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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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]

Aye. Changing course now without good reason would be unwise.


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

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.

The half orc ponders the others words for a while before he speaks. I agree, I don't see a reason to think any other direction would be better. He broods for a few more moments If we could find a safe way across the water, it might make sense to go back to the ocean and continue along the coast looking for New Riddonport. He looks around at the others. Any more thoughts about building a raft or some magic to get us safely across the water?

Dar does ask a few questions to Zellkeke via the wizard. Questions about the flora and fauna of his marshy homeland.
Would it be possible for Zelkeke to give Dar a bonus to foraging with the lizardman's homefield advantage?

Wayfinders

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Signal: Map & Handouts |
Dar Orc-Blooded wrote:
Would it be possible for Zelkeke to give Dar a bonus to foraging with the lizardman's homefield advantage?

Sure, I'll allow a +1 if it happens to be swampland that Zelkeke knows. I'll factor this in, and will tip you off in character if he recognizes the area at all

With a decision made, the adventurers follow the water northeast...

Wayfinders

Signal: Map & Handouts |

GM (29 Sarenith, 4721 AR):
Encounter: 1d20 ⇒ 5
Type: 1d10 ⇒ 10
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (20) + 6 - 5 = 21
Perception (Haedrig): 1d20 ⇒ 16

The next morning's sun seems auspicious, though by Dar's reckoning it'll be two days before the adventurers reach the swampland ahead. With the forest canopy providing shade, it's a manageable journey through the charted territory.

And fortune smiles, with Dar able to forage and catch game enough that the group eats well. No one thinks about their dwindling supplies.

GM (30 Sarenith, 4721 AR):
Encounter: 1d20 ⇒ 20
Type: 1d10 ⇒ 9
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (10) + 6 - 5 = 11
Perception (Haedrig): 1d20 ⇒ 2

Init:
Dar: 1d20 + 6 ⇒ (1) + 6 = 7 +1 for Scout
Haedrig: 1d20 + 7 ⇒ (10) + 7 = 17 +1 for Scout
Senizar: 1d20 + 4 ⇒ (20) + 4 = 24 +1 for Scout
Red: 1d20 + 7 ⇒ (10) + 7 = 17
Blue: 1d20 + 7 ⇒ (2) + 7 = 9
Green: 1d20 + 7 ⇒ (19) + 7 = 26
Zelkeke: 1d20 + 6 ⇒ (17) + 6 = 23

Rain clouds roll in overnight, and by morning a downpour hits that has everyone up early. And it's while the group is hastily stuffing gear away into their packs that they're greeted with the sound of a loud ululating croak from a boggard!
ALL - DC 17 Will save or you are Frightened 1. A critical success makes you immune to this for 1 minute
Will vs DC 17 (Zelkeke: 1d20 + 4 ⇒ (4) + 4 = 8

The sound of a whirling sling comes after, a stone flying out towards Zelkeke!
Sling (Green) vs Zelkeke: 1d20 + 7 ⇒ (6) + 7 = 13
Fortunately for the iruxi the stone flies wide.

Angry at having been caught unaware, Zelkeke advances menacingly towards the nearest boggard. Frills open at the side of his neck, furthering the effect as he does so. Threatening Approach vs Green: 1d20 + 4 - 1 ⇒ (14) + 4 - 1 = 17
It's taken aback by the sudden display! Which is enough for the iruxi warrior to grimace through his own uncertainty as he lashes out with a clawed fist!
Claw vs Green: 1d20 + 9 - 1 ⇒ (7) + 9 - 1 = 15
Damage (S): 1d6 + 4 ⇒ (3) + 4 = 7

ROUND 1
Green - CROAK (-7hp, Frightened 2)
Senizar - Go + Will save
Zelkeke - FRILLS
Haedrig - Go + Will save
Red - TBD
Blue - TBD
Dar - TBD + Will save


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]

Will: 1d20 + 5 ⇒ (14) + 5 = 19

Haedrig only feels slight heeby-jeebies at the uncanny croaking sound. He hustles to stand with Zelkeke, and strikes at the wounded croaker.

Attack: 1d20 + 8 ⇒ (2) + 8 = 10 damage: 1d8 + 4 ⇒ (1) + 4 = 5


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

Will: 1d20 + 6 ⇒ (10) + 6 = 16

Slightly fazed by the boggad, Senizar stands his ground. with a spidery phrase and an arcing motion of his hand, he causes an arc of electricity to form between two of the boggards:

Electric Arc v. Red/Blue: 1d4 + 4 ⇒ (1) + 4 = 5 Basic REF DC 17

He then hurls his staff forward at the center boggard

HotA v. Red: 1d20 + 7 ⇒ (12) + 7 = 19 for DMG: 1d4 + 4 ⇒ (3) + 4 = 7

Wayfinders

Signal: Map & Handouts |

Reflex (Red): 1d20 + 5 ⇒ (3) + 5 = 8
Reflex (Blue): 1d20 + 5 ⇒ (16) + 5 = 21

Haedrig's axe swing is easily knocked aside by the boggard.
Senizar's magic is effective though, especially as his staff flies out to strike one! I applied Frightened and gave them cover, but even then you hit!

The two boggards in the back split up, one joining in the melee with Haedrig and Zelkeke while the other moves to get a better view.

Zelkeke bears the brunt of the attacks!
Red (Morningstar) vs Zelkeke: 1d20 + 8 ⇒ (20) + 8 = 28
Damage (B): 1d6 + 3 ⇒ (2) + 3 = 5
Red (Morningstar) vs Zelkeke: 1d20 + 3 ⇒ (20) + 3 = 23
Damage (B): 1d6 + 3 ⇒ (5) + 3 = 8
He's walloped hard with two powerful swings, dropping to the ground!

Meanwhile, a sling stone flies at Senizar!
Blue (Sling) vs Senizar: 1d20 + 7 ⇒ (15) + 7 = 22
Damage (B): 1d6 + 1 ⇒ (2) + 1 = 3
It then adds another stone to the sling, beginning to swing for another throw.

ROUND 1
Green - CROAK (-7hp, Frightened 2)
Senizar - ZAP (-3hp)
Haedrig - Miss
Zelkeke - FRILLS (Dying 2)
Red - HIT (-12hp)
Blue - Hit (-2hp)
Dar - Go + Will save


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

Round 1

Will Save 1d20 + 7 ⇒ (7) + 7 = 14

The druid decides to stand near Senizar and apply his magic from a distance. Keep an eye on the blue boggard and stay behind me Senizar
Focusing his power Dar brings Papa Storm’s fury down on the red boggard.

Cast Tempest Surge DC15

Electricity damage 1d12 ⇒ 11

Wayfinders

Signal: Map & Handouts |

Reflex (Red): 1d20 + 5 ⇒ (15) + 5 = 20
The boggard manages to avoid the worst of the tempest from Dar.

With Zelkeke on the ground, the attention turns to Haedrig. First, another terrifying croak echoes through the area!
ALL - DC 17 Will saves or be Frightened 1.

It then lashes out with its tongue at the dwarf!
Tongue vs Haedrig: 1d20 + 8 - 2 ⇒ (6) + 8 - 2 = 12
And when that fails, it tries again!
Tongue vs Haedrig: 1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10

ROUND 2
Green - CROAK (-7hp, Frightened 1)
Senizar - Go + Will save (-3hp)
Haedrig - Go + Will save

Zelkeke - TBD (Dying 2)
Red - TBD (-17hp)
Blue - TBD (-2hp)
Dar - TBD + Will save


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

Will: 1d20 + 6 ⇒ (6) + 6 = 12 the second croak stings like the first. It doesn't stop the magic though:

Electric Arc: 1d4 + 4 ⇒ (4) + 4 = 8 Basic DC 17 from Red and Green.

Senizar steps up, perhaps foolishly. "If we don't heal Zelk, he'll die!"

Wayfinders

Signal: Map & Handouts |

Reflex (Red) vs DC 17: 1d20 + 5 ⇒ (16) + 5 = 21
Reflex (Green) vs DC 17: 1d20 + 5 ⇒ (1) + 5 = 6

Senizar's magic continues to injure the boggards, though both still stand.

ROUND 2
Green - CROAK (-23hp, Frightened 1)
Senizar - Zap (-3hp)
Haedrig - Go + Will save
Zelkeke - TBD (Dying 2)
Red - TBD (-21hp)
Blue - TBD (-2hp)
Dar - TBD + Will save


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]

Will: 1d20 + 8 ⇒ (15) + 8 = 23

Cursing sulfurously, and unconcerned with the noise, Haedrig snaps up his shield and tries to take the monsters down quickly, so they can see to their friend.

Attacking Green.

Attack: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 1d8 + 4 ⇒ (8) + 4 = 12

Attack: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d8 + 4 ⇒ (4) + 4 = 8

(if the first one drops green, then move closer to red instead.)

Wayfinders

Signal: Map & Handouts |

GM:
Flat check: 1d20 ⇒ 2
Dying 3 now

Haedrig's axe cuts through the shoulder blade of the a boggard, the creature's croak it's last! He steps in closer to another, planning to bring more of the same.

The boggard lets out a terrifying croak in response before attacking Haedrig!
ALL - DC 17 Will saves or be Frightened 1.
Morningstar vs Haedrig: 1d20 + 8 ⇒ (1) + 8 = 9
Morningstar vs Haedrig: 1d20 + 3 ⇒ (8) + 3 = 11
But the attacks are easily deflected by the warrior.

Movement to the north asks as a precursor for Dar as a sling stone flies out at him!
Sling vs Dar: 1d20 + 7 ⇒ (15) + 7 = 22
Damage (B): 1d6 + 1 ⇒ (4) + 1 = 5

ROUND 2
Senizar - Zap (-3hp) + Will save
Haedrig - Kill + Will save
Zelkeke - TBD (Dying)
Red - Miss (-21hp)
Blue - Sling (-2hp)
Dar - TBD + Will save x2 (-5hp)


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

Will Save 1d20 + 7 ⇒ (2) + 7 = 9
Will Save 1d20 + 7 ⇒ (12) + 7 = 19

Round 2

Grimacing at the sling stone the druid moves a little out of the way and concentrates the Mother's healing touch on his fallen comrade.

Heal 1d8 + 8 ⇒ (1) + 8 = 9 hps to Zelkeke

Action 1: Move
Action 2-3: Heal spell

Wayfinders

Signal: Map & Handouts |

Zelkeke comes back to life!

ROUND 3
Senizar - Go (-3hp) + Will save
Haedrig - Go + Will save

Zelkeke - TBD
Red - TBD (-21hp)
Blue - TBD (-2hp)
Dar - TBD (-5hp)


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]

will: 1d20 + 8 ⇒ (17) + 8 = 25

the dwarf, finding his rhythm, gives a deep-throated mocking croak back at the boggard. When he glances down to see Dar help Zelkeke, he also barks out a triumphant laugh.

He locks eyes with the standing foe, glances at the one bleeding out at his feet, and looks back at the standing one--and gives an evil grin. His shield snaps up, and his axe swings back, sailing forward with a mighty dwarven warcry

raise shield

Attack: 1d20 + 8 ⇒ (17) + 8 = 25
damage: 1d8 + 4 ⇒ (2) + 4 = 6

Attack: 1d20 + 3 ⇒ (7) + 3 = 10
damage: 1d8 + 4 ⇒ (4) + 4 = 8

COME ON and fight me, ye clay-eatin' toad faced PUKES!!! COME GET SOME!!!

Wayfinders

Signal: Map & Handouts |

Haedrig's weapon cuts the boggard down in a single stroke! Blood sprays out, flecks of the liquid sticking to his beard.

ROUND 3
Senizar - Go (-3hp) + Will save
Haedrig - 2 Actions

Zelkeke - TBD
Red - TBD (-21hp)
Blue - TBD (-2hp)
Dar - TBD (-5hp)


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]

stride toward the remaining beastie, please!

Wayfinders

Signal: Map & Handouts |

Per Slack, botting Senizar

Senizar steps behind his dwarven ally, working through a spell. With an outstretched finger a bolt of lightning arcs out toward the remaining boggard!
Electric Arc, DC 17 Reflex: 1d4 + 4 ⇒ (1) + 4 = 5
Reflex save: 1d20 + 5 ⇒ (10) + 5 = 15

Zelkeke stands, seeing the dead boggards around him. He hears the sound of sling whirring and rushes towards it!

The last boggard panics, firing a sling stone at Zelkeke... which is all the opening the iruxi needs!
Claw vs Blue: 1d20 + 9 ⇒ (16) + 9 = 25
Damage (S): 1d6 + 4 ⇒ (3) + 4 = 7

It pays dearly for attempting to strike so close, but nonetheless fires!
Sling vs Zelkeke: 1d20 + 7 ⇒ (9) + 7 = 16

Dropping its sling, it draws a morningstar and tries to brain Zeleke.
Morningstar vs Zelkeke: 1d20 + 3 ⇒ (5) + 3 = 8

ROUND 3
Senizar - Zap (-3hp)
Haedrig - Kill
Zelkeke - Move + AoO
Blue - Miss (-21hp)
Dar - Go (-5hp)


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 lumbers up and lays the smack-down on the last boggart.

Attack: 1d20 + 8 ⇒ (18) + 8 = 26
damage: 1d8 + 4 ⇒ (4) + 4 = 8

Wayfinders

Signal: Map & Handouts |

Haedrig sees an opening and does the needful, cutting the final boggard down!
For defeating the boggard ambush, each PC earns 120xp. You are all level 2 now.

Boggard blood and bodies lie strewn about. But the day is otherwise ready for the adventurers.

The question is... are they ready for 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]

To the victors go the spoils. Do any of them carry any trinkets?

Wayfinders

Signal: Map & Handouts |

GM:
3d6 ⇒ (6, 2, 2) = 10

Haedrig searches the corpses of the boggards, finding the obvious at first. Three morningstars, three slings, as well as 26 sling stones among them all. Their armor is made of leather, and is serviceable if sized for them. What he also finds is that each of them have a satchel filled with their food: dried frog's legs, crocodile jerky, and a blood pudding that Dar identifies as having been made from a bloodseeker. It's enough to feed someone for 10 days... assuming you want to eat it.


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

The druid smiles as he goes over the new provisions, especially the frog legs. He is interested at trying the blood pudding.

Do we think the several pit traps that Senizar was nice enough to find, were dug by boggards?

Wayfinders

Signal: Map & Handouts |

Dar thinks about the traps and the boggards. While it is possible that they dug and set the traps, there's nothing specific that links the two. One thing he did notice was that they were not newly dug.


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

"Dar, if this food is rotten, can you purify it? I can handle something unappetizing." Playing catch up, need to update the tracker and level. Will get to this today.


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]
Senizar the Erudite wrote:
"Dar, if this food is rotten, can you purify it? I can handle something unappetizing." Playing catch up, need to update the tracker and level. Will get to this today.

Haedrig grabs a piece of jerky and chomps it stoically. It's food.


HP 29/29, AC 18 (20), F +6, R +5, W +8, Percep +7, Speed 25’ Druid/2
Senizar the Erudite wrote:
"Dar, if this food is rotten, can you purify it? I can handle something unappetizing." Playing catch up, need to update the tracker and level. Will get to this today.

Hmmm… Actually I am feeling I have a little extra so I can manage an extra spell. Sure, can purify if need be.

Wayfinders

Signal: Map & Handouts |

It's clear to Dar that the food is edible. But not at all enjoyable.

With the boggard threat out of the way, the adventurers continue on. By the end of the night they find themselves at the edge of the forest. They camp down, knowing full well that travel through swampland will require patience and endurance.

GM (1 Erastus, 4721 AR):
Encounter: 1d20 ⇒ 6
Type: 1d10 ⇒ 3
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (11) + 6 - 5 = 12
Perception (Haedrig): 1d20 ⇒ 20

With the swamp before them, the group sets to learning the lay of the land. Zelkeke, who seems more comfortable in this wet and marshy terrain, seems unperturbed by how slow you each need to move. He ranges ahead, pointing out paths as best he can.

Fortunately Dar's skill at finding sustenance bears fruit. Or, this case, fungi as he finds a number of edible fungi that provide nourishment without any wild hallucinogenic side effects.

GM (2 Erastus, 4721 AR):
Encounter: 1d20 ⇒ 16
Type: 1d10 ⇒ 9
Subsist (Dar) DC 10: 1d20 + 6 - 5 ⇒ (10) + 6 - 5 = 11
Perception (Haedrig): 1d20 ⇒ 9

The second day of reconnoitering within the swamp, is a warm and sunny one. But it's certainly not a quiet one. The wet terrain is veritable breeding ground for mosquitos, their drone seemingly ever-present. And of course that drone precedes many, many bug bites.

It's while Haedrig is testing the sturdiness of a log though that he notices another sound replacing it: a sort of slimy churning sound. When the adventurers look west, the see the source: a seething, undulant mass of squirming leeches!

Init:
Dar: 1d20 + 6 ⇒ (3) + 6 = 9 +1 for Scout
Haedrig: 1d20 + 7 ⇒ (13) + 7 = 20 +1 for Scout
Senizar: 1d20 + 4 ⇒ (8) + 4 = 12 +1 for Scout
Zelkeke: 1d20 + 6 ⇒ (3) + 6 = 9 +1 for Scout
Enemy: 1d20 + 9 ⇒ (11) + 9 = 20

ROUND 1
Haedrig - Go
Swarm - TBD
Senizar - TBD
Dar - TBD
Zelkeke - TBD


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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

Over the days, Senizar spends time with his journal. In the select few altercations with the boggards, he noted their speech patterns and general conveyance. It appears they have an extremely simple language. Given the repeated phonemes he concludes that they have a SVO ordered language. At first he assumed everything was in the imperative due to a lack of person in the verb forms, but it turns out that boggards actually simply have a two person language. There is likely some inflection in declension, but for the moment, it's beyond Senizar.

He spends days practicing what he can, building conjugations, declensions, and the occasional synopsis. His vocabulary is extremely limited, but it appears that many boggard nouns are built via compounds (likely also via portmanteau, but that level of nuance will require more information.)


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

Haedrig, look out!


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 has nothing to deal with swarms of small beasties...he backpedals away from the writhing mass, calling out Err.. suggestions boys??


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

Throw the cold bomb!


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! I forgot about that...

he takes out the vial, and weighs the distance between him and the leeches. He holds it ready, waiting for them to close & make an easier target.

so, draw the item, then ready to attack when they are 20' away.

readied attack: 1d20 + 7 ⇒ (13) + 7 = 20

Wayfinders

Signal: Map & Handouts |

Haedrig prepares to throw a frost vial should the writhing mass of leeches come closer.

He does not have to wait long.
Cold damage: 1d6 ⇒ 3 and 1 Splash

The vial seems particularly effective, with many of leeches dying instantly. But there's still a lot more.

With surprising speed they move easily through the murky swamp waters, only slowing when they get to dryer land.

And they begin to climb over Haedrig, looking to find exposed flesh!

ROUND 1
Haedrig - Vial
Swarm - Move (-9hp)
Senizar - Go
Dar - Go

Zelkeke - TBD


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

Round 2

The druid stares in one part disgusted by and one part awed by nature's power. Being that said swarm is crawling over his comrade he decides to act. First he quickly wracks his brain for everything he knows about swarms and leeches...

Action 1: Recall Knowledge, Nature 1d20 + 6 ⇒ (19) + 6 = 25

Wayfinders

Signal: Map & Handouts |

Spoiler:
1d20 ⇒ 15

Dar knows that when enough leeches are gathered together they can become a brood leech swarm. Like most leeches, their bites drain blood. And the combined numbers make for the normally mild venom to be particularly potent!


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 levels a riotous cone of colors at the swarm, careful not to hit Haedrig!

Color Spray DC is 18.

He then backs up a bit!

Wayfinders

Signal: Map & Handouts |

Will save: 1d20 + 9 ⇒ (13) + 9 = 22
Senizar's magic washes over the swarm, momentarily dazzling them!

ROUND 1
Haedrig - Vial
Swarm - Move (-9hp)
Senizar - Color Spray
Dar - 2 Actions
Zelkeke - TBD


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

Round 1 continued

Seeing the dwarf's cold bomb seemed to work well, the druid takes a moment to gather his power and calls on Papa Storm's cold brutal winds. He casts Ray of Frost

Frost Ray 1d20 + 6 ⇒ (19) + 6 = 25 cold damage 1d4 + 2 ⇒ (4) + 2 = 6


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

Round 1 continued

The druid focuses his power and calls on Papa Storm's brutal cold. Cast Ray of Frost

Ray 1d20 + 6 ⇒ (11) + 6 = 17

Cold damage 1d4 + 2 ⇒ (2) + 2 = 4

Wayfinders

Signal: Map & Handouts |

Although it doesn't have the same kind of splash as the vial, Dar's magic does damage as it strikes a clump of leeches.

Zelkeke lashes out with his claws, hoping to keep some away from him and Haedrig.
Claw: 1d20 + 9 ⇒ (1) + 9 = 10
Damage (S): 1d6 + 4 ⇒ (5) + 4 = 9

He stumbles over a jutting root though, missing completely. But he has more in him.
Claw: 1d20 + 5 ⇒ (5) + 5 = 10
Damage (S): 1d6 + 4 ⇒ (1) + 4 = 5

And tries again...
Claw: 1d20 + 1 ⇒ (13) + 1 = 14
Damage (S): 1d6 + 4 ⇒ (1) + 4 = 5

The iruxi never manages to get close, surprised by how singular the swarm is at avoiding his attacks.

ROUND 2
Haedrig - Go
Swarm - TBD (-15hp)
Senizar - TBD
Dar - TBD
Zelkeke - TBD


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]

Taking his cue from Zelkeke, Haedrig swings his axe at the swarm. Maybe if he tilts it a bit, using more of the flat surface, he can dissipate it more...

Attack: 1d20 + 10 ⇒ (8) + 10 = 18
damage: 1d8 + 4 ⇒ (5) + 4 = 9

Attack: 1d20 + 5 ⇒ (5) + 5 = 10
damage: 1d8 + 4 ⇒ (1) + 4 = 5


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]

third Attack: 1d20 ⇒ 18
damage: 1d8 + 4 ⇒ (4) + 4 = 8

Wayfinders

Signal: Map & Handouts |

Haedrig is also surprised at how deftly the leech swarm avoids his strikes, his axe not connecting in any meaningful way.

The swarm surges over Zelkeke as well, and the leeches bite the two warriors!
Damage (Haedrig & Zelkeke): 2d6 ⇒ (2, 1) = 3 plus DC 21 Fort save
Damage (Haedrig & Zelkeke): 2d6 ⇒ (6, 5) = 11 plus DC 21 Fort save

If you fail the save:
Fail Once: go to Stage 1
Crit Fail or Fail Twice: Go to Stage 2

Stage 1 clumsy 1, sickened 1, and –5-foot status penalty to Speed (1 round);
Stage 2 clumsy 1, sickened 1, and –10-foot status penalty to Speed (1 round)

Regardless, you will need to make another save at the end your turn. Success means you improve a stage (Stage 0 means it's over), and failure means that you go to the next stage

Fort save (Zelkeke): 1d20 + 7 ⇒ (12) + 7 = 19
Fort save (Zelkeke): 1d20 + 7 ⇒ (12) + 7 = 19

Zelkeke stumbles and gags as he is repeatedly bitten, the leech venom taking hold!

ROUND 2
Haedrig - Miss + Fort save x2 (-14hp)
Swarm - Bite! (-15hp)
Senizar - Go
Dar - Go

Zelkeke - TBD (-14hp)


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

Round 2

The druid focuses a bit more of Papa Storm’s fury. Casts Tempest Surge

Electrical damage 1d12 ⇒ 8
DC16

Wayfinders

Signal: Map & Handouts |

Reflex: 1d20 + 11 ⇒ (16) + 11 = 27
Dar is shocked to see the swarm completely avoid Papa Storm's power!


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

LAcking a better option, Senizar zaps the swarm with some electricity of his own: Elec: 1d4 + 4 ⇒ (4) + 4 = 8 DC 17


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

[dice=Reflex]1d20+11

Dar is shocked to see the swarm completely avoid Papa Storm's power!

The druid curses in goblin tongue.


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]

fort: 1d20 + 8 ⇒ (4) + 8 = 12
fort: 1d20 + 8 ⇒ (8) + 8 = 16

2 fails. Poison: stage 2 (sickened 1; clumsy 1)

Haedrig continues to swing wildly at the leeches.

Attack: 1d20 + 10 ⇒ (10) + 10 = 20
damage: 1d8 + 4 ⇒ (7) + 4 = 11

Attack: 1d20 + 5 ⇒ (8) + 5 = 13
damage: 1d8 + 4 ⇒ (4) + 4 = 8

Attack: 1d20 ⇒ 12
damage: 1d8 + 4 ⇒ (4) + 4 = 8

fort: 1d20 + 8 - 1 ⇒ (20) + 8 - 1 = 27 <--BOOM crit. Poison is gone.

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