GM Imperius' Skull & Shackles

Game Master bluedove

Skull & Shackles Art and Maps
Tracking Sheet


551 to 600 of 4,152 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>

Passing the 'Scarecrows' at the edge of the dilapidated village you follow the narrow pathway more than a quarter of a mile as it winds through the swamp on relatively dry ground or at least shallow muck.

Maps are up, I have your icons at the top of 'The Mire' map. Please establish a marching order and decide how you would like to 'cross' and who is going first

The pathway slips suddenly into a large green bog. Remnants of an old wooden bridge cross the bog, but only short timber platforms on either side remain, leaving just the pilings jutting from the mud

A salt river oozes through the swamp here, forming a solid barrier of quicksand and marsh some 70 feet across. This is the only place to cross this stretch of the swamp, unless you want to climb the cliffs at the swamp’s western edge.The mire is composed of quicksand (CoreRulebook 427), making it dangerous to cross.

You may jump across the pilings sticking out of the mud with DC 10 Acrobatics

DC 10 Perception:
you notice the tree canopy overhanging the mire. The PCs can climb through the branches some 20 feet above the mire with a DC 20 Climb check, or they can climb up a tree (Climb check DC 15), lash a rope, and swing across with a DC 10 Acrobatics check.

Edit: After you determine how your crossing, go ahead and take one round of action


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci AC: 16, tch 12, flat 15; HP: 15/15
Kasin AC: 14, tch 12, flat 12; HP: 19/19
Weapon Equipped = Horsechopper
Tucci Conditions = Focus: none (sw, 1/1m)
Kasin Conditions = Focus: Bull (+2 str)
Horsechopper: Attack: BAB +1, Size +1, Str +2 Damage: +2 (20/x3)
Sling: Attack: BAB +1, Size +1, Dex +1 Damage: +0 (20/x2)
Re-roll profession sailor (1/1w, recharging days: 0)
Spells Known (Caster Level 2, Concentration +5, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark
. . 1st (3/3): Goodberry, Magic Fang, Summon Nature’s Ally, Touch of the Sea

Melli Lillifeet wrote:
"I'm in it for the treasure, and there doesn't seem to be much here in the village."

”Treasure? There’s treasure?” Tucci thinks about how he might lay his hands on some of that. Fairly of course.

As the party heads deeper into the swamp, Tucci gets more and more nervous. He watches the bog for those no-good frogs.

Tucci automatically makes the perception check and points to the trees, ”If anyone prefers climbing there’s an option. I’ll stay down here with Kasin. He’s a good climber, but not so hot with ropes.”
Feel free to read the above spoiler.

He’ll guide Kasin across as best he can, though he suspects Kasin could just swim it well enough. He's careful as they go.
Tucci Acrobatics (take 10): 10 + 1 = 11 vs DC 10
Kasin Acrobatics (take 10): 10 + 2 = 12 vs DC 10

Tucci is following the others for now in case something comes at them from behind. I'll move on the map as soon as others have moved up.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Ellie ponders the hanging vines. "It would be nice to just swing right over this muck. But it would also take a lot longer." Making up her mind, she jumps for the first wooden piling.

Not sure how many checks it takes to cross, but I can do two in a round.

Acrobatics: 1d20 + 7 ⇒ (10) + 7 = 17
Acrobatics: 1d20 + 7 ⇒ (17) + 7 = 24


CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

---=== At the Shore ===---

Seeing the others' reactions to the newcomer, Tempest closes her hand, dispersing the forming lightning. She still eyes the small man with distrust, but for now, she takes him at his word.

---=== The Mire ===---

Perception: 1d20 + 2 ⇒ (5) + 2 = 7

Tempest is too busy keeping an eye on Tucci, and doesn't notice the vines above. The task at hand, though, doesn't seem to phase her.

Shrugging, she follows Ellie and Tucci across the pilings.

Acrobatics: 1d20 + 3 ⇒ (19) + 3 = 22

She manages to skip across with ease.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Perception: 1d20 + 6 ⇒ (12) + 6 = 18
"I don't really have any great options here..."
I suppose the AP wants to make good use of these Climb and Acrobatics checks while we are still low-level, but Brother MacLaren doesn't get any of those as class skills until he enters Brewkeeper.

Brother MacLaren could take off his armor, but he doesn't have a sack to put it in, nor does he even have any rope to attach to it so that he can pull it across afterwards (and 70' of quicksand is a long way to drag it - the rope could break). He didn't realize that he was going to get pressganged onto a pirate ship, so he did not start out with the gear that many adventurers do.

And with his armor on, his chance of crossing are not good.
Can't Take 10 with the ACP, even with Guidance, and given that it is 70' is would be multiple Acrobatics checks and he would fail one. If carrying a 30-lb breastplate does not impose a -4 to the checks the way wearing it does, then I guess he could take it off, but I'd rather not have to.

"Perhaps I could get some planks from buildings in the abandoned village? Unless any of you have a good solution."


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci AC: 16, tch 12, flat 15; HP: 15/15
Kasin AC: 14, tch 12, flat 12; HP: 19/19
Weapon Equipped = Horsechopper
Tucci Conditions = Focus: none (sw, 1/1m)
Kasin Conditions = Focus: Bull (+2 str)
Horsechopper: Attack: BAB +1, Size +1, Str +2 Damage: +2 (20/x3)
Sling: Attack: BAB +1, Size +1, Dex +1 Damage: +0 (20/x2)
Re-roll profession sailor (1/1w, recharging days: 0)
Spells Known (Caster Level 2, Concentration +5, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark
. . 1st (2/3): Goodberry, Magic Fang, Summon Nature’s Ally, Touch of the Sea

Tucci walks up to the big man, ”I think I can help you swim across readily enough. This won’t last long, but I’ll save one for the trip back as well so you’re not stranded here. Frogs you know.”

He casts Touch of the Sea on MacLaren. ”Now you should be able to swim across, but only for a couple minutes so don’t dawdle.” he smiles as he struggles with the posts using his horsechopper for balance.


knowledge: Nature please feel free to read:
This creature looks like a normal frog, with moist, mottled, blackish-green skin, but grown to truly monstrous size.
Ellie: trained: 1d20 + 3 ⇒ (2) + 3 = 5 you know it's a frog
Mac: untrained: 1d20 + 0 ⇒ (16) + 0 = 16 you know it's a big frog
Melli: untrained: 1d20 + 0 ⇒ (6) + 0 = 6 you know it's a frog
Tempest: trained: 1d20 + 5 ⇒ (14) + 5 = 19 two questions
Tucci: trained: 1d20 + 4 ⇒ (20) + 4 = 24 three questions
Veronica: trained: 1d20 + 7 ⇒ (10) + 7 = 17 two question
Or in leu of answering questions the only real interesting information is: Special Attacks pull (tongue, 5 feet), swallow whole and Melee bite plus grab

Initiative:

Ellie: 1d20 + 5 ⇒ (4) + 5 = 9
Mac: 1d20 + 2 ⇒ (6) + 2 = 8
Melli: 1d20 + 4 ⇒ (18) + 4 = 22
Tempest: 1d20 + 3 ⇒ (10) + 3 = 13
Tucci: 1d20 + 1 ⇒ (14) + 1 = 15
Veronica: 1d20 + 1 ⇒ (9) + 1 = 10
Average: 12.83 awww, I was so rooting for the frogs
Enemy
Red Berry: 1d20 + 1 ⇒ (19) + 1 = 20
Blue: 1d20 + 1 ⇒ (4) + 1 = 5
average 12.5

The village was thatched huts of mud, sticks and grass, no real boards, though posts that could be cut down and lashed together maybe?

We will treat Acrobatics like long jump, so Ellie went (15 + 20) 35 ft and Tempest went 20 ft.

As Tucci and his pet rodent jump out onto the nearest pilings, Ellie nonchalantly comments about 'swinging taking longer and quickly bounds from one piling further on to a second, practically halfway across. Tempest pauses from watching the new crewmember, not to be outdone by the new fellow she also jumps out onto the piling, twice as far as the new guy.

As Brother Mac converses with the captain about the possibility of building a raft, Tucci begins to offer a solution when a large frog near the bank raises its head and lets out a loud "Croak." Almost immediately, from across the way, another large frog raises its head and responds, "Croak"

Round 1 bold may go
Ellie
Mac
Melli
Tempest
Tucci
Veronica

stuff:

Giant Frogs
Red Berry giant frog:
Blue giant frog:

Quicksand::
Patches of quicksand present a deceptively solid appearance (appearing as undergrowth or open land) that might trap careless characters. A character approaching a patch of quicksand at a normal pace is entitled to a DC 8 Survival check to spot the danger before stepping in, but charging or running characters don’t have a chance to detect a hidden patch before blundering into it. A typical patch of quicksand is 20 feet in diameter; the momentum of a charging or running character carries him 1d2 × 5 feet into the quicksand.
Effects of Quicksand: 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 (see the Swim skill description in Chapter 4). 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).
Rescue: Pulling out a character trapped in quicksand can be difficult. A rescuer needs a branch, spear haft, rope, or similar tool that enables him to reach the victim with one end of it. Then he 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, he must make a DC 15 Swim check immediately to stay above the surface.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

"To battle!"

Brother MacLaren casts Bless on the party and draws a javelin.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

"Giant frogs! And they look hungry!" Ellue draws her pistol and fires at the creature close to her.

Pistol vs leftmost frog (touch): 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d8 ⇒ 4

BOOM! The sound echoes throughout the swamp.


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci AC: 16, tch 12, flat 15; HP: 15/15
Kasin AC: 14, tch 12, flat 12; HP: 19/19
Weapon Equipped = Horsechopper
Tucci Conditions = Focus: Bull (sw, 1/10r (1 left)), Blessed
Kasin Conditions = Focus: Bull (+2 str), Blessed
Horsechopper: Attack: BAB +1, Size +1, Str +2 Damage: +2 (20/x3)
Sling: Attack: BAB +1, Size +1, Dex +1 Damage: +0 (20/x2)
Re-roll profession sailor (1/1w, recharging days: 0)
Spells Known (Caster Level 2, Concentration +5, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark
. . 1st (3/3): Goodberry, Magic Fang, Summon Nature’s Ally, Touch of the Sea

Ellie Dewblossom wrote:
BOOM! The sound echoes throughout the swamp.

Tucci instinctively ducks when he hears the explosion and he nearly falls off his pole. His head darts around looking for the source only to see smoke rising from nearby Ellie. ”Wow!”

Then, blessed in a way he hadn’t been before he goes to tip his hat to MacLaren, but he isn’t wearing one, so he changes it to an odd looking wave. As he turns back to the enemy Frogs!

Tucci swiftly focuses (link) on himself becoming more like the Bear (+2 str). Even his eyebrows seem bushier somehow as he bulks up.

He swings his horsechopper in a foolishly wide arc, though thankfully no one is near enough to be hit by it except Kasin who knows to duck. He strikes out at the red berry frog.
Horsechopper (cold iron): 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25 (focus, bless) damage: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6 (focus)

He whistles shrilly but briefly, puckers his cheeks, and whortles out a few oddly barked commands and Kasin leaps into action, splashing into the water toward the frog. (Swim speed 20’)

I believe Kasin's moment provokes if the frog has reach, but if not halted he closes and snaps at the red berry frog!
Kasin Bite: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9 (focus, bless) damage: 1d6 + 1 ⇒ (4) + 1 = 5 (focus)


As the Caydenite says a quick prayer over his friends Ellie draws her pistol and strikes the Blue giant frog in the shoulder, causing it to let out another loud "Croak!"

Tucci reaches out with his goblin hook and tears a chunk of meat from the other berry red frog while the brave rodent dives in the water, bravely attempting to bite the amphibian, but to no avail.

Round 1 bold may go
Ellie
Mac: bless 1/20 rds
Melli
Tempest
Tucci
Veronica

stuff:

Berry red giant frog: - 6 hp.
Blue giant frog - 4 hp.


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

Veronica quickly enchants her sling as she loads it, and throws a bullet at the frog she can get a clearer shot at (Blue) .

Swift Action: Arcane pool (2/4)

Attack: 1d20 + 3 + 1 - 2 ⇒ (19) + 3 + 1 - 2 = 21
Damage: 1d4 + 5 ⇒ (3) + 5 = 8


N Female Halfling Swashbuckler (mouser) 1/UnRogue (vexing dodger) 2 | HP 24/28 | AC 19, T 15, FF 15 | CMD: 15 | F 3, R 10 (+1 trample), W 0 (+2 fear) | Init. +4 | Perc. +5

Melli swears under her breath and switches to her shortbow, aims an arrow, and looses at the further frog! As she does, she curses the fact that she still doesn't really know how to swim and eyes the disgusting-looking watery sand.

Shortbow (blue): 1d20 + 5 ⇒ (13) + 5 = 18
Damage?: 1d4 ⇒ 2


CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

"Watch out for the tongues, they like to pull their prey in and swallow it."

Tempest, true to form, unleashes a wave of bright, colorful magic over the closest frog, hoping to take it out of the battle immediately.

Casting Color Spray. DC 16 Will save or:
2 HD or less: unconscious, blinded, and stunned rounds: 2d4 ⇒ (4, 1) = 5 and then
3 or 4 HD: blinded and stunned rounds: 1d4 ⇒ 2 and then
5 or more HD: stunned 1 round

Effects are cumulative.


Round 1

As both Veronica load, aim and fire their weapons striking the Blue giant frog, Tempest warns the others about the frogs potentially dangerous tongue as she unleashes a wave of bright colorful magic at the Berry Red frog.

As Tempest's Berry Red victim sinks into the swampy muck, the other giant frog, still hungry, strikes out at Ellie with its tongue. Wrapping its thick blue tongue around the first mate it jerks her into the mire towards its waiting maw.

Round 2 bold may go
Ellie Grappled, swim check DC 10 to tread water
Mac: bless 2/20 rds
Melli
Tempest
Tucci
Veronica

Berry Red has total concealment, if you want to take a shot at it, let me know at what depth your aiming

stuff:

Berry red giant frog: - 6 HP unconscious, blinded, and stunned rounds: 1/5 rds
Blue giant frog - 14 HP

Berry Red Will DC 16: 1d20 - 1 ⇒ (16) - 1 = 15
Blue Giant Frog, Tongue (grab), Ellie: 1d20 + 3 ⇒ (19) + 3 = 22
depth: 1d100 ⇒ 25


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci AC: 16, tch 12, flat 15; HP: 15/15
Kasin AC: 14, tch 12, flat 12; HP: 19/19
Weapon Equipped = Horsechopper
Tucci Conditions = Focus: Bull (sw, 1/10r (1 left)), Blessed
Kasin Conditions = Focus: Bull (+2 str), Blessed, Holding breath (2/24r)
Horsechopper: Attack: BAB +1, Size +1, Str +2 Damage: +2 (20/x3)
Sling: Attack: BAB +1, Size +1, Dex +1 Damage: +0 (20/x2)
Re-roll profession sailor (1/1w, recharging days: 0)
Spells Known (Caster Level 2, Concentration +5, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark
. . 1st (3/3): Goodberry, Magic Fang, Summon Nature’s Ally, Touch of the Sea

Tucci watches as the Tempest sprays magic color from her fingertips and watches the frog drop in the drink, ”Nice!”

He flails about with his horsechopper, wondering what to do next. Javelins, now that’s a good idea! He thinks as he takes out his sling and takes a pot shot at the blue frog. (I can't quite tell, but there's probably cover for poor Tucci. I didn't apply it below however. Also, if it matters, I do not have precise shot - penalty also not applied.)

Sling (cold iron): 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11 (bless) damage: 1d3 ⇒ 3

Then he whistles to Kasin and gestures to the water, ”Get it!”

Kasin takes a breath and dives! He swims down (20’ swim speed) to the frog, and if movement allows, bites it! Otherwise, double move…

Kasin Bite: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16 (focus, bless) damage: 1d6 + 1 ⇒ (1) + 1 = 2 (focus)


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Brother MacLaren hurls his javelin at the frog trying to eat Ellie.

Javelin, Bless, 2nd range increment: 1d20 + 3 + 1 - 2 ⇒ (16) + 3 + 1 - 2 = 18
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

I believe the -4 for ranged attacks into melee only applies if the melee combatants are adjacent, which they are not in this case.


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

”Gerroff me, you… monster!” Ellie shouts, frantically trying to keep her head from slipping beneath the surface. Hands pinned to her sides, she gropes at her thighs searching for anything that might help. Her fingers find the hilt of her dagger and she pulls it free. That’ll work.

Swim: 1d20 + 8 ⇒ (15) + 8 = 23
Dagger + bless - grappled vs frog: 1d20 + 4 + 1 - 2 ⇒ (19) + 4 + 1 - 2 = 22
Damage + Arcane Strike: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Confirm crit: 1d20 + 4 + 1 - 2 ⇒ (4) + 4 + 1 - 2 = 7
Crit damage: 1d4 + 2 ⇒ (3) + 2 = 5


Round 2
Like many a wise halfling, Tucci pulls his sling and stone, sending a shot at the distant frog, sadly missing. Though he gets the sense from the thrashing about in the water that Kasin had found his prey.

While Brother Mac fairs better than the halfling, sending a well place javelin into the frog dragging Ellie inevitably towards its mouth.

But Ellie, proving she needs no man's javelin, draws her knife and deals with the giant frog herself. Dead or just unconscious the frog begins to sink into the mire, the tongue releasing its grip on the first mate.

Ellie, your swim check was high enough to move 5 ft. Did you swim towards the frog and stab it or tread water and throw the knife. One puts you 5 ft towards the frog and the opposite side, the other leaves you where you are sans dagger.

We are out of combat, please keep movements to rounds so we can get across the marsh, Tucci determine if Kasin CDG's the Berry red frog, Edit: which apparently may not be possible

Round 2 bold may go
Ellie: swim check DC 10 to tread water
Mac: bless 2/20 rds
Melli
Tempest
Tucci
Veronica

stuff:

Berry red giant frog: - 8 HP unconscious, blinded, and stunned rounds: 1/5 rds
Blue giant frog - 22 HP unconscious/unstable

Kasin attack on Berry Red concealment 20% low misses: 1d100 ⇒ 94
Blue, stabilize DC12: 1d20 + 3 ⇒ (7) + 3 = 10


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Swim out and stab, I guess, cause I don't want to lose my knife. Moved icon accordingly.


N Female Halfling Swashbuckler (mouser) 1/UnRogue (vexing dodger) 2 | HP 24/28 | AC 19, T 15, FF 15 | CMD: 15 | F 3, R 10 (+1 trample), W 0 (+2 fear) | Init. +4 | Perc. +5

Acrobatics: 1d20 + 7 ⇒ (7) + 7 = 14
Acrobatics: 1d20 + 7 ⇒ (10) + 7 = 17

Melli puts her bow up and starts hopping as gracefully as a halfling can across the pilings. "Hey, this is kinda fun!"

Not sure how far a double move can get me. I've just moved two pilings, but that doesn't seem right.


1 person marked this as a favorite.
M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

"Tucci, I believe you said you had some magic that could help me? It would be best if I did not have to remove my armor, in case there are more foes."

With Touch of the Sea, Brother MacLaren has a +12 Swim bonus after the Armor Check Penalty, and a Swim speed of 30', so a double move will get him 60' into the mire.


CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

"Come on! Let's get out of here whiel we can, before the other one wakes up."

Tempest tires to continue along the pilings towards the other shore, but seems to lose her footing for a moment before recovering, "Ellie, you need a hand or are you good?"

Acrobatics: 1d20 + 3 ⇒ (6) + 3 = 9 The way the other post was written made it sound like only one check was needed, but apparently we need more? How many more?


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

My understanding is that you move 10ft if you make the check, plus an additional 5ft for each 5 that you exceed the DC

Veronica nods at Tempest comment."Yes, we'd best be moving on quickly while that thing's unconscious. Ellie, I'll try to get closer and then I can swim to you if you need help."

Acrobatics: 1d20 - 1 ⇒ (1) - 1 = 0
Swim: 1d20 + 6 ⇒ (13) + 6 = 19

Veronica slips on the pilling in front of her as she tries to make a running jump to the one further along, ends up falling into the swamp water. But she easily swims thorough it and pulls herself up on the next piling.


Tempest TB wrote:
The way the other post was written made it sound like only one check was needed, but apparently we need more? How many more?
Veronica Blackblade wrote:
My understanding is that you move 10ft if you make the check, plus an additional 5ft for each 5 that you exceed the DC

Good question Tempest, I wasn't sure on the terminology so I punted going with what Veronica has described. So your 9 leaves you where you are, but it was one move action this round, go ahead and add your second to this round. I am dropping out of rounds, both frogs are sinking to the bottom Tucci if you want Kasin to CDG the bery red frog that's fine.

Seeing the frogs dead or dying in the water, our adventurers begin to cross the pilings again.

Melli clearly enjoying herself while MacLaren awaits Tucci's touch.

Tempest, having a gift for the obvious, encourages everyone to get moving, then finds herself needing to keep her balance on the piling she's on.

While Veronica takes the plunge and begins to swim.

Feel free to continue moving across the pilings, I'll go see what's further down the trail.

stuff:
Berry red giant frog: - 8 HP unconscious, blinded, and stunned rounds: 2/5 rds
Blue giant frog - 23 HP unconscious/stable
Blue, stabilize DC13: 1d20 + 3 ⇒ (18) + 3 = 21


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

Acrobatics: 1d20 - 1 ⇒ (18) - 1 = 17
Acrobatics: 1d20 - 1 ⇒ (18) - 1 = 17

Determined to avoid herself further embarrassment, Veronica makes two careful jumps, moving quite a bit further along the pilings.

Now closer to Ellie, she looks towards her to see if she wants her to go lend her a hand.


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Tucci cheers as the last frog dips under the water, ”Oh, that was grand. You lot are some serious fighters!” He swings his horsechopper around in the air pantomiming the parties actions.

Brother MacLaren wrote:
"Tucci, I believe you said you had some magic that could help me? It would be best if I did not have to remove my armor, in case there are more foes."

He’ll splash his way back to shore and head over to touch Brother MacLaren with Touch of the Sea so he can swim across. ”You have just a couple minutes.” he advises the priest as he casts.

Acrobatics: 1d20 + 1 ⇒ (9) + 1 = 10

Kasin grabs the frog by the throat and thrashes under the water to slay it!
Coupe De Grace damage: 2d6 + 2 + 2 ⇒ (4, 1) + 2 + 2 = 9 (focus) Fort DC 10+9=19 or die as well.

If we're out of combat, can we take-10?


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

"Thank you, Tucci."

As he swims, with incredible ease thanks to the spell, Brother MacLaren will make a short detour to the dead Frog (Blue) in order to retrieve his javelin.

"I suppose I could bring these back to the ship to cook them up... probably not worth it, though. We have enough food for now, and they would be quite bulky to carry around the island."


Tucci Hedgehopper wrote:
If we're out of combat, can we take-10?

Sure, you know me, I love taking 10

After pulling herself back up onto the Piling Veronica quickly leaps from piling to piling, proving the fall was just a flook.

Tucci mimics the fight as he moves to touch MacLaren, then moving back across the pilings himself and Kasin continues attacking the unconscious frog.

While MacLaren considers butchering the frogs, as he dives for his javelin.

stuff:

Berry red giant frog: - 17 HP unconscious, blinded, and stunned rounds: 2/5 rds
Blue giant frog - 23 HP unconscious/stable
Fort: 1d20 + 6 ⇒ (19) + 6 = 25


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Ellie pulls her knife from the belly of the frog and scrambles back to the plinth. She waves Veronica on, then climbs back on and continues her way across. She takes her time and moves carefully, wary of any other giant animals waiting to eat her.

If we're allowed to take 10, Ellie can make it easily with a 17 Acrobatics.


CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

If we're able to take 10, no one can fail unless they have a penalty to their checks.

Taking 10 gives Tempest a 13.

Tempest skips merrily along the rest of the pilings to the other shore, then waits for the others to finish crossing, as well, so that they can move on.


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci AC: 16, tch 12, flat 15; HP: 15/15
Kasin AC: 14, tch 12, flat 12; HP: 19/19
Weapon Equipped = Horsechopper
Tucci Conditions = Focus: None (sw, 1/2 left)
Kasin Conditions = Focus: Bull (+2 str), Holding breath (8/24r)
Horsechopper: Attack: BAB +1, Size +1, Str +2 Damage: +2 (20/x3)
Sling: Attack: BAB +1, Size +1, Dex +1 Damage: +0 (20/x2)
Re-roll profession sailor (1/1w, recharging days: 0)
Spells Known (Caster Level 2, Concentration +5, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark
. . 1st (2/3): Goodberry, Magic Fang, Summon Nature’s Ally, Touch of the Sea

Tucci takes ten on the pilings (total 11) as he carefully crosses with the aid of his pole arm.

Kasin gives one more shake before eventually swimming to the surface and following Tucci to the other shore.
Coupe De Grace damage: 2d6 + 2 + 2 ⇒ (2, 6) + 2 + 2 = 12 (focus) Fort DC 10+12=22 or die


As our intrepid adventurers get past the frog's lair, some climb out of the muck and mire while others happily hop off the pilings; they make their way further into the swamp just over half a mile they come to a clearing.

A terrible stench fills the swamp here, a fetid odor of cheap perfume and rotting flesh. A huge tree stands in the middle of a clearing in the swamp, draped with some sort of huge tent. Lurid, painted faces cover both the tree trunk and tent, and both are decorated with rotting humanoid body parts and carpets of squirming insects.

Feel free to move yourself on the map anywhere up to the openings of the tent which I've circled in red.

stuff:

Berry red giant frog: - dead
Blue giant frog - 23 HP unconscious/stable
Berry Red Fort DC 22: 1d20 + 6 ⇒ (8) + 6 = 14


1 person marked this as a favorite.
M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

"I've got a bad feeling about this place."

Brother MacLaren will hold position where he is, looking and listening.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13


Female Half-elf Bard 4/cavalier 1 | AC: 18/14/15 | HP: 31/35| Fort +5, Ref +8, Will +8 (+2 vs enchantment)| CMB +6, CMD 19 | Initiative +5 | Perception +9 | Performance: 11/14

Once on the other side of the swamp, Ellie reloads her pistol. I need to be careful with these bullets. Haven’t seen any others, or even the lead to make some.

* * * * *

”Is that…” Ellie wrinkles her nose at the malignant combination of odors. ”Perfume? On an island in the middle of nowhere?”

Perception: 1d20 + 5 ⇒ (13) + 5 = 18


Read up through the number of your roll

perception DC 10:
From your present position, nothing more than the bodies parts and odd decoration are visible. Though it does occur to you that the village was clearly native and abandoned for decades. While this tent is clearly of Avistan styling.

perception DC 15 or knowledge (Local} 15:
The tent style looks like something someone would have used for a party, more than camping. The scraps of clothes throughout the yard look to be from a sailors wardrobe.

perception DC 20 or Survival 15:
The wear and tear on the tent reveals that it's stood here for a couple of years at least


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

"Oh!" Tucci grabs his cravat and covers his mouth with it, "What a stench! That perfume is going straight to my head! Ouch!" He tries to breathe shallowly.

He'll move up, investigating the ground and surround as he goes. Kasin follows dutifully, though he sneezes a couple times from the odors on the air.

Perception: 1d20 + 11 ⇒ (15) + 11 = 26 vs DC 10 & 15 & 20
Survival, tracking: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17 vs DC 15 (-1 if not tracking)

"Wellll..." Tucci begins slowly as he tries to figure out what the group is looking at. "Well the village was native, and its been 'gone' for ages. This tent has certain Avistan styling and looks more like a party tent than a good camp tent. Look at those ropes there."

"I'd say that clothing looks to be from a sailors wardrobe. From the wear and tear though, I'm bettin' it's been here a couple years. Maybe more. You see the wear on that grommet? That takes some time, and some bad weather."

He shudders a bit, for this could have been his home if these folks hadn't shown up. He swings his horsechopper a couple times to stay in practice. He stays near the back of the party once he's had a look at the ground so as to stay out of the way. He doesn't want to be a nuisance and get left behind!


N Female Halfling Swashbuckler (mouser) 1/UnRogue (vexing dodger) 2 | HP 24/28 | AC 19, T 15, FF 15 | CMD: 15 | F 3, R 10 (+1 trample), W 0 (+2 fear) | Init. +4 | Perc. +5

Perception: 1d20 + 4 ⇒ (20) + 4 = 24

"I agree. That's an older tent, and definitely a carnival and drinking one, not a sleeping and camping one." Melli nods in support of Tucci.


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

Perception: 1d20 + 3 ⇒ (1) + 3 = 4
Survival: 1d20 - 2 ⇒ (4) - 2 = 2

"If they've been here long,they might know something about the grindylows' lair. But I'm not too sure about how friendly they mihht be, given their choice of decorations." Veronica gestures towards some of the rotting parts adorning the tent.


CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

Perception: 1d20 + 2 ⇒ (17) + 2 = 19

"Looks like we're not the first ones to get stranded here, or Tucci either."


1 person marked this as a favorite.
CN Sylph Sorcerer 3 HP: 17/17 | AC: 13; T: 13; FF: 10; CMD: 12 | Fort: +3; Ref: +5; Will: +4 | Init: +3; Perc: +2 | Effects: None | Daily Abilities: Elemental Ray 8/8 Daily Spells: Lv.1 7/7

Tempest claps her hands, looking around at her companions, "So! Who wants to step inside the creepy stink tent first?"


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci AC: 16, tch 12, flat 15; HP: 15/15
Kasin AC: 14, tch 12, flat 12; HP: 19/19
Weapon Equipped = Horsechopper
Tucci Conditions = Focus: None (sw, 1/2 left)
Kasin Conditions = Focus: Bull (+2 str)
Horsechopper: Attack: BAB +1, Size +1, Str +2 Damage: +2 (20/x3)
Sling: Attack: BAB +1, Size +1, Dex +1 Damage: +0 (20/x2)
Re-roll profession sailor (1/1w, recharging days: 0)
Spells Known (Caster Level 2, Concentration +5, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark
. . 1st (2/3): Goodberry, Magic Fang, Summon Nature’s Ally, Touch of the Sea

Tucci looks up at the (mostly) taller folk. When no one makes a move on the tent, he shrugs, ”I’ll check it out - but I may come out running!” he chuckles nervously. Motioning Kasin to wait, he cautiously approaches the tent and lifts the flap with his horsechopper from about as far away as he can be.

Stealth: 1d20 + 10 ⇒ (10) + 10 = 20 to softly approach the tent
Perception: 1d20 + 11 ⇒ (5) + 11 = 16 to peer inside, looking for hostiles

Kasin sits on his haunches and sniffs the air, his whiskers keeping time with his snuffling.


So I'm assuming Tucci is moving to E-13 is anyone else moving from their positions?

As Tucci moves towards the tent, the smell becomes almost unbearable, while the flies swarm around him and his pet Capybara. The sound of the wind can be heard rustling through the tree, gently moving the tent almost making one feel like the canvas itself is alive.

Stuff:

Yeah, I got nothing. Anyone getting close enough to support the new uy?


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

"Oh, fine..."
Brother MacLaren takes a few tentative steps to follow the halfling and the giant rodent.


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

Veronica unsheats her cutlass and follows their newest crewmember closely as he approaches the tent.

"If things turn ugly, we'll be here to back you up. I'm not about to let a crewmate just walk into a dangerous situation by themselves "


Several folks are still where I placed them on the map. If you had intended to move closer, (or further I guess) feel free to place yourself there to start combat.

Initiative:

Ellie: 1d20 + 5 ⇒ (1) + 5 = 6
Mac: 1d20 + 2 ⇒ (15) + 2 = 17
Melli: 1d20 + 4 ⇒ (9) + 4 = 13
Tempest: 1d20 + 3 ⇒ (12) + 3 = 15
Tucci: 1d20 + 1 ⇒ (1) + 1 = 2
Veronica: 1d20 + 1 ⇒ (12) + 1 = 13
Average: 11
Enemy
Blue: 1d20 + 2 ⇒ (7) + 2 = 9
Cornflower Blue: 1d20 + 2 ⇒ (16) + 2 = 18
Cyan: 1d20 + 2 ⇒ (5) + 2 = 7
Green: 1d20 + 2 ⇒ (17) + 2 = 19
Average 13.25

knowledge: religion:

Ellie: 1d20 - 1 ⇒ (7) - 1 = 6
Mac: trained: 1d20 + 4 ⇒ (20) + 4 = 24
Melli: 1d20 ⇒ 9
Tempest: 1d20 ⇒ 19
Tucci: trained: 1d20 + 4 ⇒ (10) + 4 = 14
Veronica: 1d20 + 3 ⇒ (8) + 3 = 11

Mac:
Once someone calls out or you see them, you know they are Ghouls, intelligent undead. they have no DR and their attacks may cause paralysis and possibly disease

Veronica and Tucci:
You know they are Ghouls, intelligent undead.

Behind the tarp, Inside the tent are more rotting human remains, a huge pile of filthy clothes, and a vast bed of moldering cushions at the base of the tree. Clouds of flies dance above the decay AsTucci quietly peaks in, four figures turn towards him. These humanoid creatures have long, sharp teeth, their pallid flesh stretched tightly over starved frames dressed in decaying silks and vermin infested dresses.

All of the creatures begin to stir from the piles of decaying silk sheets, matted furs, rotten meat and vermin they were lying on. The nearest Blue Ghoul, her eyes wide with hunger, jumps to her feet and rushes at the tent flaps, swatting away the ghoul behind her, ”No he’s Mine!” As the others begin moving toward the tent’s rotted canvas openings, clawing at each other to get to be the first to taste halfling flesh.


Cries of ”Come dearies, let us feast.”, ”Fresh meat”, ”Let Rosie satisfy her desires.” and ”No he’s mine!” can be heard from within the tent. Shortly after the shouts, the tent shudders from the worn flaps being open. On the other side of the trees huge trunk figures can be seen rushing towards Tucci and Veronica, their screams setting ravens in the tree to flight.

Round 1 Bold may go.
Ellie
Mac
Melli
Tempest
Tucci
Veronica

stuff:

Ghouls:
Blue
Cornflower Blue
Cyan
Green:

All double move; first to stand, then to move towards [s]Lunch[/i] the PC’s


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Hearing the enemy shouts, and having a strong suspicion as to what they might be, Brother MacLaren moves up.
"Ghouls!"
He draws his holy symbol and calls upon the power of Cayden Cailean to destroy the undead.

Channel 1 of 4: 1d6 ⇒ 4 Will DC 12 for half.

Moved so that all of the ghouls are within 30' and therefore within range of the Channel.


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Status:
Tucci AC: 16, tch 12, flat 15; HP: 15/15
Kasin AC: 14, tch 12, flat 12; HP: 19/19
Weapon Equipped = Horsechopper
Tucci Conditions = Focus: None (sw, 1/2 left)
Kasin Conditions = Focus: Bull (+2 str)
Horsechopper: Attack: BAB +1, Size +1, Str +2 Damage: +3 (20/x3)
Sling: Attack: BAB +1, Size +1, Dex +1 Damage: +0 (20/x2)
Re-roll profession sailor (1/1w, recharging days: 0)
Spells Known (Caster Level 2, Concentration +5, DC 13+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark
. . 1st (2/3): Goodberry, Magic Fang, Summon Nature’s Ally, Touch of the Sea

"Damn!"

Tucci stumbles back a bit out of fear (5’ step) and swings madly and purely reactively on the blue one (as opposed to the cornflower blue one).
Horsechopper (cold iron): 1d20 + 4 ⇒ (17) + 4 = 21
damage (P/S): 1d8 + 3 ⇒ (7) + 3 = 10

He whistles, and thanks to his advanced training, Kasin comes despite the enemy being… unnatural. Kasin bites at the same one Tucci attacked.
Kasin Bite: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9 (focus)
damage (B/P/S): 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4 (focus)


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

The air in front of Veronica shimmers for a moment as she performs a quick incantation, before taking a step forward and swinging her cutlass at the same target as Tucci and his pet, channeling a bit of magic into the blade.

Arcane pool, Spell Combat: Cast Shield, 5ft step, standard attack.

Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d6 + 5 ⇒ (2) + 5 = 7


As the dead whores rush from the tent, MacLaren, just in case there was any doubt, loudly identifies there true nature while lifting his holy symbol and calling on his diety. Two of the undead, scream and writher louder and longer than their sisters, but all keep moving towards the Captain and the Capybara.

The brave goblin-weapon weilding halfling Slashes the nearest Blue undead as he calls for his mighty mammel to attack. Though Kasin misses, he distracts the evil undead as Veronica chops into her head. Ending her miserable existence.

Seeing her sister fall the Cornflower Blue undead lady-of-the-evening laughs maniacally realizing she would feast on the human female much longer than on the little halfling and his giant guinea pig.

Round 1 Bold may go.
Ellie
Mac
Melli
Tempest
Tucci
Veronica

stuff:

Ghouls:
Blue: dead
Cornflower Blue: - 4
Cyan: - 4
Green: - 2

Blue Will DC 12 for half: 1d20 + 5 ⇒ (7) + 5 = 12
Cornflower Blue Will DC 12 for half: 1d20 + 5 ⇒ (5) + 5 = 10
Cyan Will DC 12 for half: 1d20 + 5 ⇒ (6) + 5 = 11
GreenWill DC 12 for half: 1d20 + 5 ⇒ (9) + 5 = 14

551 to 600 of 4,152 << first < prev | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Imperius' Skull & Shackles All Messageboards

Want to post a reply? Sign in.