Heal 2d8 ⇒ (4, 6) = 10
You are skilled in both battle and healing Master Dwarf.

Senizar makes notes and works on the map of the area. Dar look on with some appreciation of the wizard’s work.
That map is really coming together. I’d occasionally see maps of the local woods and lands where I grew up but they were never that good. . The half-orc leans in a little too far and blocks the fire light. As Senizar gives him a sour look, the druid apologizes and uses his light cantrip on a stalk of dry grass. He places the glowing bit in a good spot for the wizard, Please, continue.
The wizard’s papers are well lit as he begins making deft strokes with his pen. Dar asks a final question. Where did you learn such skill for maps? Or is it just something you could always do?

The druid takes some time to refocus his energy. He sits with his back against a solid hickory tree and contemplates the living wood at his back and the carved hickory club in his hands…


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Male, NG, Seer | HP 0/25 | AC: 17 (Mage Armor)| F: +6 R: +6, W: +7| Perc: +5 (T) | Speed: 25' | Hero Points: 1/3 Default Exploration: Detect Magic

"As a boy studying magic I would often open tomes to explore. Sometimes my patience for reading would wane, and I'd start flipping. The maps contained in books on lore always slowed me down. Something about them piqued my interest. Once I started studying, I found that in my spare time I'd doodle new maps. This turned into actual skill as a young man. You could say it's one of the reasons I'm here now. The imagination blossoms when presented with an area to map."

He puts his pen down. "And you? Is your connection to nature a choice or a calling?"

Wayfinders

Signal: Map & Handouts |

Vors listens to the exchange patiently. "Never met a wizard or a druid before, though I heard tales of both being employed on ships. I'm curious too about what makes you tied to nature. I can't even imagine how that works."


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HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

The question stops the druid and he ponders for a few moments. Ive never thought of it that way before… His forehead brows get even deeper as he thinks. He shrugs. A calling? Or maybe necessity. I was only 12 when my mother got sick in the winter time. It was an exceptionally cold winter. She didnt make it to spring. . His eyes darken for just a moment. That first year by myself was tough. I had already learned quite a bit from my mum on foraging in the forest. The places in the village where my mum had worked…. They were not very welcoming to me. The half-orc took a moment to drink. But it was an old hunter my mother had known. He stopped and spent a few days with me. He was not nice. He was very stern. He taught me to fish then moved on. Dar paused a few more moments.

It was a few weeks after that I met my first druid. I didnt realize it at the time but I believe the old hunter told the druids about me. I dont remember any of them giving me much choice but they started right away teaching me the Way. Twice a year a different druid would come and teach me for several weeks. Some were friendly and others were not. But they had such amazing knowledge I did everything they told me. There was little in the way of books, most of our lessons were outdoors.


Male, NG, Seer | HP 0/25 | AC: 17 (Mage Armor)| F: +6 R: +6, W: +7| Perc: +5 (T) | Speed: 25' | Hero Points: 1/3 Default Exploration: Detect Magic

"Teach a man to fish..... and he can .... Drat. I forget the aphorism. Too many books."


M Dwarf F2 HP 36/36;AC 18/20;Perc +8 ;F +9 W +6 R +7;Hero Points: 2
Axe:
[dice=Attack]d20+10[/dice] [dice=damage]d8+4[/dice]
Sling:
[dice=Sling]d20+7[/dice][dice=damage]6+2[/dice]

I prefer "set a man a fire, he's warm for a day; set a man afire and he's warm for the rest of his life!


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

The half-orc smiles at Senizar and gives a full laugh at Haedrig's wisdom. I have some ability with fire. The druid raises his hand and an apple sized flame blossoms in his palm. He shrugs his shoulders, I've never burned anyone with it. But I've used it more than once to scare people. The half-orc smiles as he thinks back on memory. There was a tribe of goblins called the Egg Stealers. They lived in the marshes with in the area I would roam. Making fire in my hand was very impressive to them. I know it sounds crazy but the Egg Stealers weren't bad folk. I used to visit them and they would teach me things about the marshes and swamps. I helped keep peace between them and the human village.
He looks at his comrades around the fire. Believe me, I know not all goblins are worth befriending. What made it tough to keep peace with the Egg Stealers was another goblin tribe called the Dog Killers. They were a mean and cruel bunch. The humans of course couldn't tell one group from the other. After some caravans suffered from goblin raids it was all I could do to keep the Egg Stealers from being slaughtered. Dar shakes his head.
I helped the human soldiers track down the band of Dog Killers after one of the caravan raids. I was afraid that if I didn't they might have taken revenge on the wrong goblins.


Male, NG, Seer | HP 0/25 | AC: 17 (Mage Armor)| F: +6 R: +6, W: +7| Perc: +5 (T) | Speed: 25' | Hero Points: 1/3 Default Exploration: Detect Magic

"Interesting. I wonder if we will encounter goblins here. I wonder if they'll be the same physically and temperamentally."

Senizar switches to his notebook, still muttering, but to himself, "I wonder if they can interbreed with other goblins, and if not, are they technically still goblins."

Wayfinders

Signal: Map & Handouts |

GM:
Encounter: 1d20 ⇒ 19
Type: 1d10 ⇒ 6
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (11) + 6 - 5 = 12
Haedrig (Perception): 1d20 + 7 ⇒ (14) + 7 = 21
Senizar (Society): 1d20 + 7 ⇒ (19) + 7 = 26

The adventurers talk late into the night, eventually turning in to get rest. When the morning comes they each wake covered in morning dew.

"I'll see if I can catch something," Vors says, heading to the beach. The others set to their morning rituals, getting ready for the day. Dar joins the sailor, and after an hour they have enough fish and crab caught to feed the group for the day.

Breaking camp, the group resumes their task of charting the area. The morning bleeds into the afternoon, with the group forced to navigate wetlands.

And life continues to make itself known. Haedrig raises a hand and stops the group. He points, and after a few minutes they all see it: a hidden pit!

Vors finds a sizeable rock and tosses it triggering the trap. He steps to the edge and looks down. "That's easily a 20ft drop. Not a simple climb either. Good eye, Haedrig."
For spotting the trap and circumventing it, you each earn 6xp

The trap itself was easy to defeat, but it's presence hints at something. After an hour more of reconnaissance you find an answer.

Dar spots a series of mud huts clustered around what has to be the largest snail shell he's ever seen. Several humanoids with frog-like features move about the small village. Senizar recognizes them as boggards. Boggards are aggressive humanoid amphibians that thrive in swamps, marshes, and even some rain forests. They are known to be able to elicit a terrifying croak, and can grab foes with their tongue.

You would need to get closer to get learn more, like how many there are. If you want to do, tell me about your approach.


Male, NG, Seer | HP 0/25 | AC: 17 (Mage Armor)| F: +6 R: +6, W: +7| Perc: +5 (T) | Speed: 25' | Hero Points: 1/3 Default Exploration: Detect Magic

"Allies or enemies? Even aggressive species can be peaceful. Additionally, their culture may be entirely different. Perhaps we try to approach quietly, but have a plan for what to do if spotted?"


M Dwarf F2 HP 36/36;AC 18/20;Perc +8 ;F +9 W +6 R +7;Hero Points: 2
Axe:
[dice=Attack]d20+10[/dice] [dice=damage]d8+4[/dice]
Sling:
[dice=Sling]d20+7[/dice][dice=damage]6+2[/dice]

mmmm, I dunno Senizar. If someone were approaching your house quiet-like, and someone else approached in the open, which would you be inclined trust less?

Haedrig takes a closer, more professional look at the village. Does the tribe look particularly war-like? Or prepped for war (trap notwithstanding)?


Male, NG, Seer | HP 0/25 | AC: 17 (Mage Armor)| F: +6 R: +6, W: +7| Perc: +5 (T) | Speed: 25' | Hero Points: 1/3 Default Exploration: Detect Magic

"Fair point. We can approach openly, ready for a fight if it happens, but giving a true sign of peace."


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Nature 1d20 + 5 ⇒ (6) + 5 = 11

Can Dar tell anything about the huge snail shell that may be useful?

The druid ponders these boggards for a moment. Could there be enough frog warriors to swarm and kill us all? The half-orc shrugs his shoulders. Senizar, should some of them be able to speak Common? If so, I'm willing to try it. If not, lets pass by. Dar hefts his short spear while talking.


Male, NG, Seer | HP 0/25 | AC: 17 (Mage Armor)| F: +6 R: +6, W: +7| Perc: +5 (T) | Speed: 25' | Hero Points: 1/3 Default Exploration: Detect Magic

"I think we need the knowledge. If we get overwhelmed, flee and we'll regroup by that tree over there. Let's see if they'll talk. Dar, it'll be on you. I'm not very extroverted."


M Dwarf F2 HP 36/36;AC 18/20;Perc +8 ;F +9 W +6 R +7;Hero Points: 2
Axe:
[dice=Attack]d20+10[/dice] [dice=damage]d8+4[/dice]
Sling:
[dice=Sling]d20+7[/dice][dice=damage]6+2[/dice]

Heh. You guys flee while I lumber along behind you, I suppose!!


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

The druid looks to his comrades and nods. Okay, we approach openly and Ill present a gift. Do we still have any fresh fish from this morning? If so, Dar will give that.
The druid looks at the dwarf and scowls. Try to look a little less threatening Haedrig. Can you maybe hold your axe awkwardly with your shield arm? So you at least have an empty hand? You look fierce enough as is. While we DO want to look tough, we dont want to be threatening.

The party approaches openly. Pausing in plain view to let the boggards see them before moving closer. Dar has his comrades wait and moves about 20’ closer. He does hold his spear in one hand, in a non threatening manner, butt to the ground/blade to the sky. He carries whats left of their fresh fish in his off hand.

Assuming he isnt instantly met with violence he will try to present the fish as a gift and give greetings. Hail people of the village. I hope to talk and learn about these surrounding lands. I bring these fish as a gesture to show our good will.

Diplomacy 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6


M Dwarf F2 HP 36/36;AC 18/20;Perc +8 ;F +9 W +6 R +7;Hero Points: 2
Axe:
[dice=Attack]d20+10[/dice] [dice=damage]d8+4[/dice]
Sling:
[dice=Sling]d20+7[/dice][dice=damage]6+2[/dice]
Dar Orc-Blooded wrote:
Try to look a little less threatening Haedrig. Can you maybe hold your axe awkwardly with your shield arm? So you at least have an empty hand? You look fierce enough as is. While we DO want to look tough, we dont want to be threatening.

Haedrig grunts, and fixes his axe into its baldric.


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

Hero Point Re-Roll

Diplomacy 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10

Wayfinders

Signal: Map & Handouts |

The three adventurers and their sailor companion move closer to the boggard village. Their approach is quickly picked up by several of the green-skinned creatures, with a series of unsettling croaks echoing through village.

Dar tries to make heads or tails of the massive shell, but beyond the obvious fact that it is incredibly big he learns no more. He moves up to the edge of a wooden walkway, holding out a dead fish. It's very obvious that they don't seem interested in the gift, but are very interested in their trespass.

Women and children boggards are ushered inside as two boggards approach the other side of the walkway holding wicked-looking morningstars. A third descends a separate sloped walkway, loading a stone into a sling. None of them have deigned to answer Dar.

Vors is visibly nervous. "I hate to be the bearer of bad news, but... we might want to leave them be."
Map updated. I added 3 tokens to show the nearest boggards, but you know there are many more voices of theirs nearby. You are confident there are more warriors.


Male, NG, Seer | HP 0/25 | AC: 17 (Mage Armor)| F: +6 R: +6, W: +7| Perc: +5 (T) | Speed: 25' | Hero Points: 1/3 Default Exploration: Detect Magic

"Agreed. Let's.... come back another time."


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2

The druid marvels for just a moment at the huge shell. Then he nods at his comrades words. Yes, lets slowly back away.

The druid sets the fish down and backs away with the rest of the group.

Lets leave them alone and keep going.

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