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

The druid checks out the river the group is walking next to. Dar is surprised to realize the river is flowing away from the ocean. So the water is salt right? . Dar finds this strange and ponders it.
the “river” is roughly a mile wide? How deep is it? Could a ship sail up it?

Dar wonders if this isnt a river at all. But simply a body of water between two islands.

Wayfinders

Signal: Map & Handouts |

Dar does note that the water is indeed an unlikely river given the direction of the flow, a detail he missed largely because the GM didn't think to point it out before. He's fairly confident a ship could sail through it, and it is salt water.

Wayfinders

Signal: Map & Handouts |

GM (19 Sarenith, 4721 AR):
Encounter: 1d20 ⇒ 12
Type: 1d10 ⇒ 7
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (10) + 6 - 5 = 11
Perception (Haedrig): 1d20 ⇒ 1

The adventurers set to mapping out the new region, cognizant that they're out here to map the land but mindful of their foot situation. Fortunately, Dar is able to find plenty of nuts and berries in the wilderness.

GM (20 Sarenith, 4721 AR):
Encounter: 1d20 ⇒ 17
Type: 1d10 ⇒ 7
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (5) + 6 - 5 = 6
Perception (Haedrig): 1d20 ⇒ 4
PC: 1d4 ⇒ 3

An overnight rain peters off by the morning, and the group once more they resume their reconnoitering of the region. Around midday Zelkeke is speaking to Senizar. "That is interesting. In my tribe, we are led by the women. They-"

The cracking of branches interrupts him as Senizar falls into a hidden pit!
Senizar: You can Grab an Edge as a reaction to this, making a Reflex save to avoid falling in.


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, head in his notebook wa-

REF: 1d20 + 5 ⇒ (7) + 5 = 12

Wayfinders

Signal: Map & Handouts |

With a sudden drop that surprises everyone Senizar falls into a pit! He slams to the ground with a bruising jolt that momentarily winds him.
10 damage

Rope is retrieved and lowered down to the wizard, and after a few minutes he emerges battered but alive. Dar wastes no time, using both his natural magic and more mundane skill to help.

Zelkeke takes a moment to study the pit. "Someone dug this. But I do not think it was recent. Still, I find this interesting."

The rest of the day is uneventful, and by nightfall the group has a good map of the area.

And the river (or is it a strait?) does not seem to have narrowed.


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

Did I get healed up?

"If this is a strait, not a river, this counts as the coast. We should keep on. Crossing would likely be the end of us if we have to swim it."


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]

Oi, wizard, get ye out of there and I'll tend to those little bumps!

While bandaging Senizar, Haedrig nods at Zelkeke's observation. Aye. This *was* dug by hands. Something lives nearby--or lived. Either way, I'm fer thinking we should find out.

Wayfinders

Signal: Map & Handouts |

GM (21 Sarenith, 4721 AR):
Encounter: 1d20 ⇒ 4
Type: 1d10 ⇒ 8
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (14) + 6 - 5 = 15
Perception (Haedrig): 1d20 ⇒ 8

A light rain greets the adventurers at about midday, though with the summer temperature it feels refreshing. And though they keep close to the water the nearby forest is dense, with a canopy that keeps the rain away for the most part.

Dar has little trouble finding food, putting his spear to use and catching fish for their evening meal.

GM (22 Sarenith, 4721 AR):
Encounter: 1d20 ⇒ 13
Type: 1d10 ⇒ 3
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (6) + 6 - 5 = 7
Perception (Haedrig): 1d20 ⇒ 13

The next day is cooler, with clouds blotting out the sun as the adventurers continue onwards. Dar is able to find a few edible mushrooms, but not enough of them. Knowing that the next day will be one of mapping a new region, they eat their bland rations and hope for a sign of civilization.
Rations left: 12

GM (23 Sarenith, 4721 AR):
Encounter: 1d20 ⇒ 8
Type: 1d10 ⇒ 6
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (2) + 6 - 5 = 3
Perception (Haedrig): 1d20 ⇒ 15

It's the sound of morning doves that wake most of the group the next day, their cooing a gentle way to be brought to consciousness with the dawn. Senizar once more pulls out the parchment map he's been documenting, and the group set to the task of charting the area in detail.

Their druid is able to find a few berries to supplement the rations that they eat that day. It's while they're chewing on them that the typically taciturn Zelkeke speaks up. "I am sorry. It would have been better for you if I had stayed as a statue. All I have done for you is given you another mouth to feed. I am not giving back to your tribe. If you wish, I can depart the next morning."

He gestures towards the flow of water that the group has been following. "The water is a challenge I would face to find my tribe, lost though I am. Though unlike you, my people live with the water. I can hold my breath for a long time."


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

Zelkeke, I sleep better with your presence in our party. A warrior isn't needed till he is needed. I'm glad we don't face overwhelming odds everyday! But I assure you, sooner or later your fighting skills will be of great benefit to the group.

At the moment, I don't see a need to send you into the water. Splitting the group would make us more vulnerable. But we will keep your expertise with the water in mind as we go along.


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 agree with Dar. Stay. We've travelled well with could food discipline. Stay."


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]

Haedrig muses. Ye say yer feeling guilty for not giving back to the tribe? How about you scout along the coast, in the water, alongside we land lubbers? Ye may find something of note, or even if the river goes shallow.

Wayfinders

Signal: Map & Handouts |

Zelkeke bows his head, accepting the group's wisdom. Continuing to be translated through Senizar, he replies, "I thank you. As you say, I will scout along the shore for you."
Consider Zelkeke as performing the Scout exploration activity for you all as long as you are by the water

The first day of reconnoitering done, Dar does his best to find food. What he brings back is meager, but supplements some of the rations they eat.
You are down to 9 rations

GM (24 Sarenith, 4721 AR):
Encounter: 1d20 ⇒ 1
Type: 1d20 ⇒ 5
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (20) + 6 - 5 = 21
Perception (Haedrig): 1d20 ⇒ 16

Fortunately for the group the next day is a good one. They complete their cartography by the end of the day, and Dar manages to bring down a deer. He whispers a prayer of thanks for the kill, and the group eats very well that day.


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

"Excellent!"

Senizar, starting to worry, recommends sticking with the plan - along the water.

Wayfinders

Signal: Map & Handouts |

GM (25 Sarenith, 4721 AR):
Encounter: 1d20 ⇒ 8
Type: 1d10 ⇒ 3
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (13) + 6 - 5 = 14
Perception (Haedrig): 1d20 ⇒ 9

Zelkeke keeps close to the shoreline, working parallel to the group as the others push on towards the northeast. Fortunately, it's a good day to travel, with the sun keeping spirits high despite the current food supply. It's made better still when Dar is able to gather enough edible flora to sate their collective appetites.

GM (26 Sarenith, 4721 AR):
Encounter: 1d20 ⇒ 7
Type: 1d10 ⇒ 10
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (12) + 6 - 5 = 13
Perception (Haedrig): 1d20 ⇒ 20

Alas, sun turns to rain overnight, and the downpour is a heavy one. The forest canopy is no match for the liquid deluge, and each of them are soaked to the bone in no time.

At least Dar manages to catch some trout using his spear. It takes work to get a fire going, but they manage to cook the fish.

GM (27 Sarenith, 4721 AR):
Encounter: 1d20 ⇒ 18
Type: 1d10 ⇒ 7
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (12) + 6 - 5 = 13
Perception (Haedrig): 1d20 ⇒ 3
PC: 1d4 ⇒ 3

With a new area to chart, the group once more sets to its cartography work. The task itself is made easier by the fact that the rain relents and the sun comes out in full force. It makes for a humid day, but the ground is dry enough by the end of the day that setting camp is no challenge.

Dar finds more fish and does his best to make a stew. During dinner Zelkeke marvels at the druid. Translating through Senizar, he says, "It is a wonder to have you, friend. Your ability to find food in the wild is why we live. I will be forever in your debt."

That evening they take turns on watch. At one point during his watch Senizar makes a slightly larger circuit of the camp, and is surprised when his foot gives way! Another pit!
Reflex save to Grab an Edge please!


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

AGAIN? BLoody hell, where's our scout?

REF: 1d20 + 5 ⇒ (16) + 5 = 21

Wayfinders

Signal: Map & Handouts |

Senizar quickly reaches out for anything that will stop his fall...

And Desna smiles on him, his hands grasping a tree root that juts out near the top of the pit. But can he climb out?
Athletics to Climb. DC is 15, so keep rolling until you succeed or crit fail. A crit fail means that you fall and take 10 damage.


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

Athletics: 1d20 + 0 ⇒ (19) + 0 = 19

Senizar, now well practiced with surprise pits, pulls himself out.


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

[dice=Athletics]d20+0

Senizar, now well practiced with surprise pits, pulls himself out.

The half-orc offers Senizar a hand and helps him out of the pit. Good reflexes, getting better with practice.

The group studies the pit and the area around it. Is there anything to be learned?

Wayfinders

Signal: Map & Handouts |

Dar studies the pit. The first insight he gains is that it's of similar construction as the previous one: essentially a dug out hole in the ground. And like the other it's not made recently.

With no extra insights to be found, they resume their sleep.


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]

Haedrig grumbles as he settles back down gotta search our campsights better...


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

"Yes. Yes we do."

Wayfinders

Signal: Map & Handouts |

GM (28 Sarenith, 4721 AR):
Encounter: 1d20 ⇒ 18
Type: 1d10 ⇒ 8
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (8) + 6 - 5 = 9
Perception (Haedrig): 1d20 ⇒ 4

The adventurers get an otherwise uninterrupted rest, rising the next morning to a light rain that does not last the heat of the sun. Zelkeke once more sets off to scouting for the group, keeping along the shoreline as they reconnoiter the area.

At one point in the mid-afternoon the group catches up with their iruxi friend who, through Senizar, gives them the all clear. Though the opposite end of the shore is visible beyond this not-a-river, it's still quite a distance.

They're about to return to their task when there's a loud splash of sound as something bursts from the water! At first glance it looks like an incredibly large river fish... but this one has black scales and a pair of flapping wings!

And it's flying towards Zelkeke!

Init:
Dar: 1d20 + 6 ⇒ (17) + 6 = 23 +1 for Scout
Haedrig: 1d20 + 7 ⇒ (10) + 7 = 17 +1 for Scout
Senizar: 1d20 + 4 ⇒ (15) + 4 = 19 +1 for Scout
Zelkeke: 1d20 ⇒ 2
Enemy: 1d20 ⇒ 15

It flies towards the lone warrior, spitting a ball of caustic mucus at him!
Caustic Mucus, DC 19 Reflex: 4d6 ⇒ (6, 1, 4, 4) = 15
Zelkeke, Reflex vs DC 19: 1d20 + 7 ⇒ (12) + 7 = 19
He sees it coming, managing to avoid the worst of the beast's spit!

ROUND 1
Enemy - Spit!
Dar - Go
Senizar - Go
Haedrig - Go

Zelkeke - TBD (-7hp)

Note: You are all 10ft up from the area where Zelkeke is. The descent is definitely climbable, with it not being a sheer slope and there being handholds. Of course, I will listen to any other ideas.
Pertinent rules: Climb (Action), Falling (Rules)

GM:
1d6 ⇒ 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]

Haedrig pulls out his sling and looses a stone.

Sling: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 6 + 2 = 8

He then readies his shield, preparing for the beastie to retaliate on him.


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 tries to get a bead on what that thing is! 1 Action to recall knowledge. Remaining 2 dependent upon results.

Wayfinders

Signal: Map & Handouts |

GM:
Roll: 1d20 ⇒ 4

Senizar has never seen the creature before him. A flying fish is pretty incredible, and he's sure he'd remember it if it came up in any texts he's studied.

Meanwhile, Haedrig releases a stone that strikes the beast!


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

Dar is amazed by the large flying fish. Then he is concerned for his lizardman comrade getting spit on. The half orc bursts into action and starts climbing and scrambling down the slope.

Athletics 1d20 + 6 ⇒ (14) + 6 = 20

I'm not sure how far I can move with climbing. Dar would like to scramble down the slope and move closer to Zelkeke.


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

"Whatever it is, get it before it gets us!" He hurls his staff towards the flying fish

Hand of the Apprentice: 1d20 + 7 ⇒ (1) + 7 = 8 HERO POINT
Hand of the Apprentice: 1d20 + 7 ⇒ (18) + 7 = 25 for DMG: 1d4 + 4 ⇒ (2) + 4 = 6

He then moves a bit.

Wayfinders

Signal: Map & Handouts |

@Dar - Climb is a single action, and in this case the DC is 10. So you got a crit success, meaning you're able to get down 10ft. It would have taken you one one action to get to the edge, so with your remaining action I moved you towards Zelkeke.

Dar nimbly descends the surface and heads towards their iruxi friend while Senizar launches his staff. It strikes the beast!

Furious at the attacks from Haedrig and Senizar, it flaps its wings and surges into the air and at them! Once close, it lets loose a frenzy of strikes at the two of them!
Tail vs Haedrig: 1d20 + 12 ⇒ (12) + 12 = 24
Damage (B): 2d6 + 3 ⇒ (3, 6) + 3 = 12

Fangs vs Senizar: 1d20 + 7 ⇒ (8) + 7 = 15
Tail vs Senizar: 1d20 + 2 ⇒ (6) + 2 = 8

ROUND 2
Enemy - Surge & Frenzy (-14hp)
Dar - Go
Senizar - Go
Haedrig - Go

Zelkeke - TBD (-7hp)


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

Glad for the arcane armor, Senizar takes a small step back and lets fly a riotous spray of color! Will DC 17

Wayfinders

Signal: Map & Handouts |

Will save vs DC 17: 1d20 + 7 ⇒ (11) + 7 = 18
The beast manages to turn away at the right moment, avoiding the worst of Senizar's magic!

ROUND 2
Enemy - Surge & Frenzy (-14hp, Dazzled)
Dar - Go
Senizar - Color Spray
Haedrig - Go
Zelkeke - TBD (-7hp)


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

Round 2

The half orc growls abit as the flying fish now flies up the cliff he just climbed down. In his rage Dar calls out for Papa Storm's wrath

Cast Tempest Surge DC15

The storm deals 1d12 electricity damage. The target must attempt a basic Reflex save. On a failure, the target also is clumsy 2 for 1 round and takes 1 persistent electricity damage.

Wayfinders

Signal: Map & Handouts |

Tempest Surge (Dar): 1d12 ⇒ 9
Reflex save vs DC 15: 1d20 + 9 ⇒ (14) + 9 = 23

The flying monster is nimble and is only partially caught by the sudden storm Dar creates.

ROUND 2
Enemy - Surge & Frenzy (-18hp, Dazzled)
Dar - Tempest Surge
Senizar - Color Spray
Haedrig - Go
Zelkeke - TBD (-7hp)


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]

Haedrig grunts at the nasty hit. He drops the sling and draws his axe, and does his best to take the beastie down before it takes HIM down.

Attack: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 1d8 + 4 ⇒ (3) + 4 = 7

Attack: 1d20 + 3 ⇒ (14) + 3 = 17
damage: 1d8 + 4 ⇒ (2) + 4 = 6

Wayfinders

Signal: Map & Handouts |

Assuming that Haedrig used an action to get within reach, so only the one attack.
Haedrig managers a glancing cut on the flying creature, who nonetheless shrieks from the pain.

Zelkeke watches his two allies fight up above. He looks to Dar and gestures at the man's spear, beckoning for him to give it.

Meanwhile the monster lashes out at Haedrig in retaliation, releasing a frenzy of attacks!
Fangs vs Haedrig: 1d20 + 12 ⇒ (13) + 12 = 25
Damage (P): 2d8 + 3 ⇒ (4, 1) + 3 = 8
Tail vs Haedrig: 1d20 + 7 ⇒ (4) + 7 = 11
Tail vs Haedrig: 1d20 + 2 ⇒ (1) + 2 = 3
Teeth sink into Haedrig's shoulder, piercing the dwarf's armor. Its tail thrashes about, but harmlessly.

And with shocking speed it beats its wings and flies away from the melee! It looks like it's heading towards the water!

ROUND 3
Enemy - Frenzy & Surge (-25hp)
Dar - Go
Zelkeke - TBD (-7hp)
Senizar - TBD
Haedrig - TBD (-8hp)


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

Round 2

Angry at this fish for being a difficult enemy to fight, the druid once more calls on Papa Storm’s wrath to bring the lightning.

Cast Tempest Surge damage 1d12 ⇒ 7

He also offhand tosses his spear to Zelkeke


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]

Since I did not use my reaction, do I get an AoO?

AoO: 1d20 + 8 ⇒ (5) + 8 = 13

Wayfinders

Signal: Map & Handouts |

@Haedrig - Good catch. You do get to use it. And you miss.

@Dar - Per Slack, the monster is more than a single Stride away to get close enough for Tempest Surge. Feel free to retcon your turn.

ROUND 3
Enemy - Frenzy & Surge (-25hp)
Dar - Go
Zelkeke - TBD (-7hp)
Senizar - TBD
Haedrig - TBD (-8hp)


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

Retcon round 2

The half-orc tosses his spear toward Zelkeke then focuses his inner power. He seeks the bitter cold of the brutal winter winds…

Action 1: spear toss
Action 2-3: Frost Ray to hit 1d20 + 5 ⇒ (16) + 5 = 21 Cold damage 1d4 + 2 ⇒ (3) + 2 = 5

Wayfinders

Signal: Map & Handouts |

Dar's magic finds its mark, further injuring to flying foe!

Zelkeke catches the expertly tossed spear and rushes toward the beast. The iruxi warrior manages to get close enough, stabbing out as it flies.
Strike: 1d20 + 9 ⇒ (3) + 9 = 12
His attack is wide of the mark.

A tail lashes out at Zelkeke in retaliation!
Tail Lash vs Zelkeke: 1d20 + 12 ⇒ (10) + 12 = 22
Damage (B): 2d6 + 3 ⇒ (5, 2) + 3 = 10

ROUND 3
Enemy - Frenzy & Surge (-30hp)
Dar - Ray
Zelkeke - Miss (-17hp)
Senizar - Go
Haedrig - Go (-8hp)


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]

Haedrig curses, his sling being his only missile weapon. He drops his axe, retrieves his sling, loads it, and let's fly--knowing he needs Desna's blessing to make such a far shot...

good luck: 1d20 + 6 ⇒ (18) + 6 = 24

I think the range increment is too great...


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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

"I have no spells to strike at this range!" Senizar shouts to the party. He knows he's barely proficient with it, but he aims his crossbow:

ATK: 1d20 + 5 ⇒ (17) + 5 = 22 for DMG: 1d8 ⇒ 5. He then reloads!


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]

requesting a retcon of the sling shot actions, as per Slack

Haedrig curses, trying to get to Zelkeke's side to help take the fish down.

athletics?: 1d20 + 7 ⇒ (6) + 7 = 13

by my count, I can make it next to Zelkeke--essentially flanking him with the baddie--with 3 moves and the climb success

Wayfinders

Signal: Map & Handouts |

You're 10ft up, and a 13 is a success (meaning you descend 5ft safely). It'll take a second Climb action to reach the bottom, which I will roll for you. That will leave you a single action, which I read as a Stride to get closer to the beast.
Climb: 1d20 + 7 ⇒ (18) + 7 = 25

Haedrig works his way down, finding handholds without too much difficulty. He hustles towards the monster, looking to help Zelkeke.

With the iruxi a close target, the beast unleashes yet another frenzy of attacks!
Fangs: 1d20 + 12 ⇒ (13) + 12 = 25
Damage (P): 2d8 + 3 ⇒ (8, 6) + 3 = 17

When its teeth sink in, Zelkeke cries out in pain! His eyes roll back and he collapses to the ground! Dying 1

What's worse is that the beast does not relent! It's tail comes thumping into the prone form!
Tail 1: 1d20 + 7 ⇒ (13) + 7 = 20
Damage (B): 2d8 + 3 ⇒ (1, 3) + 3 = 7
Tail 2: 1d20 + 2 ⇒ (9) + 2 = 11
It connects a second time, but misses with its third! Dying 2 now for Zelkeke

With a final, draconic shriek at the group it kicks up another burst of speed and dives down into the water, swimming away!
Monster is currently in the river, under the surface and not readily visible from where any of you are.

ROUND 4
Enemy - Frenzy & Swim (-35hp)
Dar - Go
Senizar - Go
Haedrig - Go (-8hp)

Zelkeke - TBD (Dying 2)


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

"Dammit! Let it go! Get to Zelkeke!" [ooc]Athletics: 1d20 + 0 ⇒ (8) + 0 = 8 Athletics: 1d20 + 0 ⇒ (9) + 0 = 9 but can't get down quickly.


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 take it Haedrig wasn't close enough to make an AoO on the retreat?

The dwarf drops his axe and yanks out one of his prepared poultices, hoping their new friend's anatomy isn't so different than what he's used to.

battle medicine: 1d20 + 5 ⇒ (17) + 5 = 22

healed: 2d8 ⇒ (1, 5) = 6


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

The half-orc rushes over to the downed Zelkeke. Also noticing the dwarf's injuries, Dar takes a moment more and calls upon The Mother for her healing touch.

Full 3 actions: cast heal 2d8 ⇒ (5, 8) = 13 healing to all creatures in a 30' radius.


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Dar Orc-Blooded wrote:

The half-orc rushes over to the downed Zelkeke. Also noticing the dwarf's injuries, Dar takes a moment more and calls upon The Mother for her healing touch.

Full 3 actions: cast heal 2d8 healing to all creatures in a 30' radius.

Or perhaps Dar just heals Zelkeke 13 hps.

The half-orc shakes his head a little as he looks to where the giant flying fish disappeared back into the water. I bet that would have been good eating...

Wayfinders

Signal: Map & Handouts |

Zelkeke returns to consciousness thanks to Dar's magic. The warrior nods his thanks, standing back up. He looks around, seeing no dead body, and sighs.
Still, for surviving that dangerous encounter each PC earns 120xp

Wayfinders

Signal: Map & Handouts |

After tending to the wounds, the adventurers once more set to completing their cartography work. They eventually set down for the night, camping a healthy distance away from the water.

Unfortunately for Dar, he is not able to find enough food to sustain the whole group.
You are down to 6 rations now.

What is clear to the group is that this forest continues to the south and southeast, but following the river northeast the terrain becomes marshy. This excites Zelkeke. Through Senizar he says, "It is possible we are nearing the lands of my people. But know that our ancestral territory is large, and would take many days to cross. And though I have not traveled through all our land, my village was bordered on the west by water."

He looks to you, curious which route you all want to take.


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

"Our food is running low, but I don't see a better option than continuing to follow the water."

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