Caldovan Marches 2022

Game Master rando1000

Date: Marcha 29

Albarra; Santa Merceda

HQ Map

Over-land Map

Combat Map

Party Funds:27 pp, 2738 gp, 1266 sp, 1444 cp, 500 gp amethyst, 2223 gp jewels and gems

Party Magic:Ring of Swimming (swim speed 30', turqoise and silver) copper ritual bowl (allows casting without using slot, but takes 10 minutes)


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Human Male uRogue 6 | HP 46/57 | AC19/T14/F15 | Saves F+4/R+9/W+3 | Perc +10/+14 hidden-secret | Init +4

Djack knows Rocko's nose will only discern so much. So, he warily approached the door, trying not to gag.

Perception, detect traps, trapfinding, canny: 1d20 + 7 + 1 + 4 ⇒ (12) + 7 + 1 + 4 = 24


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Djack does indeed find a trap; a very dangerous one. Perhaps the most deadly he has yet encountered in his brief career.

If the door is opened from this side while the trap is in place, something deadly will issue forth from the cracks in the ceiling. What exactly it is, Djack does not know, but it will likely affect the entire room.


Human Male uRogue 6 | HP 46/57 | AC19/T14/F15 | Saves F+4/R+9/W+3 | Perc +10/+14 hidden-secret | Init +4

Djack explains the situation and invites everyone to wait in an adjoining room while he attempts to disarm the mechanism.

After I'm... done, you should be clear either way.


Female Wild Elf Cleric 5 | HP 37/40| AC:16/T:12/F:16 | F/W/R: |+5/+3/+7 | 1st 3(1)/3(1), 2nd 3(1)/3(1), 3rd 2(1)/2(1)| C: 3d6 3/4

The elf nods her head, "I will give you a blessing, in hope that it shall give you the help you need."

Touch of luck, of course.


Rocko offers the spider webbing he's been holding on to for a while.

"I could try jamming some of this in them cracks before you get to work. Might stop nasty smoke or the like. Just in case."

not sure it will help or be necessary, but Rocko will offer. He does have skill in trapmaking and might be able to be of some help.


If you need a trapmaking skill roll, Rocko has a +4. I'm okay with someone else entering it in so you don't have to wait for me in the event I get busy this week


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Rocko's help:1d20 + 4 ⇒ (13) + 4 = 17 Good enough for Aid Another

Djack gets +2 to his first die roll only, and then if that fails, he gets the extra "luck" roll from Yoltzin.


Human Male uRogue 6 | HP 46/57 | AC19/T14/F15 | Saves F+4/R+9/W+3 | Perc +10/+14 hidden-secret | Init +4

Once everyone is clear of the room, Djack takes a deep breath and gets to work.

He whispers, No, no, no... Ohhh...

Disable Device, mw tools, trapfinding, aid another, touch of luck: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17
Disable Device, mw tools, trapfinding, touch of luck: 1d20 + 13 ⇒ (18) + 13 = 31


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Djack feels a sharp pain as something drips from the ceiling onto his arm, and abruptly changes course in his work. No further pain ensues, and the door now hangs lightly ajar. The trap is disabled.

Looking at his shoulder, a tiny bead of brass solidifies on his skin's surface and falls to the floor, leaving a scorched red dot the size of an insect bite.

No HP damage, just described it that way for story purposes.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

At this point I'd like to recommend everyone heal any injuries they have before going into that room. It could get interesting.


Female Wild Elf Cleric 5 | HP 37/40| AC:16/T:12/F:16 | F/W/R: |+5/+3/+7 | 1st 3(1)/3(1), 2nd 3(1)/3(1), 3rd 2(1)/2(1)| C: 3d6 3/4

Is anyone actually still injured?


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Yoltzin wrote:
Is anyone actually still injured?

Just checking. Spizz and Quince are full up.


Female Wild Elf Cleric 5 | HP 37/40| AC:16/T:12/F:16 | F/W/R: |+5/+3/+7 | 1st 3(1)/3(1), 2nd 3(1)/3(1), 3rd 2(1)/2(1)| C: 3d6 3/4

The elf has an odd feeling, like a nudge at the back of her mind. As the group readies to enter the room, she prepares to cast a final blessing upon the party in the advent of trouble.

Readied action, cast bless upon seeing any big bad monsters.


Human Male uRogue 6 | HP 46/57 | AC19/T14/F15 | Saves F+4/R+9/W+3 | Perc +10/+14 hidden-secret | Init +4
rando1000 wrote:
Looking at his shoulder, a tiny bead of brass solidifies on his skin's surface and falls to the floor, leaving a scorched red dot the size of an insect bite.

Djack reacts trying to catch the brass bead... Brass balls, indeed.

Reflex, catch beed: 1d20 + 7 ⇒ (16) + 7 = 23

He dares to peek inside.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Djack deftly catches the the bead without making a sound; solidified brass in near-spherical form. It was semi-liquid when it came down, though. Thus the burn mark on Djack's arm.

With comprehension, Djack realizes the whole room would have been sprayed with molten brass from the ceiling, which would have caused significant damage and pain indeed. It's possible someone might have died.


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Human Male uRogue 6 | HP 46/57 | AC19/T14/F15 | Saves F+4/R+9/W+3 | Perc +10/+14 hidden-secret | Init +4

Was trying to keep the "brass ball bearing" from hitting the ground... keep things quiet. I imagined it falling slow motion about to alert with the sound of hitting the hard ground. Building drama!


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

The area beyond the door is not a room at all. It is still bound by the physical limitations of the walls, but other than that the room is located in the extra-dimensional plane known as The Decay. There is no floor, merely a series of night-black objects the size of a child's ball floating in the air itself.

In the center of the room is a creature little bigger than an man. This thing is an ever-shifting and ever-hungry mass of barbed tentacles, glaring eyes, and gnashing teeth, twisting upon itself and reshaping into new forms. Its movements are languid and sinuous, and seem to defy the very laws of nature.

The creature, phenomena, or whatever it is, recognizes immediately that door has been opened, even a crack, and now awaits your entry.

Combat map at top of page updated. The door is not technically open all the way; you are safe from attack for the time being.

Initiative


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Djack Nymball wrote:
Was trying to keep the "brass ball bearing" from hitting the ground... keep things quiet. I imagined it falling slow motion about to alert with the sound of hitting the hard ground. Building drama!

Sorry, missed that. I reworded things a little to take that into account.


Human Male uRogue 6 | HP 46/57 | AC19/T14/F15 | Saves F+4/R+9/W+3 | Perc +10/+14 hidden-secret | Init +4

Yeah, we have company... or it has company. There's an it...

...and it's mean and weird and nasty. I'm getting dizzy.


Female Wild Elf Cleric 5 | HP 37/40| AC:16/T:12/F:16 | F/W/R: |+5/+3/+7 | 1st 3(1)/3(1), 2nd 3(1)/3(1), 3rd 2(1)/2(1)| C: 3d6 3/4

She frowns at.first, before a fierce look of determination smolders in her eerie dark amethyst eyes. "By the will of Xenxolotl, I shall bring the full wrath of the Ashlands upon this mockery of death. Be broadened by these spiritual flames, might your ancestors guide your hands in this coming battle. <Bless!>"

(+1 morale bonus on attacks and saves vs. Fear effects)
Bless spell, as indicative. I know its nor rules tender, but would you allow for it to apply to my summons durring the fight without having to cast again?


Rocko realizes a bit to late,

"Errr, did we plan better than 'rush up and swing wildly?"

initiative: 1d20 + 2 ⇒ (13) + 2 = 15


Female Wild Elf Cleric 5 | HP 37/40| AC:16/T:12/F:16 | F/W/R: |+5/+3/+7 | 1st 3(1)/3(1), 2nd 3(1)/3(1), 3rd 2(1)/2(1)| C: 3d6 3/4

Init: 1d20 + 2 ⇒ (15) + 2 = 17


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Yoltzin wrote:
I know its nor rules tender, but would you allow for it to apply to my summons durring the fight without having to cast again?[/ooc]

Sure.


Human HP 2/21|AC 15/11/14|Fort: +3, Ref: +4, Will: +2|Melee +9 (+7/+7), Ranged +4|Init: +1

1d20 + 1 ⇒ (15) + 1 = 16


M Kobold (Gold) Sorcerer 3|HP 3/14|AC 14/14/12|Fort: +2, Ref: +3, Will: +1 (4)|BAB: +1, Melee +1, Ranged +4, CMB: -1, CMD: 11|Init: +2

1d20 + 2 ⇒ (15) + 2 = 17


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Creature/Phenomena: 1d20 + 7 ⇒ (9) + 7 = 16


Human Male uRogue 6 | HP 46/57 | AC19/T14/F15 | Saves F+4/R+9/W+3 | Perc +10/+14 hidden-secret | Init +4

Initiative: 1d20 + 4 ⇒ (13) + 4 = 17

Swing... precisely, my friend.

Without sneak attack, I'm pretty harmless at maybe 7hp damage (if I manage to hit) DR if applicable would reduce that. 2hp per round.


Female Wild Elf Cleric 5 | HP 37/40| AC:16/T:12/F:16 | F/W/R: |+5/+3/+7 | 1st 3(1)/3(1), 2nd 3(1)/3(1), 3rd 2(1)/2(1)| C: 3d6 3/4

Seems we'll be up first Djack! We'll see how it reacts to sneak attacks, though you're probably right on it being immune...


Human Male uRogue 6 | HP 46/57 | AC19/T14/F15 | Saves F+4/R+9/W+3 | Perc +10/+14 hidden-secret | Init +4

What do you think those spheres do?

Djack throws his newly acquired dagger at one of the black spheres near the monstrosity's feet. What do you do?

atk, black sphere, mw dagger, dead center to crack it: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
dmg, black sphere, precision damage: 1d4 + 1 + 2d6 ⇒ (4) + 1 + (2, 5) = 12

crit, black sphere, mw dagger, dead center to crack it: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13
dmg, black sphere, precision damage: 1d4 + 1 ⇒ (2) + 1 = 3


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

The dagger hits the black sphere and begin to dull and rust. It flies clean through, however and strikes the creature, causing 1d4 - 1 + 1 ⇒ (2) - 1 + 1 = 2 damage.

1d100 ⇒ 86


M Kobold (Gold) Sorcerer 3|HP 3/14|AC 14/14/12|Fort: +2, Ref: +3, Will: +1 (4)|BAB: +1, Melee +1, Ranged +4, CMB: -1, CMD: 11|Init: +2

"Spizz can do some damage, but need to get closer. Will try!"

With that, Spizz charges to the gap and leaps into the "room"

Will Save:1d20 + 1 ⇒ (17) + 1 = 18
Reflex Save:1d20 + 3 ⇒ (14) + 3 = 17

As Spizz gets into the room, he finds he cannot walk, but that, through minor concentration, he can "fly" through the room. He deftly dodges out of the way of one of the black orbs to position the creature in range of his Burning Hands spell.

3d4 + 4 ⇒ (1, 4, 1) + 4 = 10

"Think hard, can make you go in here!" the kobold shouts helpfully.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Djack Nymball wrote:


Without sneak attack, I'm pretty harmless at maybe 7hp damage (if I manage to hit) DR if applicable would reduce that. 2hp per round.

You may not be MVP in this encounter, but you did get the group in without taking the trap damage. A few points of damage here and there are likely to make a bigger difference than you'd think in this one.


Female Wild Elf Cleric 5 | HP 37/40| AC:16/T:12/F:16 | F/W/R: |+5/+3/+7 | 1st 3(1)/3(1), 2nd 3(1)/3(1), 3rd 2(1)/2(1)| C: 3d6 3/4

"Spirits, heed my call!" The elf shouts, throwing her hand forward before clenching her fist and pulling it back, as if grabbing something tangible nobody could see. Something seems to answer, but it's in no form that Yoltzin imagined. "<By the bark of the Black Dog, what manner of creature...?>"

Aether elemental, Small (HP): 2d10 + 2 ⇒ (7, 9) + 2 = 18

Strange interwoven translucent threads of technicolor form the rough shape of what might've been a gnome or even a pixie, floating in mid-air only momentarily before it's form seems to vanish.[ Whatever it was that answered her call, it did not hesitate to show off what it was capable of even still, as the thrown dagger is picked up and flung forward once more.

TK Throw: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

Normal she'd never summon something like this (plus it seems a bit strong for a CR 1 elemental), but something weird seems fitting for where we are.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

The dagger lands, but fails to produce significant effect, hitting a more protected part of the opponent. (AKA miss but not by much).

At this point, the entity reacts to the attacks against it. Ignoring the elemental, it moves slightly toward Spizz and lashes out with a clawed tentacle.

1d20 + 13 ⇒ (11) + 13 = 24
1d6 + 3 ⇒ (3) + 3 = 6

Spizz Fort Save:
1d20 + 2 ⇒ (19) + 2 = 21


Human HP 2/21|AC 15/11/14|Fort: +3, Ref: +4, Will: +2|Melee +9 (+7/+7), Ranged +4|Init: +1

Quince heard Spizz's advice about trying to move in the weird environment, and, leaping in, gives it a try.

1d20 + 2 ⇒ (4) + 2 = 6


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Unfortunately, Quince doesn't quite get the hang of movement in The Decay this round, and instead moves 1d9 ⇒ 2 1d9 ⇒ 4 1d4 ⇒ 1 forward and downward one square. Finding himself still too distant to take an action, he holds position.

1d20 + 4 ⇒ (17) + 4 = 21

At least, Quince notes, he managed to avoid hitting any of the black orbs.

Rocko may act in round 1.

How it works: you move in and roll a Will Save. If you get less than 15, stop there. I'll determine your movement. If you succeed, you can move as normal, except you can also move up or down 5'. Once you succeed on this roll once, you do not have to roll again.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

FYI map to follow this evening; creature is about 10' from doorway with Spizz just forward and to the right, if you act before then.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Combat Map Updated. The -1 next to Quince shows that he's on a 5' plane below the creature.


"Well, here goes ... everything?"

Rocko will take a step into the odd area and attempt to make his way toward the thing in an effort to help in the fight.

Will save: 1d20 + 1 ⇒ (13) + 1 = 14


so close


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

1d9 ⇒ 9 1d3 ⇒ 1 1d3 ⇒ 1

Rocko steps in and immediately loses his balance, flying backward and up to the corner of the room (diagonal from Quince and 5' above the "floor" plane).

Creature has taken 7 HP.

Map Updated.

Top of Round 2

Djack and Yoltzin may act. ATM, both are still outside the room.

Since Yotlzin chose a thematically interesting summon, I'm going to say it doesn't have to acclimate to the new physical laws of the plane.


M Kobold (Gold) Sorcerer 3|HP 3/14|AC 14/14/12|Fort: +2, Ref: +3, Will: +1 (4)|BAB: +1, Melee +1, Ranged +4, CMB: -1, CMD: 11|Init: +2

Spizz performs a fire-based touch attack to avoid AOO. Unfortunately he misses. This means he still holds his charge, so technically threatens for purposes of flanking.

1d20 + 4 ⇒ (3) + 4 = 7


Human Male uRogue 6 | HP 46/57 | AC19/T14/F15 | Saves F+4/R+9/W+3 | Perc +10/+14 hidden-secret | Init +4

Wishing he had a ranged weapon, Damn it all.

Djack launches himself upward, kicking off the solid floor... trying to land above and behind the creature, and flanking with Quince.

Will Save to move: 1d20 + 2 ⇒ (14) + 2 = 16

atk, creature, mw bronze rapier, flank: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
dmg, creature, mw bronze rapier, +1, sneak: 1d6 + 4 + 1 + 2d6 ⇒ (4) + 4 + 1 + (1, 5) = 15

I believe this is possible with 30 ft movement. Any bonus from Acrobatics? Are we sure it's immune to both precision and critical hits?


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Djack picks up on the mechanics of movement in The Decay quickly, moving as fluidly here as he has all his life (no need to check again in future rounds).

1d20 + 7 ⇒ (4) + 7 = 11

Unfortunately, he misses seeing one of the black orbs, and it passes through his leg on his way to the opponent.

1d6 ⇒ 6 Damage

Djack Nymball wrote:


I believe this is possible with 30 ft movement. Any bonus from Acrobatics?

No, it's really all mental.

Djack Nymball wrote:
Are we sure it's immune to both precision and critical hits?

You are now, at least as far as precision goes.

Nevertheless, damage is damage.
Current HP taken by opponent: 7 + 9 = 16


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Yoltzin's action Round 2.


Female Wild Elf Cleric 5 | HP 37/40| AC:16/T:12/F:16 | F/W/R: |+5/+3/+7 | 1st 3(1)/3(1), 2nd 3(1)/3(1), 3rd 2(1)/2(1)| C: 3d6 3/4

Yep, sorry.

The spectral summon took grasp of the strangespace around the horrifying planar being, attempting to pull it far away from the others and make it work for it's meal. As it did so, Yoltzin tried and failed to knock back an arrow to shoot the creature, the length of wood instead being sent careening off in a direction entirelly of it's own volition.

Longbow: 1d20 + 4 ⇒ (1) + 4 = 5 Absolutely nope.
DC 12 Fort save vs. Being thrown
Damage potential: 1d8 + 2 ⇒ (8) + 2 = 10


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

1d20 + 9 ⇒ (6) + 9 = 15

The creature is too large for the elemental to throw effectively, but I was going to allow partial damage if it failed the save (which is unlikely). It did not.

Will try to post monster actions soon.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

The creature takes several swings at its opponents with multiple clawed tentacles:

vs Djack
1d20 + 13 ⇒ (4) + 13 = 17 MISS
1d6 + 4 ⇒ (2) + 4 = 6

vs Spizz
1d20 + 13 ⇒ (2) + 13 = 15 HIT
1d6 + 4 ⇒ (2) + 4 = 6
Spizz Fort Save:
1d20 + 2 ⇒ (8) + 2 = 10

vs Quince Attack 1
1d20 + 13 ⇒ (11) + 13 = 24
1d6 + 4 ⇒ (1) + 4 = 5
Quince Fort Save:
1d20 + 2 ⇒ (8) + 2 = 10

vs Quince Attack 2
1d20 + 13 ⇒ (14) + 13 = 27
1d6 + 4 ⇒ (6) + 4 = 10
Quince Fort Save:
1d20 + 2 ⇒ (3) + 2 = 5

Djack, Yoltzin, and Rocko watch in horror as Quince and Spizz both turn into amorphous, amoeba-like creatures (and also take a bunch of damage).


Human HP 2/21|AC 15/11/14|Fort: +3, Ref: +4, Will: +2|Melee +9 (+7/+7), Ranged +4|Init: +1

1d20 + 2 ⇒ (1) + 2 = 3

Quince fails to control his body in this new form, but attempts an attack nonetheless:
1d20 + 9 - 4 ⇒ (4) + 9 - 4 = 9 MISS
1d6 + 6 ⇒ (1) + 6 = 7


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Rocko's action, Round 2.

Begin with the Will Save, then I'll determine movement if you fail.

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